Custom Jutsu Submission - III

Status
Not open for further replies.

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Ninpou: Seinaru Fun'iki - Ninja Arts: Holy Ambience
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
The jutsu is a simple yet useful supplementary technique. This is used only to augment, rather supplementary and defensive jutsu only and would not work for jutsus that is offensive in nature except if they are supplementary traps that release an offensive jutsu. This means this can not be used on something offensive from the onset. The user would create a chakra barrier/shroud with a short-range size only around a particular jutsu. The shroud would not relate with any matter but only harmonizes with the supplementary function of the technique it is synchronised with, carrying out such function as if it was the jutsu. There are some jutsu that needs one to make contact with it for it to affect a target thus where the shroud comes to effect. It increases the induction field of that jutsu so that even if the target is not making contact with the jutsu but is within the shroud, the supplementary effect of the jutsu in question would still affect him. For example, the user can have an explosive tag that needs one to get to 1meter for it to activate. With the shroud which could extend upto short range from the tag in any or all direction, the tag would explode whenever the target gets in the vicinity of the shroud. This also works well with traps like "mud wolves", making it not neccessary to get too close to the trap before the wolves are activated " or Fire Release: Exploding Dragon Strike, making it so that the explosion could still occur even if the target is not making contact, they only need to make contact with the shroud. The tags, mud wolves and exploding dragon strikes examples are infact traps which can be used offensively, supplementary applications examples are when the jutsu is used with something that pulls or restricts the target's movement etc, when they are at a particular range or making contact with it. Then with the shroud, they need not get close before they experience the aforementioned supplementary effect. They only need to make contact with the shroud. When used with a defensive lightning or lightning with supplementary effects, it extends area at which one feels the supplementary effect or if defensive, light numbness(but not electric shock since one is not making direct contact with lightning itself) and induction just like how one can harmlessly feel a high voltage from a van-der-graf generator without getting electrocuted due to the absence of current which is the offensive nature of lightning. The only thing noticed is the hairs would stand upright due to the energy. But as a downside, the shroud also carries/amplifies the sound of the lightning which could further warn the target. The shrould would make the surrounding of a defensive water technique humid, likewise would amplify the sound of water if its a flowing one. The jutsu is an activation jutsu that works only on the next jutsu the user uses making both fall on the same timeframe. It can be used passively on an already active jutsu but counts as a move.

4x per battle
Can not be used with genjutsu
If the jutsu in question ends or is defeated, the shroud also ends with it.

Declined - dnr.

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
Reduced the usage to just 3 elements.


Fuinjutsu: Tsumetai Supaishī - Sealing Art: Spicy Cold[/b]
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 with 3 of 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, suction and cold chill for wind, heat and unfocused electrical crackling from lightning etc. This can only be used with Fire, Earth and Wind.
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, etc.
-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. It still covers too much. And i mean... keep the original.
 
Last edited by a moderator:

Aomine Daiki

Active member
Elite
Joined
Feb 14, 2011
Messages
7,307
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Permission from Drackos to submit:

(Bakuton: Chōshinsei) – Explosion Release: Supernova
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is considered the daughter technique of Nova Shockwave and applies the same principles – the expansion of volume through shockwaves. Unlike Nova Shockwave, which creates specialized shockwaves which can reach longer ranges through concentration, Supernova focuses on the release of Explosive chakra throughout the user’s entire body in order to perform a perfectly spherical shockwave around the user’s position, up to short-range. This technique can be compared to the nature of Shinra Tensei itself in its nature and can be sustained for up to two turns during which the user is unable to perform other techniques. The shockwave produced specializes in brute, sheer physical damage and appears similar to an immense gust of wind, shaped into a sphere. Supernova can be used three times per battle and cannot be used in consecutive turns. When this technique is completed the user will be unable to use S-Rank or higher Explosion Release techniques in the same turn this technique is used.

Declined - how can you create a shockwave when you don't mention a blast to create it? If not it would literally just be shinra tensei or an offensive soundwave.

(Bakuton: Chōshinsei) – Explosion Release: Supernova
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is considered the daughter technique of Nova Shockwave and applies the same principles – the expansion of volume through shockwaves. Unlike Nova Shockwave, which creates specialized shockwaves which can reach longer ranges through concentration, Supernova focuses on the release of Explosive chakra throughout the user’s entire body in order to perform a perfectly spherical shockwave around the user’s position, up to short-range. This technique can be compared to the nature of Shinra Tensei itself in its nature and can be sustained for up to two turns during which the user is unable to perform other techniques. The shockwave produced specializes in brute, sheer physical damage and appears similar to an immense gust of wind, shaped into a sphere. Supernova can be used three times per battle and cannot be used in consecutive turns. When this technique is completed the user will be unable to use S-Rank or higher Explosion Release techniques in the same turn this technique is used.

Declined - I spoke with NK and reconsidered this, but what you just did was ignore my last check when i said you need a blast to cause this. Without that blast, what actually causes a shockwave in the first place? Otherwise, really this is an S rank shockwave without warning, just like shinra tensei. So i propose you create a blast over your body/body part that releases this shockwave, it doesn't have to be a large blast, but needs a cause. Also due to the rank/power you will need more restricting on this and only useable twice as it's S rank

On another note, if you resub a jutsu without any edits again that was declined, i'll ban you from the cj thread.


(Bakuton: Genshi Tōitsu) – Explosion Release: Primordial Unification
Type: Supplementary
Rank: C
Range: N/A
Chakra: N/A (+5 chakra cost to applied technique)
Damage: N/A
Description: The user will passively activate an ability used when the user creates a familiar composed entirely of Explosive chakra while Vestments of Divine Imperials is active. Instead of the created familiar being formed in its predetermined location, generally in short-range unless otherwise stated, it will be created within the user’s crimson body. This is a rudimentary form of techniques such as Potentate Proclamation and Luminary’s Edict acting to expeditiously merge user and familiar to gain their abilities and void their chakra cost. However, unlike the superior versions of this technique it lacks the potent benefits such as enhanced Explosive potential or extending the duration of the user’s Vestments state. As such Primordial Unification is simply used to quickly merge user and familiar in order for the user to gain the familiar’s abilities while voiding chakra cost in the fastest means possible. This can only be used on familiars which are purely chakra based. Familiars will bind their duration to Vestments of Divine Imperials. Consumption through Primordial Unification happens instantaneously, allowing it to be performed within the same timeframe as the familiar’s creation. Primordial Unification can be used three times per battle.

Declined - 1. it's a jutsu you have to activate it, even if it's in the same time frame as another, you're activating an effect so it isn't passice. 2. When you mention jutsu, link them to help checkers understand what you're actually talking about, or don't mention them at all, or explain the effects clearly in this jutsu if it's that relevant. 3. Why would it void any chakra costs? I don't get this. It makes no sense.

(Bakuton: Taiyō Ridatsu) – Explosion Release: Solar Flare
Type: Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: The user releases Explosive chakra throughout their body and explodes into a raw fiery Explosive pulse which moves at the user’s current speed. This technique allows the user to evade techniques which would have struck them. Alternatively the user is able to use Solar Flare to close the gap between opponents on the battlefield with haste. Once the explosion is produced the user’s reformation time allows the opponent to react to the user’s next attack, regardless of range. Once the flare has converged the time it takes for the user’s form to compose itself is instantaneous. This technique’s speed is magnified thrice when the user is within Vestments of Divine Imperials allowing the user to circumvent the need to convert their form to Explosive chakra and utilize their highly volatile Explosive form to enhance their speed. Additionally, when Solar Flare is utilized while the user is within Vestments of Divine Imperials, any familiars consumed by Potentate Proclamation, or variations, will remain merged with the user. Solar Flare can be used two times per battle and cannot be used in consecutive turns. The user’s Explosive form will remain as such for a maximum of one turn, the turn it is initiated. While in their Explosive form the user is unable to use any techniques.

Declined - a blast to move you, this has been done already.
 
Last edited by a moderator:

Jhin

Active member
Veteran
Joined
Feb 19, 2016
Messages
4,438
Kin
60💸
Kumi
18💴
Trait Points
0⚔️
(Senjutsu: Hebi no jaaku) - Sage Technique: Treachery Of The Snake
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique revolves around the general concept of absorbing natural energy from the environment, this jutsu takes the concept a step further. Requiring the user to stand perfectly still, unless they have the ability to absorb natural energy without doing so. The technique was developed by Orochimaru, knowing that the unique cursed seals are powered by natural energy. Specifically his own usually, he developed a way to protect himself against others who would attempt to use this power against him. An Orochimaru bio doesn't need to be in sage mode to use this ability but others who use it will need to already be in their sage mode. By drawing the natural energy out of the opponents cursed seal using their own ability to consume natural energy the user will be able to not only extend the duration of their sage mode, but to cut the duration of the opponents curse mark activation. If used by normal users other than Orochimaru it will cut the duration of the opponents curse mark in half and add that duration to the users sage mode transformation, I.E An opponent with four turns left of curse mark will have two turns essentially taken away from him and the two turns will be added to the sage mode duration of the user. Orochimaru being the creator of the curse mark however is able to strip the full duration from the opponent and add it to his sage mode duration. In regards to stealing half the duration, if used on an opponent with an odd number of turns remaining it will always add up to the next substantial amount. I.E if the user has three turns remaining it will take one turn, if they have five it takes two turns from them.

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

Approved- you really wanna steal curse marks lol

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

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

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

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

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

Declined - the thing with this is it wont work on elements created by a shinobi unless they are using sage mode. For example, a Kakashi bio releases a fireball, he doesn't infuse it with narutal energy and so there is nothing for you to pull out of it to cause it die out. Where as if you used this just on the normal ground, it would contain the energy and make it crumble, but not of earth released from a ninja's body.
(Senjutsu: Shin Kusanagi) - Sage Technique: Constriction Of Jormungandr
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Designed to impede an opponent greatly. By focusing their natural energy in to the Moisture in a targeted radius up to twenty meters in diameter the user will cause the air molecules to become infused with large amounts of natural energy and control them in one of two unique ways. The first method involves the density of the moisture and will allow the user to in essence create a zone of high pressure that will greatly inhibit the movement of the opponent as though they were very far underwater and under a great amount of pressure. Causing them to lose any active speed modifiers while in the zone reverting to their base speed, and reducing that base speed level by 3 levels. Additionally it will take them twice as long to form handseals and they will be unable to string four or more handseals per turn due to the crushing weight. The second seemingly more simple method involves pushing the moisture molecules closer together to create what can be perceived as thick air, like in muggy weather, making it more difficult to breathe. While in the zone of low oxygen the opponent will be entirely unable to use fire release jutsu due to the dense moisture dampening the fire, they will also suffer effects of vertigo and confusion to begin with suffering blurred vision that will cause them to lose levels of tracking speed each turn they remain in the zone. After 3 turns in the zone the opponent will pass out due to a lack of oxygen in the body much like drowning. However both zones once placed can not be relocated and can be escaped by an opponent.

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

Approved - Nice thinking. This moisture can't be used for mist technuques

(Senjutsu: Muki kansō) - Sage Technique: Inorganic Desiccation
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Essentially the ability allows the user to reach in to natural substances and pull the natural energy from causing them to become desiccated and damaged. When used against earth for example the earth would become seemingly older and barren causing it to crack and fracture in to dust (in case of a mud, it would dry out the mud). When used against water the liquid would become stagnant and their bonds will break down, so that the mass of water breaks down into a fine mist, to basic moisture in the air (like that produces when we breathe) nullifying the water. When used on techniques this can be performed at range with no physical contact. Due to the technique being natural energy based it's capable of defending from all techniques S rank and below that are not dual nature, such as lava or ice. And additional use of this technique is to draw out chakra from nature into the air, to disrupt currents in the air, this can be used to nullify the flow of wind release techniques. Not only this, but due to the short burst of chakra being pulled out through this technique, the users next sage technique will gain at +1 rank in damage, or +20 damage to S rank and above.

Note: May be used twice per battle. Two turns between uses
Note: Reduces sage mode by 1 turn
Note: This technique can only be used during sage mode.
Note: May only be taught by Jhin
Note: No senjutsu techniques in the turn following this above A rank.

Approved - made minor edits to both
 
Last edited by a moderator:

BusinessManTeno

Active member
Supreme
Joined
Jul 27, 2011
Messages
20,808
Kin
2,903💸
Kumi
10,493💴
Trait Points
60⚔️
Awards
(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.
Took out the S rank bit and moved some words around
(Ototon: Shu Ranmyaku) Sound Style: Lord Of Chaos
Type: Offensive | Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
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. 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. Another way the user can use this is 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 great thing about this technique is that once the sound orbs explode they let out a verydevastating screech, bursting the ear drums of anybody within 3 meters of the explosion causing them to go deaf for 3 turns and -30 due to the eardrums bursting..
Note: Cant use this technique back to back
Note: No sound jutsu above A rank in the same turn

Declined - change it to damage their ear drumbs, deaf for 2 turns. But this would also have to be made away from the opponent, for OP reasons.


Completely did the whole jutsu over so I didnt quote it
(Shakuton/Ototon: Anpu niiro dageki) Scorch/Sound Style: Amplified Red Shock
Type: Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (+20 to both user and opponent due to hearing impariment)
Description: This is a incredible and powerful sound jutsu. The strongest sound jutsu created by Asch the bloody of the hidden sand. Utilizing sound in general. The user slap their hands together sending sound chakra into the atmosphere. As this happen a huge large sphere of sound surrounds the opponent being max long range in every single direction. Leaving the opponent trapped inside the sphere of sound. Once this happen the user will do two handseals, ending with the tiger handseal causing the huge sound sphere to violently imploding instead of exploding. Causing every person that is caught inside the sound wave shock to take massive destructive damage, obliterating anything inside. Even though this technique implodes it gives off a very loud sound wave frequency that damages the ear drums of all who hears it, causing additional damage outside of the sound wave implosion. The reason this technique is forbidden is due to the loud frequency reaching long range outward, not letting the user become exempt. The loud sound it gives off throws off the equilibrium, causing slight confusing. Not allowing them to focus.

Note: Can only use once
Note: Whoever hears it becomes deaf for 2 turns
Note: Whoever hears it cant use any jutsu that requires focus for 3 turns (Including Forbidden Rank techniques)
Note: No S Rank and above sound for 2 turns after usage

Declined - the range is far too big, and not enough drawbacks on you.

You must be registered for see images
 
Last edited by a moderator:

Korra.

Sage of Snakes
Supreme
Joined
Apr 25, 2011
Messages
22,836
Kin
2,212💸
Kumi
4,343💴
Trait Points
0⚔️
(Hebiātsu: Sukēru Kakuchō Yoroi) - Snake Arts: Scale Expanding Armor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is an expansion of using snake scales in snake ninjutsu. The user will channel their chakra onto a projectile jutsu they just used and cover the jutsu in scales from Manda. The scales will be able to give the jutsu its used on a layer of defense. The scales can take up to 1 jutsu up to S rank. Once the scales with the jutsu collide with an upcoming jutsu they will shed and allow the jutsu they are covering to continuing on towards to intended target. This jutsu can only be attached to projectile like jutsus. This can only be used on phyiscal elements like Earth, Water, Sand, Bones, Steel, etc. Cannot be used on enegry elements as the scales would be destroyed before they could cover the jutsu.
Note: Must know snake jutsu
Note: Must be taught by Korra
Note: Usable 5 times a match with a 1 turn cool down between uses
Note: Cannot have Manda on the field while using this.

Declined - Manda is going to have no scales soon, then what? But 5 times? That's way too much for something that relies on a summons powers, and really if you used this twice you wouldn't be able to summon manda as you're drawing on his power already.
Bio with SSM


(Hebi Senpo: SMede~yūsa) - Snake Sage Arts: Medusa
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram than Snake sign and than channel their senchakra into the ground. Combining the aspects of the Inorganic Reincarnation Jutsu and Snake Summons, the user will form from the ground a Medusa looking creature that has actual snake summons coming out of her hair. The creature is made up of earth, wood, and any other non life substance from the ground manipulated by the Inorganic Reincarnation Jutsu, Snake scales and snakes. Medusa is as big as Hashirama's Wood Human Technique. Medusa can use the snakes (25 meters) from her hairs to attack opponents. Medusa can also form snakes from any where on its body. Medusa can also use the Inorganic Reincarnation Jutsu herself and manipulate non life substances on the field and on her body to change like her hands into objects like swords, hammers, etc. Medusa is immune to A ranks and below and can take up to one S rank jutsu. After taking a S rank jutsu the user can spend another 40 chakra to make repairs to Medusa. If the user has a snake summon they can have the summon merge with Medusa giving her access to the snake's abilities. The user can also sacrifice the snake summon it absorb to take another S rank jutsu.
Note: Must know Snake Sage Mode
Note: Must be taught by Korra
Note: Usable 2 times a battle
Note: While in use the user can only use 2 other jutsus in a move due to having to keep focus on Medusa

Declined - Cannon tech: "This technique allows the user to control things that have no life functions by gifting them with some of their own life force," wood in nature has it's own life force. And no to a statue using the cannon tech.

You must be registered for see images


Link to CW

(Kanjō-Tekina Jittai) - Emotional Entities
Type: Offensive/Defensive/Supplemenaty
Rank: S
Range: Short
Chakra: 40 ( -10 per turn to keep on field)
Damage: 80
Description: The Emotional Entities are sentient constructs of each emotion in Korra's power ring. Each emotion has its own Entity that represents the emotion. All the Entities have the powers of the shared abilities from the power ring as well the powers of their emotion. The entities also have unique powers that are only usable by them. The user will have to be in the emotion of the entity they want to form for at least 3 turns. Each Entity are stronger versions of their emotion constructs and are immune to A rank and below jutsus while being able to take up to 1 S rank jutsu. Each construct can levitate and can act on their own while also listening to the user. Each entity is the same size of Gamabunta.

Will/Ion: Ion is the entity for the Green Light of Will. He looks like a giant green whale. Ion has access to the powers of the green light from the power ring. Due to him having an increased Will Power he is able to increase the users will power and make them immune to A rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of S rank and below. Ion also has the power to posses opponents. Similar to Puppet Cursing Technique, Ion will get into short range of the opponent and using his will power merge into the opponent and use his will power to overpower them and take control of their body. Due to the connection with the green light of Ion and the Power Ring, the user will be able to help control the body. An S rank full body surge can cause Ion to loose control and be forced out of the opponents.

You must be registered for see images

Fear/Parallax: Parallax is an insect looking being that has the entire power of the yellow light. Parallax is the embodiment of Fear and has a killing intent the same rank of an official sage. Parallax is able to release a blinding bright yellow light from his body that causes the opponents to be paralysis until the light goes away. The light last for 3 turns and the user is immune due to him using the yellow light. Parallax can also use its little wings to release a B rank mid range gust of wind.

You must be registered for see images

Greed/Ophidian: Ophidian is the Entity of of Greed and the Orange Light. He is an orange looking snake with the Orange Lantern symbol on his forehead. Ophidian has all the powers of the orange light from the power ring. His scales are also chakra absorbing so when he wraps around an opponent he drains their chakra. The user being a user of the orange light is immune to the scales. Ophidian is able lay chakra construct snake eggs all over the field. The eggs are triggered when an opponents chakra gets near them. The eggs will release chakra construct chains that wrap around the opponent and drain their chakra. Ophidian can lay up to 15 eggs per use.

You must be registered for see images

Hope/Adara: Adara is the entity of Hope and is a bird looking construct. The user can fly on Adara and have Adara use it wings to release a B rank gust of wind that can reach mid range. Adara has access to the powers of the blue light from the power ring. Adara can already release his construct feathers across the terrain. The feathers will stay on the field for two turns. When the opponent gets in short range of a feather the feather will explode into water and form a water orb trapping the opponent inside it. Each feather use releases up to 10 feathers and needs a 1 turn cool down between uses.

You must be registered for see images

Rage/The Butcher: The Butcher is a bull like construct that is the entity of rage. He has access to the powers of the red light from the power ring. The Butcher is able to to charge at opponents and ram into them with the force of a S rank blunt force damage. When Butcher charges nothing can stop it as being the entity of Rage it can take up to S rank damage and break through S rank defenses when it charges.

You must be registered for see images

Love/Predator: The Predator is the entity of Love and has access to the Star Sapphire light from the power ring. The predator is teh fastest construct and can move at the same speed as a Kage Rank Ninja. The Predator can release a mist of construct at opponents. The mist will than form a crystal looking prison construct that traps the opponent. Predator can also boost the users Star Sapphire light powers and increase the rank of the Star Sapphire ability by one rank.

You must be registered for see images

Passion/Proselyte: Proselyte is the entity of Passion and is a star fish looking construct. Proselyte has the abilities of the Indigo light from the Power Ring. Proselyte is able to heal the user or allieis by touching them with one of his arms. This is limited to injuries from A rank jutsu and below. The healing is only to the extent of the medium injuries and medium injuries. If the user knows Medical Ninjutsu, Proselyte can touch the user and cut the cost of chakra for Med Stuff A rank and below Med Nin at 3/4 of the cost and S rank and Forbidden by half.

You must be registered for see images

Death/Nekron: Nekron is the entity of Death/Black Light of the Power Ring and is a Grim Reaper looking construct. Nekron has a scythe which he can use to slice opponents and break A rank and below defense jutsus. Nekron has access to the powers of the Black Light from the Power Ring. Nekron is able to copy the ability of the black light but instead of generating a ring he can either grab onto an opponent or hit them with his scythe. If the opponent is grabbed by Nekron or hit with his scythe the opponent feels pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent.

You must be registered for see images

Life/The Entity: The Entity is the strongest emotion entity the power ring can create and is the entity of the white light. The Entity has the powers of the white light from the power ring. The Entity is also able to copy powers of the other Emotion's Entity expect for Nekron. Once per battle The Entity is able release a bright white light the blinds opponents. The light also pushes the opponents to the ground making them feel a heavy pressure constantly restricting movements. The user will be immune to this due to them being in the White Lantern mode and using the white light power themselves.


You must be registered for see images

Note: Must taught by Korra.
Note: Must posse the Power Ring
Note: Must be in Emotion the Entity the user wishes to use for at least 3 turns
Note: Usable 3 times with a 2 turn cool down
Note: Even tho the White Lantern can use other lights it cannot summon other emotional entities.
Note: Any ability the Entities use counts towards one of users moves.

Declined - too long. By eyes hurt already.
Resubmitting all 3 for the last one Pervy said I could but he was gonna let someone else check it xd

(Hebiātsu: Sukēru Kakuchō Yoroi) - Snake Arts: Scale Expanding Armor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is an expansion of using snake scales in snake ninjutsu. The user will channel their chakra onto a projectile jutsu they just used and cover the jutsu in scales from Manda. The scales will be able to give the jutsu its used on a layer of defense. The scales can take up to 1 jutsu up to S rank. Once the scales with the jutsu collide with an upcoming jutsu they will shed and allow the jutsu they are covering to continuing on towards to intended target. This jutsu can only be attached to projectile like jutsus. This can only be used on phyiscal elements like Earth, Water, Sand, Bones, Steel, etc. Cannot be used on enegry elements as the scales would be destroyed before they could cover the jutsu. This can only be used upon the release of a jutsu that is released from the user as they will summon the scales onto the jutsu in the process.
Note: Must know snake jutsu
Note: Must be taught by Korra
Note: Usable 2 times a match with a 1 turn cool down between uses
Note: Cannot have Manda on the field while using this.

Approved - made edits


(Hebi Senpo: SMede~yūsa) - Snake Sage Arts: Medusa
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram than Snake sign and than channel their senchakra into the ground. Combining the aspects of the Inorganic Reincarnation Jutsu and Snake Summons, the user will form from the ground a Medusa looking creature that has actual snake summons coming out of her hair. The creature is made up of earth and any other non life substance from the ground manipulated by the Inorganic Reincarnation Jutsu, Snake scales and snakes. Medusa is as big as Hashirama's Wood Human Technique. Medusa can use the snakes (25 meters) from her hairs to attack opponents. Medusa can also form snakes from any where on its body. Medusa can manipulate her body to change like her hands into objects like swords, hammers, etc. Medusa is immune to A ranks and below and can take up to one S rank jutsu. After taking a S rank jutsu the user can spend another 40 chakra to make repairs to Medusa. If the user has a snake summon they can have the summon merge with Medusa giving her access to the snake's abilities (can have up to 2 snake summons merge into Medusa). The user can also sacrifice the snake summon it absorb to take another S rank jutsu.
Note: Must know Snake Sage Mode
Note: Must be taught by Korra
Note: Usable 2 times a battle
Note: While in use the user can only use 2 other jutsus in a move due to having to keep focus on Medusa

Declined - too big, and too much. I know hashi can do this kind of thing with wood sage mode, but what you have here is just a earth golem with snakes coming from it. You didn't give it that unique aspect i mean. Reduce the size, say how you can only use earth element while controlling, give it a turn limit, and give it a unique effect like that earth ability to petrify, it would go with the medusa theme.


(Kanjō-Tekina Jittai) - Emotional Entities
Type: Offensive/Defensive/Supplemenaty
Rank: S
Range: Short
Chakra: 40 ( -10 per turn to keep on field)
Damage: 80
Description: The Emotional Entities are sentient constructs of each emotion in Korra's power ring. Each emotion has its own Entity that represents the emotion. All the Entities have the powers of the shared abilities from the power ring as well the powers of their emotion. The entities also have unique powers that are only usable by them. The user will have to be in the emotion of the entity they want to form for at least 3 turns. Each Entity are stronger versions of their emotion constructs and are immune to A rank and below jutsus while being able to take up to 1 S rank jutsu. Each construct can levitate and can act on their own while also listening to the user. Each entity is the same size of Gamabunta.

Will/Ion: Ion is the entity for the Green Light of Will. He looks like a giant green whale. Ion has access to the powers of the green light from the power ring. Due to him having an increased Will Power he is able to increase the users will power and make them immune to A rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of S rank and below. Ion also has the power to posses opponents. Similar to Puppet Cursing Technique, Ion will get into short range of the opponent and using his will power merge into the opponent and use his will power to overpower them and take control of their body. Due to the connection with the green light of Ion and the Power Ring, the user will be able to help control the body. An S rank full body surge can cause Ion to loose control and be forced out of the opponents.

You must be registered for see images

Fear/Parallax: Parallax is an insect looking being that has the entire power of the yellow light. Parallax is the embodiment of Fear and has a killing intent the same rank of an official sage. Parallax is able to release a blinding bright yellow light from his body that causes the opponents to be paralysis until the light goes away. The light last for 3 turns and the user is immune due to him using the yellow light. Parallax can also use its little wings to release a B rank mid range gust of wind.

You must be registered for see images

Greed/Ophidian: Ophidian is the Entity of of Greed and the Orange Light. He is an orange looking snake with the Orange Lantern symbol on his forehead. Ophidian has all the powers of the orange light from the power ring. His scales are also chakra absorbing so when he wraps around an opponent he drains their chakra. The user being a user of the orange light is immune to the scales. Ophidian is able lay chakra construct snake eggs all over the field. The eggs are triggered when an opponents chakra gets near them. The eggs will release chakra construct chains that wrap around the opponent and drain their chakra. Ophidian can lay up to 15 eggs per use.

You must be registered for see images

Hope/Adara: Adara is the entity of Hope and is a bird looking construct. The user can fly on Adara and have Adara use it wings to release a B rank gust of wind that can reach mid range. Adara has access to the powers of the blue light from the power ring. Adara can already release his construct feathers across the terrain. The feathers will stay on the field for two turns. When the opponent gets in short range of a feather the feather will explode into water and form a water orb trapping the opponent inside it. Each feather use releases up to 10 feathers and needs a 1 turn cool down between uses.

You must be registered for see images

Rage/The Butcher: The Butcher is a bull like construct that is the entity of rage. He has access to the powers of the red light from the power ring. The Butcher is able to to charge at opponents and ram into them with the force of a S rank blunt force damage. When Butcher charges nothing can stop it as being the entity of Rage it can take up to S rank damage and break through S rank defenses when it charges.

You must be registered for see images

Love/Predator: The Predator is the entity of Love and has access to the Star Sapphire light from the power ring. The predator is teh fastest construct and can move at the same speed as a Kage Rank Ninja. The Predator can release a mist of construct at opponents. The mist will than form a crystal looking prison construct that traps the opponent. Predator can also boost the users Star Sapphire light powers and increase the rank of the Star Sapphire ability by one rank.

You must be registered for see images

Passion/Proselyte: Proselyte is the entity of Passion and is a star fish looking construct. Proselyte has the abilities of the Indigo light from the Power Ring. Proselyte is able to heal the user or allieis by touching them with one of his arms. This is limited to injuries from A rank jutsu and below. The healing is only to the extent of the medium injuries and medium injuries. If the user knows Medical Ninjutsu, Proselyte can touch the user and cut the cost of chakra for Med Stuff A rank and below Med Nin at 3/4 of the cost and S rank and Forbidden by half.

You must be registered for see images

Death/Nekron: Nekron is the entity of Death/Black Light of the Power Ring and is a Grim Reaper looking construct. Nekron has a scythe which he can use to slice opponents and break A rank and below defense jutsus. Nekron has access to the powers of the Black Light from the Power Ring. Nekron is able to copy the ability of the black light but instead of generating a ring he can either grab onto an opponent or hit them with his scythe. If the opponent is grabbed by Nekron or hit with his scythe the opponent feels pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent.

You must be registered for see images

Life/The Entity: The Entity is the strongest emotion entity the power ring can create and is the entity of the white light. The Entity has the powers of the white light from the power ring. The Entity is also able to copy powers of the other Emotion's Entity expect for Nekron. Once per battle The Entity is able release a bright white light the blinds opponents. The light also pushes the opponents to the ground making them feel a heavy pressure constantly restricting movements. The user will be immune to this due to them being in the White Lantern mode and using the white light power themselves.


You must be registered for see images

Note: Must taught by Korra.
Note: Must posse the Power Ring
Note: Must be in Emotion the Entity the user wishes to use for at least 3 turns
Note: Usable 3 times with a 2 turn cool down
Note: Even tho the White Lantern can use other lights it cannot summon other emotional entities.
Note: Any ability the Entities use counts towards one of users moves.

□ Declined, DNR. Uhm... This is way too wild, and clashes with about a 100 different things, and generally too long. It'll simply not be approved. □

Some other fool can read this ^^^^
New Update its an oldie so here is link to the first approval



((Hebi Kuchiyose: Akumu) - Snake Summoning: Nightmare
Rank: S
Type: Offense/Defense
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Once the user bites his thumb and smears it on his tattoo and slams their hand on the ground they will summon Nightmare a snake that is big as Manda and is black with blue stripes. Nightmare is a personal snake of Korra and is able to use to use Lightning up to S rank (counting towards the users move count). Nightmare's body has a flow of electricity on her scales at all time. When she binds an opponent the electricity gives us numbing effects which if bind for long enough (2 turns) can paralysis an opponent. The summoner is immune to this due to their chakra being fused with Nightmare with the summon while Korra is always immune. These scales are also able to destroy B rank and below earth jutsu by using her body and scales to destroy them. Her scales give her immunity to B rank and below jutsus and is able to take up to A rank jutsu. Nightmare is also able to turn her body into pure electricity and scatter and than reform to avoid an incoming jutsu.
Note: Has to be taught by Korra
Note: She may stay for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
Note: All of Nightmare's abilities counts towards the user's move

Declined - does 1 A rank jutsu disperse this or is one A rank before it disperses? The last effect remove. Give a rank to the numbing too. No other summons at the same time two turns after.
 
Last edited by a moderator:

Sinthorus

Elite
Joined
Jul 7, 2011
Messages
9,179
Kin
3,644💸
Kumi
23,771💴
Trait Points
0⚔️
[koton: Kudaketa hōyō] - Steel Release: Shattered Embrace
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is a technique that can be used in two ways. It can be used on existing steel techniques or being releasing from the ground. What this does is, the user will release their chakra into existing steel they control or one devoid of chakra, and in doing so will take control of the steel and cause it to break down into thousands of blades of steel near on instantly like the shattering of glass and from their control the blades through their hand gestures or through their weapon. These blades will move in a large swamp or smaller swarms depending on how the user wishes to control them using them to strike what they want. If they chose to use it from the ground they will form the blades of steel in the ground and then cause them to shoot up from within the ground in a huge swarm to attack which they wish. As long as the user controls these blades they will only be able to use steel and elements that make up steel and it will take up one of their three moves per turn. Not only this but the technique will always be A rank, even if they use this to break down one of their S rank techniques.

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

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


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

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

You must be registered for see images


Declined Simplify the wording. You want a secondary layer of "armor" that acts as a wind current around your body carrying shrapnel of steel that detaches from your Steel Body, and adds shredding damage to anything that steps too close to you. I need you to clarify the range of this current, which I'm assuming is the "2 meters above", and expand that to also 2 meters in front and behind? The wind is always circling and conveying around you so why bother describing the descent and ascension of the steel and the wind, unless you mean it to be single usage, or have breaks between windows of effect? Or do you mean that it's constantly pushing steel upwards and then just falls harmlessly around you, short range away from you? Just make it a round or a cylindrical vortex of wind currents, it's simpler. I wonder if this is required to be Steel, since it seems as just a Wind technique that utilizes already existing Steel, but at the very least it has to be named Steel/Wind.
[koton: Kudaketa hōyō] - Steel Release: Shattered Embrace
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is a technique that can be used in two ways. It can be used on existing steel techniques or being releasing from the ground. What this does is, the user will release their chakra into existing steel they control or one devoid of chakra (old steel jutsu they have perviously made or another shinbobi, this doesn't include weapons and such shinobi might carry) , and in doing so will take control of the steel and cause it to break down into Hundreds of tiny blades that look like small dragon scales (1inch diameter) of steel near on instantly like the shattering of glass and from their control the blades through their hand gestures or through their weapon, these blades are extremely sharp.. These blades will move in a large swamp or smaller swarms depending on how the user wishes to control them using them to strike what they want. If they chose to use it from the ground they will form the blades of steel in the ground and then cause them to shoot up from within the ground in a huge swarm to attack which they wish. As long as the user controls these blades they will only be able to use steel and elements that make up steel and it will take up one of their three moves per turn. Not only this but the technique will always be A rank, even if they use this to break down one of their S rank techniques.

Note: Usable once every two turns, being able to control the blades for up to 3 turns.
Note: Using this from the ground would require a handseal to form.
Note: No jutsu above S rank while active

(PS. Sorry lili, i think you read about sushi blades in the other c.j you checked and then got it mixed up with this one xd)

[koton/Fuuton: Shinpi-tekina] - Steel/Wind Release: Mystic
Type: Offensive/Supplementary
Rank: A
Range: Short - mid
Chakra: 30
Damage: 60
Description: This is a unique steel cj that brings out the users true potential in close combat. It's based off several skills that combine to make a unique mode of sorts. It's based on the principle that metals can be coated in an element and remain coated until their duration runs out, this will apply to the users steel body. The user a secondary layer of "armor" that acts as a wind current around your body carrying shrapnel of steel that detaches from your Steel Body, and adds shredding damage to anything that steps too close to you.The user, while having turned their body to steel, will release a full surge of wind chakra through their body and down towards their feet. In doing so they will release currents of wind that push out from under their feet and go up around them towards their head. For example if an opponent were to try and punch the user while this is active, their arm would be pushed up off target and shredded by all the blades. This will flow around the users entire body including their arms as they move around. A unique ability of this mode, is one that enhances the users tai combat and range, although the mode is short range, through movements the user can release pulses of the wind/steel in a direction of their choice, for example via punching in a certain direction. This can reach a maximum of mid range and will count as one of the users three moves per turn and be A rank in power. This wind current remains around the user, it will remain in 1ft around the user wrapped around them constantly.

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

You must be registered for see images

Both Approved


[Koton: Kodai no hashira] Steal Release: Pillar of the Ancients.

Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user of this technique will begin by forming a single handseal or stomping their foot on the ground. Upon doing so the ground will begin to shake in the chosen location causing a single large totem of steel to form from the ground at a chosen location. The steel totem will be roughly twenty meters tall and 7 meters wide being formed entirely of steel, with carved Dragon motifs and intricately arranged tribal patterns arranged in several thematic sections. This totem will act as a lightning rod of sorts attracting any and all lightning jutsu to its location. The steel itself is capable of surviving being struck by one A rank lightning technique or two B rank lightning techniques however it is the destruction of the totem that brings it's secondary effect in to action. When the totem explodes it behaves in an almost brittle fashion firing steel shards of tiny sizes in to the air that blanket the entire field. These tiny shards (Like steel shavings almost) still containing the chakra of the user and also the opponent if he used lightning to destroy it, will prevent any kind of chakra sensory being used especially dojutsu. A dojutsu user would simply see a fog of tiny chakra particles and any normal sensor would feel the same (excluding byakugan which would require focus to see through). The effect of the cloud persists for four turns and does not require any additional chakra input past the cost of forming it. A unique effect of this mist is that due to it containing the users chakra, the user will be able to control it through hand gestures sending it in waves to cut and push like a sharp swarm at the cost of one move per turn, this would be B rank in power. One final ability of this jutsu is reformation. By using a move slot in their turn the user of this technique is able to reform the totem with a single handseal in a chosen location at any point after its destruction before the cloud of shards disperses. The reformed totem will have the same composition and defense as the original and may restart the process again as it were.

Note: Usable twice, after the technique ends, the user must wait two turns to use it again
Note: Controlling the steel costs a move per turn, and will be B rank in power.
Note: If completely destroyed (following s/w), the user can't use the second and third effect.
Note: No steel above A rank in the following turn.
Note: The mist floating is to be treated as a B rank, and if that is destroyed, the user can't reform the pillar. The pillar can only be formed once.

Declined - Okay let's see. The bold edit must stay, or else I won't approve it. I like it better this way xD

Anyway, Steel is weak against Lightning, so I won't allow a two part ( technically 4 part! ) technique that can be initiated from a neutralization interaction ( A Rank Lightning vs S Rank ). So, for the first part, the Rod will attract all lightning, and anything, that's another restriction, bellow A rank Lightning ( as in, Neutralization or Overpowering ) will break the rod into the mist, even if it is an E rank, otherwise no Mist. The Rod will work on all Lightning that comes within 21 meters from it, pulling it in.
You should also add that you're capable of using Lightning, the rod only reacts to foreign chakra, otherwise it restricts your usage as well.

As for the second part, do you want this sensory blocking or do you want a numbing swarm? Because you're using lightning to break it, to me it makes sense. Also, sensory blocking would be a side effect of having a mist with your chakra in it, you should have left it out to trick the moderator, that way you could have added another effect xD. Anyway, the mist becomes B rank regardless of what technique is used to break it. You can only manipulate it in linear manner and in aggregated manner, you can't make multiple constructed or have multiple parts behaving differently or going in differen't direction.

The second reform of the pillar is half the size, in both range and effect, and B rank. When it breaks, the mist will be D rank.
 
Last edited by a moderator:

Mellow

Active member
Legendary
Joined
Apr 19, 2014
Messages
10,656
Kin
30💸
Kumi
521💴
Trait Points
0⚔️
(Futon: Jinja no hōkai) Wind Release: The Shattering Of Shinatobe
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short- Long
Chakra: 40
Damage: 80 (+20)
Description: The shattering of Shinatobe is a unique wind based technique that can be used in both a stand alone version or an enhancing version depending on the users needs. For the first stand alone version, the user will create a small orb of wind chakra with a greenish hue in their hand after clapping their hands to form it. Before throwing it in to the air. The orb will be comprised of highly concentrated wind chakra in a vacuum style that will naturally draw wind currents in to it over a number of turns. Initially the jutsu will begin at 80 damage and the user must wait at least one turn to call it down from the moment it's thrown meaning the minimum damage it can ever do is 80 damage the following turn it's thrown. However the longer the user waits, the more power the technique builds. Each turn the technique remains airborne it gains an additional +10 damage with an upper limit of damage that matches that of the S ranked tornado wall specialist technique. Meaning the technique can remain in the air for a maximum of five turns. During each turn the technique will grow substantially, before automatically falling on the fifth turn if not called down prior. Once it begins to descend the technique will be very visible as a green orb but will fall silently, upon impact with a solid surface or opponent the vacuum will reverse releasing a devastating 10 meter 360 degree explosion of minuscule wind blades behaving like a grenade almost that will shred anything in the vicinity following winds S&W. The second version behaves similarly to the first, but can be used on any wind technique currently in use by the user, or even on an opponents wind jutsu of A rank and below. When used it will compress the jutsu affected and drag it in to the air, following the pattern as the original, however this variant simply adds +20 to the jutsu and will cause it to fall automatically the next turn and behave as version one, with a +20 increase.

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

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

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


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

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

All declined - basically limit the damage to 90 max on all of them, and make them all two turns between uses.
(Futon: Jinja no hōkai) Wind Release: The Shattering Of Shinatobe
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short- Long
Chakra: 40
Damage: 80 (+10)
Description: The shattering of Shinatobe is a unique wind based technique that can be used in both a stand alone version or an enhancing version depending on the users needs. For the first stand alone version, the user will create a small orb of wind chakra with a greenish hue in their hand after clapping their hands to form it. Before throwing it in to the air. The orb will be comprised of highly concentrated wind chakra in a vacuum style that will naturally draw wind currents in to it over a number of turns. Initially the jutsu will begin at 80 damage and the user must wait at least one turn to call it down from the moment it's thrown meaning the minimum damage it can ever do is 80 damage the following turn it's thrown. However the longer the user waits, the more power the technique builds. Each turn the technique remains airborne it gains an additional +10 damage with an upper limit of damage that matches that of the S rank wind specialists jutsu. The technique can remain in the air for a maximum of three turns. During each turn the technique will grow substantially, before automatically falling on the third turn if not called down prior. Once it begins to descend the technique will be very visible as a green orb but will fall silently, upon impact with a solid surface or opponent the vacuum will reverse releasing a devastating 10 meter 360 degree explosion of minuscule wind blades behaving like a grenade almost that will shred anything in the vicinity following winds S&W. The second version behaves similarly to the first, but can be used on any wind technique currently in use by the user, or even on an opponents wind jutsu of A rank and below. When used it will compress the jutsu affected and drag it in to the air, following the pattern as the original, however this variant simply adds +10 to the jutsu and will cause it to fall automatically the next turn and behave as version one, with a +10 increase.

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

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

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


(Raiton: Ajisukitakahikone no zetsumetsu) Lightning Release: The Annihilation Of Ajisukitakahikone

Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short- Long
Chakra: 40
Damage: 80 (+10)
Description:The Annihilation Of Ajisukitakahikone is a unique lightning based technique that can be used in both a stand alone version or an enhancing version depending on the users needs. For the first stand alone version, the user will create a small orb of lightning chakra with a golden hue in their hand after clapping their hands to form it. Before throwing it in to the earth. The orb will be comprised of highly concentrated lightning chakra in a vacuum style that will naturally draw minerals of metallic nature in to it over a number of turns that increases the force of the lightning via enhanced conductivity. Initially the jutsu will begin at 80 damage and the user must wait at least one turn to call it up from the moment it's thrown meaning the minimum damage it can ever do is 80 damage the following turn it's thrown. However the longer the user waits, the more power the technique builds. Each turn the technique remains underground it gains an additional +10 damage with an upper limit of damage that matches that of the S ranked lightning specialist technique. Meaning the technique can remain in the ground for a maximum of five turns. During each turn the technique will grow substantially, before automatically bursting forth on the fifth turn if not called down prior. Once it begins to ascend the technique will be very visible as a large rod of lightning but will raise silently, upon emergence the staff will detonate releasing a devastating 15 meter 360 degree rain of lightning spears impaling, paralyzing and destroying anything in the vicinity following lightnings S&W. The second version behaves similarly to the first, but can be used on any lightning technique currently in use by the user, or even on an opponents lightning jutsu of A rank and below. When used it will compress the jutsu affected and drag it in to the earth, following the pattern as the original, however this variant simply adds +10 to the jutsu and will cause it to fall automatically the next turn and behave as version one, with a +10 increase.

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

♪ All Declined: Pervy was clear, he said an upper limit of 90 damage. Also, calling the orb down would cost a jutsu slot. ♪
 
Last edited by a moderator:

Penguin

Active member
Supreme
Joined
Feb 15, 2013
Messages
29,919
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Shākufōru ▽ Sharkfall
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: One of the few purely offensive techniques the Mand'alor made for the shark contract. To begin this technique, the user must perform three hand seals to create an opening in the sky similar to the (Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop technique. From there, one of two things could occur depending on the user's will. One option the user has is to release an uncountable amount of smaller shark teeth through the opening in the sky, leaving very little room for the opponent to evade the technique due to the sheer number of teeth falling. The upside to this option is, that with the use of a single hand seal, the small teeth would begin to spin rapidly, increasing their cutting capabilities drastically. The boost is quantified as twenty damage points, enough for the smaller teeth to play on terms with elemental techniques of the same rank due to regular ninjutsu being weak to elemental techniques. The other option the user has instead of releasing numerous little teeth is the option to release one single shark tooth from the opening. The size of the second variant could match that of a boss summon. The teeth themselves are sharp as razors, being able to cut through earth and other solidified substances with ease (still follows ninjutsu vs elemental ninjutsu S/Ws).

▽ Can only be taught by Penguin
▽ Can only be used three times per battle
▽ Requires a two turn cool down before re-use


Declined: this submission clashes with a preexisting CJ, and more precisely, .


Meteorikkumerutodaun ▽ Meteoric Meltdown
Type: Offensive/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: A simple yet powerful ninjutsu the Mand'alor founded after witnessing many summoners battle. Meteorikkumerutodaun ▽ Meteoric Meltdown requires the user to form the seal of confrontation while channeling their chakra into shark ninjutsu or summons the user has produced. Once this chakra is channeled into the target, it would simply explode (causing damage equivalent to the technique in question's rank), amounting to mass concussive damage purely from the force of said explosion. If the user happens to have water ninjutsu and shark summoning/ninjutsu as their specialties in their bios, the explosion could produce copious amounts of water instead of smoke (purely cosmetic). Obviously, the range of the explosions also depends on the technique in question's rank. Techniques A-rank and under can only produce short range explosions branching out from the epicenter of course, while S-rank and higher techniques can reach up to mid range around the epicenter. Being produced from the user's chakra, they can also aim the explosion away from certain areas, protecting themselves if they need to.

▽ Can only be used four times per battle
▽ Can only be taught by Penguin


Declined: there doesn't seem to be any tangible justification for this technique being usable on your shark summonings. Unless your bio happens to have Blast Release, why would a living entity spontaneously explode upon inserting chakra? The things that can be affected ought to be more narrowly limited to those composed entirely of the user's chakra instead of an entity or object (akin to Clone Great Explosion). In addition, it should have a set damage value and explosion radius.

 
Last edited by a moderator:

Never

Active member
Supreme
Joined
Jun 22, 2012
Messages
32,559
Kin
2,715💸
Kumi
44,733💴
Trait Points
0⚔️
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.



(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.
- To use Varieties like Ink and Dark of the Source-cle then you have to be a user in that form of Ninjutsu
- 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

Approved

Resubmitting Not a Summon, tis an Art:

(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 with this ability active (Collective of S-Rank means it can be split into two A-Ranks, A-Rank and 2 B-Ranks), if they decide to use another dark release that adds up to more than S-Rank 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.

↿- 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.

- 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
- Cooldown of Four turns after a Dispersal
- No Barnacle Arts in the same turn and no Barnacle Arts above A-Rank in the next.
- No Dark release A-Rank or above the same turn.


Approved: reduced cooldown by one turn.


Some Technical Updates :

(Kuchiyose : Zonbi) - Summoning : Zombies
Type: Offensive
Rank: B-Rank
Range: Short - Long
Chakra Cost: 20
Damage Points: 40
Description:
From the very body of The Gravemind (Sprout the Gravemind Summon) it's flesh is in the control of a Rhizecephalia Parasitic type barnacle which manipulates the flesh to it's entirety, this is normally called a Kōzui. In this case these Kōzui are personal to the user and are seemingly trapped inside an ordinary sized Acorn Barnacle shells which are attached to the user's body, armor or some accessory they keep on their body due to the way Barnacles permanently attach to surfaces. The Shells are pretty small so can be attached to places like the underside of the tongue and the summon can seemingly grow out from the mouth or can act as the jewel on a ring that the user wears. The user channels chakra into the Shell on their person and the Kozui will pop out (like they are growing out from it) and have a humanoid shape, they can take the form of a Human if they so wish (As long as they have two legs and two arms and are around the same size as a person they can look as cosmetically wacky as the user's preference), a realistic transformation very similar to the Shadow Mirror Body Change Method with clothes and all. The "Zombie" can be spawned with a weapon each made of Calcite Shell, and can be any weapon the user desires - they're just an ordinary weapon.

The Kōzui have a very strong resistance to ordinary weapons and taijutsu, anything powered with chakra would hurt the Rhizecephalia normally and being sliced in half with an ordinary blade would still cause the drawbacks of having no legs for example, however the Kōzui can still move and drag themselves with their hands. Kōzui can still feel pain and can break out of genjutsu through pain, however they cannot really be crippled by it (Fore example pain so severe it would paralyze them or stun them). Kōzui can perform B-Rank Ordinary Strong-Fist Taijutsu OR B-Rank Genjutsu (Depends on the User, Can only be Gen and Ken or Tai and Ken - must be stated when summoned or in the user's bio) and Ordinary Kenjutsu that the user knows and can use Legs of the Thoracica and Body of the Thoracica, and even be fused with the Organs of the Thoracica the Kōzui also Wield Gadget Barnacles. The Restrictions of the Barnacle Arts when the Zombies use them apply to them and not the user unless the user Uses them of course. The Zombies can use the Legs of the Thoracica and Body of the Thoracica from their Shell on the user even if not Summoned however they can only use it from the Acorn Barnacle they are trapped within.

The Rhizecephalia act as travelling companions and last indefinitely on the field upon summoning, when they take B-Rank Ninjutsu Damage they will disperse from the battlefield back into their shells. They usually come in pairs, but each use of this Technique is a single separate Kozui and so the user can have up to two of these on their bio - each being different.

- Must have Signed Barnacle Summoning Contract
- The Zombies can communicate with the user in their shells, this is mainly cosmetic
- Can only have a Maxmimum of Two of these on ones bio
- Must be stated in the User's Bio to be capable of being used
- The user can have the Kōzui be taken back inside the acorn shells if in short range
- Can only be used 5 Times


Declined: the Kōzui won't have access to more fields than they're already permitted. And at best, tank all D-rank attacks. Beyond the abilities, only the first bolded bit in the first paragraph is fine. Continuing on, the last two bolded sentences in the second paragraph need more clarity or, perhaps, aren't needed at all?

 
Last edited by a moderator:

Flash

Active member
Legendary
Joined
Apr 22, 2012
Messages
11,345
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
(Fuuinjutsu: Rajio taun) - Sealing Arts: Radio Town
Rank: A
Type: Supplementary/Attack
Range: Short-Long
Chakra Cost: N/A (30)
Damage Points: N/A (60)
Description: The Radio Town is a sealing technique that Flásh developed for communication purposes. The seal gains inspiration from Scroll Communication technique, where the user needs to write down in a scroll to pass the text around. Using this technique, the user can talk to the person who possesses the seal, over a huge distance. This sealing technique is divided into categories, based on their usage and effects.
The Angel Seal:
The user will passively place a seal on any number of targets he wishes, and brand them with a mark that reads "Angel" in Kanji. The seal will allow the user to listen to whatever the target speaks or whatever is spoken to the target around him. The technique being a two-way communication tool, the user can also choose to speak and let the targets listen to what he speaks. Alternatively, the targets can also allow the user to listen to their thoughts. Being the one who brands the seal, the user can choose what he listens to and avoid what he doesn't want to listen. This helps the user to avoid being affected by techniques like sound illusions that affect the target. He can also choose who receives the message and who doesn't.
The Demon Seal:
Similar to the Angel seal, the user will place a seal on the target(s) and brand them with a mark that reads "Demon" in Kanji. Unlike the Angel seal, this seal has to be placed actively and one person at a time. It also costs 30 chakra points each time you do it. However, this is all for a reason. The Demon seal allows the user to make the target listen to anything that he wants. The noise could be the voice a young girl, or birds chirping, or even harmful noises that mess up your head. These noises are put into the target's head to disorient him, making him loose his concentration and cause mental damage (60 damage). Every turn the target is under the seal's effects, his ability to string handseals at a faster speed would be lost. His reaction time and tracking ability (due to lost concentration) will take a hit as they get halved each. The Demon seal however, can only be used 4 times in an event. Also, their duration lasts for a maximum of 3 turns.
Note:
The Angel seal disappears in a second or two after placing them on the body. This makes it a perfect tool for spying.
Can only be taught by Flásh

Declined - The cannon technique is based on text, and now you're trying to make a fuuin version of walky talkies? DNR.



Dust
Rank : S
Type : Weapon
Range : Short
Chakra cost : Depends on the technique used.
Damage points : N/A
Description : Seven years ago, Death tracked down an ancient artifact, a crystal ball which was long forgotten in an ancient war in a cave near the now-Kirigakure borders. Designed by the Elves of Valinor in the Uttermost West, the crystal ball is meant to be used both as a weapon and a tool of disguise on journeys. It contains all the knowledge that the owner and the previous owners acquired throughout their journeys. That is why it is known to be omniscient to an extent. The legends about this crystal ball say that it had a living soul of the original user in it. No one ever questioned it, as the crystal ball would simply move on its own accord and not listen to its owner, if he were weak or deemed unworthy of controlling it. But at least it was safe to assume that the crystal ball was a sentient weapon. This spherical crystal ball, with the size of a human head had a snowy-cloudy white color and it would change its color and appearance inside it to show whatever the user wished. This helped Death to infiltrate various villages, disguising himself as fortune-teller. Death would ask the enemies to concentrate in the crystal ball, which would capture them off-guard in genjutsus reliant on the orb and allow him to pass through freely. While changing its color, it could also show sealing formulas (the kanji seal words) that the user knows, and by stealing chakra from the user and by being in direct contact with the target, it could apply the said seal. The crystal ball, is capable of communicating telepathically with the user. Also, being a sentient tool, it could see the world through its crystal surface and transmit the information to the owner as the owner's vision was directly linked to it. It could also telepathically communicate with the user, in order to share its wisdom. However, this is secondary to its main ability, which is to hover in the air. By passively absorbing chakra from the user (5 chakra per turn), the crystal ball could float in the air, near and far from the user according to his wishes. The ball, carries the user's chakra in it and so, can perform various elemental and non-elemental techniques. Being made of some unknown material, this ball is quite strong and is indestructible. Over time, fighting alongside with Death, the crystal ball learned yet another ability that it could use to aid the user - the ability to speak! Although it rarely talks about what it thinks, it usually speaks whatever the user wants spoken without having to open his mouth. Dust could do either that, or simply hold the voice notes that the user releases for a longer period of time.
Note: Can only be taught by Flásh

Declined - keep the original because of the red
Dust
Rank: S
Type: Weapon
Range: Short
Chakra cost: Depends on the technique used.
Damage points: N/A
Description: Seven years ago, Death tracked down an ancient artifact, a crystal ball which was long forgotten in an ancient war in a cave near the now-Kirigakure borders. Designed by the Elves of Valinor in the Uttermost West, the crystal ball is meant to be used both as a weapon and a tool of disguise on journeys. It contains all the knowledge that the owner and the previous owners acquired throughout their journeys. That is why it is known to be omniscient to an extent. The legends about this crystal ball say that it had a living soul of the original user in it. No one ever questioned it, as the crystal ball would simply move on its own accord and not listen to its owner, if he were weak or deemed unworthy of controlling it. But at least it was safe to assume that the crystal ball was a sentient weapon. This spherical crystal ball, with the size of a human head had a snowy-cloudy white color and it would change its color and appearance inside it to show whatever the user wished. This helped Death to infiltrate various villages, disguising himself as fortune-teller. Death would ask the enemies to concentrate in the crystal ball, which would capture them off-guard in genjutsus reliant on the orb and allow him to pass through freely. The crystal ball, is capable of communicating telepathically with the user. Also, being a sentient tool, it could see the world through its crystal surface and transmit the information to the owner as the owner's vision was directly linked to it. It could also telepathically communicate with the user, in order to share its wisdom. However, this is secondary to its main ability, which is to hover in the air. By passively absorbing chakra from the user (5 chakra per turn), the crystal ball could float in the air, near and far from the user according to his wishes. The ball, carries the user's chakra in it and so, can perform various elemental and non-elemental techniques. Being made of some unknown material, this ball is quite strong and is indestructible. Over time, fighting alongside with Death, the crystal ball learned yet another ability that it could use to aid the user - the ability to speak! Although it rarely talks about what it thinks, it usually speaks whatever the user wants spoken without having to open his mouth. Dust could do either that, or simply hold the voice notes that the user releases for a longer period of time.
Note: Can only be taught by Flásh

Removed the red

□ Approved. □

(Futon: Ha- Wind Release: Vayu's Authority
Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Vayu's Authority is a simple technique designed to show off the user's authority in front of his peers. This technique allows the user to manipulate the wind present in the atmosphere and passively control it to to his advantage. Using basic manipulation of wind, the user can fill up the target's mouth with wind so as to stop him from speaking. The target would feel his mouth full with air, his tonugue heavy and a little pressure on the cheek muscles which would prevent him from talking. The wind however, can never be used to suffocate the target, nor can its properties be changed to do any physical damage to the target.
Note:
Can only be taught by Flásh

Declined - making them close there mouths is funny but fine, but we don't allow you control elements within an opponents body. I mean i'd just expand this wind and blow up their head so you can see how OP it can get.


(Futon: Hantarapusodi) - Wind Release: Vayu's Authority
Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Vayu's Authority is a simple technique designed to show off the user's authority in front of his peers. This technique allows the user to manipulate the wind present in the atmosphere and passively control it to to his advantage. Using basic manipulation of wind, the user can form a layer of wind over the target's jaws and/or mouth so as to stop him from speaking. The target would feel his mouth close tightly, his jaw stiff and a little pressure on the cheek muscles which would prevent him from talking. The wind however, can never be used to hurt the target directly, nor can its properties be changed to do any physical damage to the target (like making it sharp or even exploding it).
Note:
Can only be taught by Flásh

✦ Declined, this clashes with my Langslock CCJ. ✦
 
Last edited by a moderator:

Troi

Active member
Legendary
Joined
Jun 12, 2013
Messages
19,835
Kin
3,461💸
Kumi
1,914💴
Trait Points
0⚔️
Awards
Resubmitting:

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
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 some sharks, with common sizes ranging from 10 to 15 feet in length. Barracudas can be summoned accompanied with a body of enough water to fill a small portion of a field up to short range from the summoner, and this water, when summoned, may create terrains such as swamp-like land around the summoner. 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 often have an affinity for Water Release in addition to resisting it. The second most common affinity is Sound Release.

Sound training here [ ]


Approved: removed the bits we discussed. And also slightly adjusted their typical size.

 
Last edited by a moderator:

XZA

Active member
Legendary
Joined
Oct 26, 2011
Messages
12,999
Kin
309💸
Kumi
21💴
Trait Points
20⚔️
Awards
(Zeusu to purometeusu) Ω Zeus & Prometheus
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 chakra per turn)
Damage: N/A
Description: Zeus and Prometheus are two, dual wielded weapons that come in the form of anthropomorphized objects usable by Big Mom. In her left hand, she can summon Zeus, the thundercloud and in her right hand she controls "Prometheus the sun." They constantly absorb Big Mom's chakra in order to sustain senteince, being able to see, hear, smell, talk and feel like a regular human. When not absorbing chakra, they take on their original appearance of two pearl stones. As far as their overall strength, Prometheus is equivalent to an A-Rank Fire technique and Zeus is equivalent to an A-Rank Lightning technique, and thus can be destroyed by technique's of equivalent value in the Strength and Weakness chart.

Zeus is a large cloud who normally appears light-colored, although when it causes a storm it turns dark. It wears a striped baseball cap on his head. It usually has a carefree or apathetic expression, but can take on a more sinister appearance. Zeus if filled with lightning chakra and using it's sentience, is capable of using Lightning techniques that don't require hand seals up to A-Rank, using it's body as a medium for it. It does this by sapping Big Mom's own chakra. One time every three turns, it is capable of launching large bolts of lightning up to A rank that is capable of destroying a large building. This counts as a move and after use Zeus needs a 2 turn cool down. Zeus cannot be used for Kirin.

Prometheus is a large sun, though is of course much smaller than an actual sun. It has several sunrays surrounding it.Its eyes and nose are very close together, and are small compared to its large mouth. It has blushy, rosy cheeks. When it uses its power, its appearance changes, and it resembles a fireball while its facial features remain, though it can take on a more sinister appearance. Prometheus ifs filled with fire chakra and using it's sentience, is capable of using Fire techniques that don't require hand seals up to A-Rank, using it's body as a medium for it. It does this by sapping Big Mom's own chakra. One time every three turns, It is capable of creating a large explosion when thrown against an object that is equivalent to an A-rank, capable of destroying a large building. This counts as a move. This counts as a move and after use Zeus needs a 2 turn cool down.

Declined - it's just not logical in our rp, we don't really allow sentient weapons and a cloud shape? Now being two pearl stones wouldn't this clash with the c.e pearl... i'm sure that's a c.e someone has. Anyway the sentience and creation is enough to decline this
(Katon: Purometeusu) Ω Fire Style: Prometheus
Type: Supplementary
Rank: A
Range: Short-Long (Made short range of the user with a long range reach)
Chakra: 30 (-5 Per turn)
Damage: N/A
Description: An extrmely useful technique to gain aid in battle. The user is capable of creating an entity in the form of a small ball of highly compressed fire chakra in their right hand that is capable of attacking independently on it's own much like a stone golem. Prometheus expands about a meter in diameter with several sunrays surrounding it. Its eyes and nose are very close together, and are small compared to its large mouth. It has blushy, rosy cheeks. It moves by manuevering through the air freely. When it uses its power, its appearance changes, and it resembles a fireball while its facial features remain, though it can take on a more sinister appearance. Prometheus is capable of fighting and Can use fire based techniques up to A rank by absorbing the user's chakra, it can preform techniques by using it's body as a medium. Prometheus stays on the field for three turns or until it is destroyed, with a 2 turn cool down and can only be summonded twice. Can't use Fire S rank and above the turn after it is summoned. When in a non battle situation or casual RP, Prometheus can be used indefinitely.

Declined - a sentient ball of fire that can use fire techniques is not gonna happen. I know what you're trying to do. But you should remove "rose cheeks" for that's nothing to do with fire release. Post that in your rp stories. Now, at most i'll alow it to release bolts of fire from itself, once per turn, B rank, costing a jutsu. It will take up a move per turn to maintain due to it being fire, it wont be self sustaining.

(Raiton: Zeusu) Ω Lightning Style: Zeus
Type: Supplementary
Rank: A
Range: Short-Long (Made short range of the user with a long range reach)
Chakra: 30 (-5 Per turn)
Damage: N/A
Description: An extrmely useful technique to gain aid in battle. The user is capable of creating an entity in the form of a small cloud of highly compressed lightning chakra in their left hand that is capable of attacking independently on it's own much like a stone golem. Zeus is a large cloud who normally appears light-colored, It wears a striped baseball cap on his head. It usually has a carefree or apathetic expression. When it uses its power, its appearance changes, but can take on a more sinister appearance, a ball of lightning. Zeus is capable of fighting and can use lightning based techniques up to A rank by absorbing the user's chakra, it can preform techniques by using it's body as a medium. Prometheus stays on the field for three turns or until it is destroyed, with a 2 turn cool down and can only be summonded twice. Can't use S rank lightning and above the turn after it is summoned. When in a non battle situation or casual RP, Zues can be used indefinitely.

Declined - Same as above really "stiped basedball cap"? Stuff like that i mean come on.

(Naporeon) Ω Napoleon
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 Chakra Per turn)
Damage: N/A
Description: Napoleon is a large pink bicorne hat with a Jolly Roger on the front of it; the Jolly Roger consists of a skull with yellow eyes, two crossed knives, and a curled white mustache. It emotes through the skull of the Jolly Roger, seeing with the eyes and talking with the mouth. Napoleon also has a yellow stripe around its top, and a fastener on its left side. At its bottom is a small navy blue bandanna with yellow polka dots. Napoleon is often seen making the same expressions as Big Mom, and usually keeps a straight face otherwise. Napoleon sacrificed all of it's abilities and specialized, so that it can analyze it's surroundings. By absorbing the wearer's chakra, it projects an electrical field throughout the battlefield, that is exclusively non-harmful and cannot be manipulated or enhanced to be used offensively, and uses this field for electrolocation and detecting distortions in these fields, and relies the information back to the user as long as the hat is on the user's head. As a result, the user's reaction speed is increased by 2x. This is based off of active electrolocation that is used by fish. It cannot be stacked with any sensing technique or technique that gives awareness and is nowhere near as diverse and powerful as the Chakra sensing technique.

Declined - this field it creates clashes with existing jutsu by Noni or Yusei or someone.
 
Last edited by a moderator:

Twilight

Active member
Elite
Joined
Mar 10, 2014
Messages
7,361
Kin
826💸
Kumi
3,282💴
Trait Points
0⚔️
Awards
Scorch release: Heaven Rejection
Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 50
Damage: 120(-20 to user)
Description: By performing a single hand seal the user creates a giant beast. The size of the beast ranges from the size of a regular man to the size of a tailed beast, it 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 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 twice with two turn cooldown
- The user can adjust its size at will even after creation but counts as one of the user's moves per adjustment
- The user can only use A rank and below scorch techniques one round after the beast has been destroyed or cancelled
- The beast itself has solid properties making it able to deal brunt damages
- The user can only use Fire, Wind and Scorch techniques while the beast is active.
- Can only be used by members who have mastered scorch style

Declined - how does it look? Give it a size limit. 3 turns is too much. You can't use other jutsu while maintaining this btw due to such chakra control as scorch is an energy element. How can it be solid? Scorch is waves of heat that evaportae isn't it? And you need better drawbacks
-
(Shakuton: Saido Ontei) Scorch release: Side Step
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: This is a simple technique that can be exploited by the user whenever they are caught in tight situations with little time to counter or escape. The user simply glides away from their position to any direction they wish(10 meters movement max) leaving a scorch afterimage in their former position that takes the full brunt of the damage and also deals A rank scorch damage to anything it touches. Meaning the user can glide to a maximum of 10 meters to the right, left, front, back or diagonal of their former position.
- Can only be done by Spectra and those he teaches it to.
- Can only be done thrice with two turn cool down.
- The afterimage lasts for a single round.
- The damage done by the afterimage is A rank and follows the normal elemental rules of scorch style.
- No other scorch technique can be used in the same round and no S rank scorch technique can be done in the following round.
-

Declined - clashes with existing jutsu.

(Genjutsu: Hako Akumu) Illusion release: Box of Nightmares
Type: Offensive
Rank: S
Range: Short-Mis
Chakra Cost: 40
Damage: 80
Description: The user channels his chakra into the target's brain and cause the target to be trapped in an illusion where a dome suddenly covers the user and the target and the target starts to feel and believe the dome is sucking their energy, physical and spiritual up to the point that from small weakness the user ends up not being able to stand, move or mold chakra. This damages the target's brain up to the point that they collapse both in reality and the illusion from lack of energy in any form.
- Can only be used by Twilight and those he teaches it to.
- Can only be done twice with two turn cool down.
- After the first round and the target is unable to break free, the target will become so weak that they're not able to stand nor mold chakra at all.
- No other genjutsu technique can be used in the same round and no S rank and above genjutsu can be used the following round
- After the second round and the target is still not able to break free, the target passes out.

Declined - similar to existing gen
 
Last edited by a moderator:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
(Suiton: Vir'Abelasan) Water Release: Well of Sorrows
Type: Supplementary
Rank: E-Rank
Range: Short - Long
Chakra: 5
Damage: N/A
Description: A supplemental Jutsu for general espionage and information gathering, this technique allows it's user to utilize Water Release Chakra in order to collect and draw various forms of Water from natural and Chakra based sources, in order to extract potential information from those sources, using a concept known as [SUP][ ][/SUP]. The user starts by simply performing the Seal of Confrontation, releasing a small amount of Water Release Chakra into the vicinity in the form of an omnidirectional pulse, with the sole purpose of gathering water molecules with this Chakra, before drawing them back to the user. Alternatively the user can touch a source of Water, stream their Chakra into it, and extract the information directly. With the potential Water source gathered to the user, they then use their Chakra in order to extract whatever information it may have, "tapping into" the memories and information stored within. Potential sources include natural bodies of Water, both large and small, rain, mist, even ice, and sources of water directly from a Shinobi's body, like sweat or blood. Of course the user is not able to directly manipulate sources that are beyond their control, for example, a Shinobi who doesn't belong to the Yuki Clan can't manipulate Ice, but as it is still Water, even in solid form, it is still a potential source for this technique, and thus can still be utilized by users of this technique. This technique is mostly utilized as a tool for information gathering (or enhancing ones roleplay), however the user is not in direct control of the memories or information they extract from any given source of Water, meaning they could extract information both helpful and harmful, joyful and sad, hence the techniques name. For example, if the user extracts info from an enemies Water Release Jutsu, they could gleam some insight into the inner workings of the technique, such as the seals weaved to create it, or some memory or information from the user who performed that Jutsu, typically what was most prevalent in their mind when they moulded the Chakra for that Jutsu, like their intent to kill. Or if the user touches a natural source of Water, they could gleam into the past of that area, seeing some battle that took place on that spot long ago, or simply witness some animal partaking of that water for nourishment. Rain is one of the most viable and versatile sources, as it carries water from far away Lands via evaporation and precipitation. One could theoretically keep up with current events in the World, simply by going for a walk in a downpour. And the ocean theoretically acts as one giant memory unit, collecting information from the world since time immemorial, simply through the world's natural cycle of life. Tapping into these massive wellsprings of information could provide the user glimpses of the past, revealing secrets or events that have long since been forgotten.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Leaving for another mod

‡ Declined ‡ This goes beyond the applications of Water Release. This would be more suitable as a CC ability.
(Suiton Ninjutsu: Vir'Abelasan) Water Release Ninja Art: Well of Sorrows
Type: Supplementary
Rank: E-Rank
Range: Short - Long
Chakra: 5
Damage: N/A
Description: A supplemental Jutsu for general espionage and information gathering,this technique allows it's user to utilize Water Release Chakra in order to collect and draw various forms of Water from natural and Chakra based sources, to extract potential information from those sources, using a concept known as [SUP][ ][/SUP]. The user starts by simply performing the Seal of Confrontation, releasing a small amount of Water Release Chakra into the vicinity in the form of an omnidirectional pulse, with the sole purpose of gathering water molecules and drawing them back to the user. Alternatively the user can simply touch a potential source and stream their Chakra into it. With the user haven drawn water molecules to themselves, or being in direct contact with a potential source, they then use their Chakra in order to extract whatever information it may have, "tapping into" the memories and information stored within, in a similar fashion to both the "(Kenboushou Jutsu) Loss of Memory Technique" and "(Dokushinjuts) Mind Reading Technique", both of which being incredibly useful Ninjutsu based upon the same premise of accessing memories and information within a given target. Potential sources include natural bodies of Water, both large and small, rain, mist, even ice, and sources of water directly from a Shinobi's body, like sweat or blood. Of course the user is not able to directly manipulate sources that are beyond their control, for example, a Shinobi who doesn't belong to the Yuki Clan can't manipulate Ice, but as it is still Water, even in solid form, it is still a potential source for this technique. This technique is mostly utilized as a tool for information gathering (or enhancing ones roleplay), however the user is not in direct control of the memories or information they extract from any given source of Water, meaning they could extract information both helpful and harmful, joyful and sad, hence the techniques name. For example, if the user extracts info from an enemies Water Release Jutsu, they could gleam some insight into the inner workings of the technique, such as the seals weaved to create it, or some memory or information from the person who performed that Jutsu. If the user touches a puddle in the middle of a grassy plain, they could gleam into the past of that area, seeing some battle that took place on that spot long ago, or simply witness a calm and tranquil evening on that same spot. Rain is one of the most viable and versatile sources, as it carries water from far away Lands via evaporation and precipitation, and with it, information from far away lands. Theoretically, the ocean acts as one giant memory unit, collecting information from the world since time immemorial, simply through the world's natural cycle of life. Tapping into any of these wellsprings of near-limitless information could even provide the user glimpses of the past, revealing secrets or events that have long since been forgotten to time.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

♪ Declined: This still isn't a property of normal water release. Even if you mention the Loss of Memory technique. This isn't something achievable with Suiton. Plus, the Water memory that you linked refers to solute particles, and only after a fairly impractical (in an NB sense) dilution process. ♪

(Katon: Fenikkusudaun) Fire Release: Phoenix Down
Type: Supplementary
Rank: A-Rank
Range: N/A
Chakra: +30 (To the cost of the infused Jutsu)
Damage: N/A
Description: A simple yet incredibly useful technique, created by a Shinobi who once attempted to blow out a candle, but tragically failed. [SUP][ ][/SUP] They say this failure eventually lead him to take his own life, but not before he created a Jutsu that would inflict this same shame upon those who would dare to laugh at his devastating tale... As the user is gathering/ moulding Chakra for a Fire Release Jutsu, they perform a single additional Handseal, typically the Tiger seal, unless that was the last Handseal performed, in which case, Horse. As they do so, they infuse an additional amount of Chakra into infuse that Fire Release Jutsu, with a very specific instruction, which only triggers once the technique is extinguished, either because it has fulfilled it's purpose, or because it has been destroyed, countered, etc. Because this technique is performed in unison with another technique, they only take up one slot within the user's timeframe, however both Jutsu still count towards the user's max Jutsu limit per turn. Upon burning out, or being extinguished in some manner, the user's Chakra will, instead of being dispersed or "diffusing", be drawn to itself. The users Chakra will gather in one spot, and rapidly collide with itself, creating friction between the Chakra, before the Jutsu reignites itself from it's metaphorical, or literal, ashes. Once it does, it continues on with it's original purpose, including factors such as the Jutsu's basic concept, direction, speed, momentum, general force, etc, however, this action does negatively impact the user's Jutsu. Whenever a technique which has been enhanced with this technique reignites itself, it loses 1 Rank from it's previous Rank, 2 Ranks if it was overpowered by a Water Release Jutsu, meaning the damage of the user's Jutsu, as well as other factors, such as the rank of a Jutsu that can overpower it, are lowered, making it less deadly every time it is "reignited". This is due to some of the Chakra from the previous incarnation of the technique being consumed to perform the "reignition" process for the technique, meaning there is less Chakra within the reignited technique as a whole. This process can be achieved a max of 3 times for any Jutsu that this technique is applied to, unless it's rank drops to D-Rank or below upon reigniting, in which case the flame is simply too weak to continue burning, and splutters out.

Note: Can be performed three times max, and the user must wait 2 turns between usages, 3 if performed in unison with an A-Rank Jutsu, and 4 if performed in unison with a Jutsu S-Rank or above.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

♪ Declined: This is considerably OP. Firstly, this won't be usable in combination with any techniques that boost your own damage, or reduce the opponent's damage. Or, while any such technique is being actively (or passively) used by you. Secondly, this clashes with Noni's Thunderous Recreation technique, and you'd require his permission. ♪

(αζΩת Shōgon'na Kaen) Azoth's Empyreal Flame
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a man known as Hohenheim, a previous wielder of the Sovereign Flame of Greed, he thought the way the users of the technique tended to suppress their other emotions, whether subconsciously or not, simply to achieve a unique flame, was not only masochistic, but limited their overall potential. So he plotted to usurp the flame by mastering his emotions, thereby unlocking all of the Sovereign Flames for himself, before attempting to kill the other wielders and combine all Seven Flames into a single Sovereign Flame. Though his betrayal was unsuccessful, the method through which he intended to achieve it was, leading it to be adopted and utilized by all wielders of the Sovereign Flame, in order to dissuade any similar attempts in the future. This technique allows the user to passively utilize other Sovereign Flames outside of their own specialized flame, by combining them with their own Sovereign Flame, mixing them in various ways. They achieve this by undergoing a unique and rigorous method of mental training and fortification, during which they develop a specialized method of emotional control, granting them not only increased overall emotional stability, but also the ability to exert and control multiple powerful emotions simultaneously, even those of a conflicting nature. This not only allows users of the Seven Sovereign Flames to access Sovereign Flames outside of their "specialized" flame, due to being able to produce the same level of emotions that the Sovereign Flames require, it allows them to combine them together, creating new "flames" in the process. The user's own specialized Sovereign Flame must always act as the basis for any and all combinations they wish to achieve through this Jutsu, meaning they cannot utilize another Sovereign Flame on it's own, without their own present in some manner. Through this techniques unique emotional control, the user is capable of manipulating the exact ratio of the Sovereign Flames they combine, by manipulating their own emotions to the same degree, either mixing them together to create a new Flame from the existing ones, layering them atop one another to achieve multiple effects depending on how they are layered, wielding them simultaneously, individual of one another, converting a Jutsu from one flame to another mid-attack, etc. Despite the inherent freedom this technique grants it's users, there are some drawbacks to combining Sovereign Flames. For example, while there isn't a limit imposed on how many flames the user can combine, the more Flames the user utilizes/ combines, the more diluted their effects become. Combining multiple Sovereign Flames within a single attack/ Jutsu makes the effects each possess that much weaker. Should the user combine any more than three Sovereign Flames together, the unique effect each imparts upon the selected Jutsu is considerably less than if the user were to combine a smaller number of flames, or using their own Flame on it's own. Less flames allow for more concentrated effects, and thus, it is recommended to mix fewer Sovereign Flames together. There is also the emotional and mental fatigue the user succumbs to, should they attempt to mix many Sovereign Flames together. If the user combines 3 Sovereign Flames at once, they cannot use the Seven Sovereign Flames, in any form, for 2 turns, and one additional turn per each flame combined after that.

Note: Must be stated within the user's biography, along with "(Nanatsu Shukenja Kaen) Seven Sovereign Flames".
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nanatsu Shukenja Kaen) Seven Sovereign Flames".

♪ Pending: Leaving for NK ♪

‡ Declined ‡ DNR.
 
Last edited by a moderator:

Luther

Active member
Legendary
Joined
Sep 17, 2011
Messages
11,546
Kin
6💸
Kumi
0💴
Trait Points
0⚔️
Awards
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.
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 infused with raiton chakra by the user of the technique 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 - now you've cleared that up, how can you slam a coin on the ground below your opponent? Do you throw it at their feet? I'ts just weirdly worded.


Ninpou:Fōmyuradorifuto: Ninja Arts:Formula Drift

Type: Supplementary
Rank: B
Range: Short
Chakra: 20(+5 added chakra spent by jutsus used with it)
Damage: N/A
Description:
This is an activation ninjutsu that further augments a particular jutsu. This can be elaborated clearly by saying by using this ninjutsu alongside another jutsu which is the intended jutsu the user wants to make, the user pours more chakra into the jutsu so that the jutsu manifests on any passive objects albeit only short range around the user. The kinds of jutsu this works on are jutsu that are supplementary in nature and very similar to summoning technique. An example is the user could slam the ground for a summoning and the sealing formular, instead of appearing at the point where the ground was slammed, appears on another passive material though short range from the user. Elaborately, in a roofed space, the user may slam the ground and instead of the sealing formular to spread across the ground that was slammed, it can be made to appear across the roof instead, though only if the roof is not more than short range away from the user. The little chakra poured into the technique allows the summoning seal to drift a bit, albeit it does not reduce the speed and time the jutsu was supposed to manifest.
Usable 4x per battle

Declined - you word things so weirdly. Anyway, this actually can be done already. For example with the summoning jutsu, in the Jiraiya/Pein fight, Pein's animal path does a summoning and it comes out of the wall behind him.

Ninpou:Inshō-tekina ruiji-sei.i: Ninja Arts:Striking Resemblance

Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description:
The user instead of making actual clone would make a partial clone. This techniques is akin to a combination of the clone jutsu and combination henge. While a full clone would manifest as an exact image cope of the user, the partial clone isable to only manifest as extra pair arms, legs or head. However, the partial tranformation is only brief and for a single technique which used with inconjunction with the partial clone. For example, the user can make a pair of arms just for a technique, so the arms would just manifest and do the technique and at the end of the technique it disappears. The arms are mostly useful for handseals when the user's actual arms are restrained or for handseals that needs to be sustained so that the user is able to use his main hands for other things. The legs could manifest for kicking or releasing a jutsu and as soon as the actions is completely done, the partial clone disappears. The head could manifest to spit a jutsu or use its eyes to lock on a target while increasing the area of perception. The head is undone when the jutsu is done or when the line of perception is broken respectively. Since the partial clone is manifesting on the user himself, it uses the user's core chakra network albeit it acting independently of the user. Since the partial clone is made for a specific purpose and jutsu, it takes the same timeframe as the jutsu its supposed to implement.
4x per battle
No other clone jutsu in the same turn

Declined this has been done before.
 
Last edited by a moderator:
  • Like
Reactions: Superlative

Black Butler

Active member
Legendary
Joined
Oct 29, 2010
Messages
14,010
Kin
12💸
Kumi
2,506💴
Trait Points
0⚔️


(Hijutsu no Aburame: Gaijo no Zaigo) - Aburame Secret Technique: Removal of Sin
Type: Defense
Rank: S
Range: Short-Long
Chakra: 40 (+10 if used on a friend)
Damage: N/A
Description On the users command or simply because the aburame's kikaichu are self active, the aburame bugs will, being connected to the users chakra flow, know when their hosts chakra flow is interrupted. They will simply proceed to suck any foreign chakra from the hosts body or from a friend's body (After having correctly figured their friend is in a Genjutsu) with extreme precision; (Ninpo: Mushi Genjutsu) - Ninja Art: Insect Illusion Technique is a technique that can be compared to this one in the sense of sucking chakra from a ninjas body. Having trained with Aburame bugs and several Aburame members, having sparred with Uchiha's, developed this concept in order to defend against their never-ending stock of Genjutsu. The Kikaichu, after having sucked the foreign chakra from the selected system, will proceed to unlatch from the target and die.
Note: Can't be used to suck an opponent's chakra at all
Note: The Kikaichu have been proven to be self reliable when protecting its host, so there's no need to command them to perform this action unless it's relieving their friend from a Genjutsu.
Note: Requires extreme control, therefore this technique can't be used with any other Aburame jutsu in the same turn.
Note: Must wait 2 turns in between uses
Note: Removes chakra up to S- Rank
Note: Usable twice per battle
Note: must be stated in the special abilities of the user's biography.
Note: Can not be used offensively

Approved. Added a note that it must be stated in the biography as it is an 'automatic' counter. Note that this one will not work if you use a previous that in any way renders you unable to use S-rank. For example, if you have are unable to use S-rank in the next turn, you will not be able to use this as a defense, as your restricted your chakra flow due to the power of another custom.

(Aburame no Jitsu: Ubuge Shindou) - Aburame Secret Technique: Soft Impact
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description Aburame, not being well-versed in either Genjutsu or Taijutsu, sought of other ways in order to defend against something they weren't good at. Taijutsu is definitely not a field an Aburame would have practiced a lot, so they made up for the inability to defend with their bugs. If a user is unable to defend against an incoming physical contact from an opponent or object, their Kikaichu will act on their own accord and proceed to branch out in the incoming direction of attack and meet the attack head on. Using their ability to track and notice chakra, as well as swarm, the Kikaichu will intercept the blow or object by bending around the object while stringing themselves together with chakra to act as a kind of net. This net forcefully slows or completely blocks an incoming attack while greatly softening it, rendering it useless or slowed. If the attack is slowed, it will be enough so the user can maneuver out of the way of attack, moving to safety.
Note: If the user is unable to defend properly from an attack, the Kikaichu bugs will act on their own
Note: The bugs can defend from attacks that would be outside the users tractability, but will follow the S&W of Aburame jutsu
Note: The Kikaichu can't attack the opponent
Note: Can only be activated 3x per battle
Note: These bugs are not rapid to trace EIG or strong enough to counter EIG techniques.
Note: must be stated in the special abilities of the user's biography.

‡ Both Pending ‡ Leaving for another mod.
approved. Added a small note in terms of EIG (which seemed normal anyways) and that it must be stated in your special abilities as again, it is automatic. Check previous jutsu regarding automatic techniques.

I have permission from Serpent to resubmit his Body of Storm Technique with added modifications( .) Here's the original technique:


(Ranton: Shinjouran) Storm Release: Body of Storm



Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage points: N/A (+10 Ranton | +5 Taijutsu)
Description: The user will push all of his Ranton based Chakra out of his body forming a bright aura around the user. This aura takes shape of Ancient Battle Armor that is semi-transparent. This drastically increases the users ability to use Storm Element, allowing the user to use stronger Storm based techniques then normal. Because of the Ranton Armor the user is able to achieve greater speed in similar fashion to "Raiton Armor", however this only allows the user to move at half speed compared to "Raiton Armor". Thanks to the speed gained by this technique, Taijutsu becomes more efficient. Not only allowing for faster delivery of Taijutsu, but an increase in strength as well. Ranton Armor seems like an excellent technique, but it has it's drawbacks. The amount of output needed for the Ranton makes it impassable for the user to use other element bases, the user can only use Ranton based Ninjutsu and Taijutsu during this mode. Upon deactivation of this mode the user will feel totally drain. As a side effect, the user will feel dizzy and move at half their normal speed because of the lack of chakra and the strain on the users body.
Notes:
-Last 5 turns.
-Can only be used once per battle.
-Only Ranton and Taijutsu during this Mode.
-User moves at half speed for 2 turns after Jutsu.
-No S-ranks for two turns after this Jutsu.
-No Ranton Rest of Battle after this mode is deactivated.
-This Jutsu can only be taught by Serpent




And the modified version.

(Ranton: Shinjouran) Storm Release: Body of Storm
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-15 per turn)
Damage points: N/A (+20 Taijutsu) (+20 Ranton) (+10 To Lightning and Water)
Description: The user will focus his chakra deep within themselves forming it into Ranton before pushing it fourth from there body. This creates a semi-transparent chakra shroud that, with the use of advanced shape manipulation, forms into a full body armor of Ranton.This drastically increases the users ability to use Ranton, allowing the user to produce it's nature faster and without the need of hand seals. In similar fashion to "Raiton Armor", This technique increases the user speed drastically, however this only allows the user to move at half the speedincreased compared to "Raiton Armor". Thanks to the speed gained by this technique, Taijutsu becomes more efficient. Not only allowing for faster delivery of Taijutsu, but an increase in strength as well. The user will become immune to B-ranked Raiton and B-ranked Suiton or lower, while being completely unaffected by Ranton techniquesThis seems like an excellent technique, but it has it's drawbacks. The constant focus needed to maintain this technique drains at the users chakra supply while also preventing them from utilize elements outside of Suiton, Raiton and Ranton. Lastly, because of the vast amounts of chakra being withheld against their body the user will continue to take small amounts of electrical damage ultimately affecting there performance one the technique ends. This will cause the user to feel dizzy and drained. Causing their movements to become slower, equal to that of a ninja 2 ranks lower then themselves while not being able to use powerful techniques for a short time.
Notes:
-Can only be used once per battle.
-Cannot use Raiton or Suiton 2 turns after use.
-Cannot use Ranton for 3 turns after use.
-The user will feel drained for 2 turns after use.
-This Jutsu can only be taught by Serpent


‡ Declined ‡ You can't resubmit someone else's technique for them lol. As restricted as the storm armour is, I don't think you should attempt to update it. Such things are no longer approved and when you re-submit things they're liable to being revoked entirely.
Legit just trying to update these after misunderstandings.

(Hijutsu no Aburame: Gaijo no Zaigo) - Aburame Secret Technique: Removal of Sin
Type: Defense
Rank: S
Range: Short-Long
Chakra: 40 (+10 if used on a friend)
Damage: N/A
Description On the users command or simply because the aburame's kikaichu are self active, the aburame bugs will, being connected to the users chakra flow, know when their hosts chakra flow is interrupted. They will simply proceed to suck any foreign chakra from the hosts body or from a friend's body (After having correctly figured their friend is in a Genjutsu) with extreme precision; (Ninpo: Mushi Genjutsu) - Ninja Art: Insect Illusion Technique is a technique that can be compared to this one in the sense of sucking chakra from a ninjas body. Having trained with Aburame bugs and several Aburame members, having sparred with Uchiha's, developed this concept in order to defend against their never-ending stock of Genjutsu. The Kikaichu, after having sucked the foreign chakra from the selected system, will proceed to unlatch from the target and die.
Note: Can't be used to suck an opponent's chakra at all
Note: The Kikaichu have been proven to be self reliable when protecting its host, so there's no need to command them to perform this action unless it's relieving their friend from a Genjutsu.
Note: Requires extreme control, therefore this technique can't be used with any other Aburame jutsu in the same turn.
Note: Must wait 2 turns in between uses
Note: Removes chakra up to S- Rank
Note: Usable twice per battle
Note: must be stated in the special abilities of the user's biography.
Note: Can not be used offensively

Approved. Added a note that it must be stated in the biography as it is an 'automatic' counter. Note that this one will not work if you use a previous that in any way renders you unable to use S-rank. For example, if you have are unable to use S-rank in the next turn, you will not be able to use this as a defense, as your restricted your chakra flow due to the power of another custom.
(Hijutsu no Aburame: Gaijo no Zaigo) - Aburame Secret Technique: Removal of Sin
Type: Defense
Rank: S
Range: Short-Long
Chakra: 40 (+10 if used on a friend)
Damage: N/A
Description On the users command or simply because the aburame's kikaichu are self active, the aburame bugs will, being connected to the users chakra flow, know when their hosts chakra flow is interrupted. They will simply proceed to suck any foreign chakra from the hosts body or from a friend's body (After having correctly figured their friend is in a Genjutsu) with extreme precision; (Ninpo: Mushi Genjutsu) - Ninja Art: Insect Illusion Technique is a technique that can be compared to this one in the sense of sucking chakra from a ninjas body. Having trained with Aburame bugs and several Aburame members, having sparred with Uchiha's, developed this concept in order to defend against their never-ending stock of Genjutsu. The Kikaichu, after having sucked the foreign chakra from the selected system, will proceed to unlatch from the target and die.
Note: Can't be used to suck an opponent's chakra at all
Note: The Kikaichu have been proven to be self reliable when protecting its host, so there's no need to command them to perform this action unless it's relieving their friend from a Genjutsu, therefore making this defense Passive.
Note: Must wait 2 turns in between uses
Note: Removes chakra up to S- Rank
Note: Usable thrice per battle
Note: must be stated in the special abilities of the user's biography.
Note: Can not be used offensively

Changed the note so now it is clear that this is passive when it pertains to defending the user and not when it's used to relieve an ally. Also upped the usage since it's supposed to combat never ending Genjutsu, although in theory it could be used infinitely with the user's bugs as they can create bugs at will and have them do this over and over. If I could make that happen ,can you let me know?

(Aburame no Jitsu: Ubuge Shindou) - Aburame Secret Technique: Soft Impact
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description Aburame, not being well-versed in either Genjutsu or Taijutsu, sought of other ways in order to defend against something they weren't good at. Taijutsu is definitely not a field an Aburame would have practiced a lot, so they made up for the inability to defend with their bugs. If a user is unable to defend against an incoming physical contact from an opponent or object, their Kikaichu will act on their own accord and proceed to branch out in the incoming direction of attack and meet the attack head on. Using their ability to track and notice chakra, as well as swarm, the Kikaichu will intercept the blow or object by bending around the object while stringing themselves together with chakra to act as a kind of net. This net forcefully slows or completely blocks an incoming attack while greatly softening it, rendering it useless or slowed. If the attack is slowed, it will be enough so the user can maneuver out of the way of attack, moving to safety.
Note: If the user is unable to defend properly from an attack, the Kikaichu bugs will act on their own
Note: The bugs can defend from attacks that would be outside the users tractability, but will follow the S&W of Aburame jutsu
Note: The Kikaichu can't attack the opponent
Note: Can only be activated 3x per battle
Note: These bugs are not rapid to trace EIG or strong enough to counter EIG techniques.
Note: must be stated in the special abilities of the user's biography.

‡ Both Pending ‡ Leaving for another mod.
approved. Added a small note in terms of EIG (which seemed normal anyways) and that it must be stated in your special abilities as again, it is automatic. Check previous jutsu regarding automatic techniques.
(Aburame no Jitsu: Ubuge Shindou) - Aburame Secret Technique: Soft Impact
Type: Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description Aburame, not being well-versed in either Genjutsu or Taijutsu, sought of other ways in order to defend against something they weren't good at. Taijutsu is definitely not a field an Aburame would have practiced a lot, so they made up for the inability to defend with their bugs. If a user is unable to defend against an incoming physical contact from an opponent or object, their Kikaichu will act on their own accord and proceed to branch out in the incoming direction of attack and meet the attack head on. Using their ability to track and notice chakra, as well as swarm, the Kikaichu will intercept the blow or object by bending around the object while stringing themselves together with chakra to act as a kind of net. This net forcefully slows or completely blocks an incoming attack while greatly softening it, rendering it useless or slowed. If the attack is slowed, it will be enough so the user can maneuver out of the way of attack, moving to safety.
Note: If the user is unable to defend properly from an attack, the Kikaichu bugs will act on their own
Note: The bugs can defend from attacks that would be outside the users tractability, but will follow the S&W of Aburame jutsu
Note: The Kikaichu can't attack the opponent
Note: Can only be activated 3x per battle
Note: These bugs are not rapid to trace EIG or strong enough to counter EIG techniques.
Note: must be stated in the special abilities of the user's biography.
Note: This is a passive defense

Just made it passive like it was intended to do. Essentially this technique, like the one above can be used countless times, if I can make that happen, please let me know in the checking. Also with these quotes, it wouldn't let me me unbold them for whatever reason, so I underlined the changes instead.

All Declined, fam just bold the changes, not the entire jutsu. Also, declined for the extra notes about how the jutsu work. Anything about the jutsu themselves should be included in the jutsu.
 
Last edited by a moderator:

Houdinii

Active member
Elite
Joined
Jan 9, 2012
Messages
8,723
Kin
738💸
Kumi
4,046💴
Trait Points
33⚔️
Awards
~

(Ototon: Onkyou Risuku)- Sound Release: Acoustic Actuary
Rank: A
Type:Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30 (+10 per turn)
Damage Points: N/A
Description:
The user will form two hand seals and focus their sound chakra into an area of their choosing, most often this technique takes the form of a sphere or a dome but it can be shaped to layer over almost anything. The technique is composed of specialized hindering sound waves that vibrate at a very high rate. Due to this vibration the sound prevents any other sound from entering or leaving the space it covers, prolonging its life as it bounces around within the dome while it exists and preventing outside sound from reaching those within it. As a side effect of this high level of vibration any physical objects that would attempt to move through the dome would be stopped in accordance with this techniques rank, however it does not damage them in any way simply knocking them back. The maximum size that this jutsu can take is a sphere with a diameter of 10m.

Note:
~Can only be used 3 times
~Cannot be used in consecutive turns
~Can only be taught by Houdinii

Declined - this is too similar to Nathan's "Dumb Hole" cj


(Souzoushii Amai)- Noisy Piñata
Rank: B
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage Points: 40(+20 damage to weapon techniques)
Description:
A modified version of the users standard weapons, pre-prepared for any coming battles. Using their ninjutsu the user has placed an explosive tag inside the weapons themselves, the note functions exactly the same as a normal explosive note in that it can be remotely detonated or timed to explode after a certain period. However upon exploding the weapon that this is placed within will rupture sending metal shrapnel flying haphazardly in the area immediately around the weapon. Although carrying an improved lethality by themselves these weapons provide extra damage to techniques that utilise these weapons offensively.

Note:
~Affects all standard weapons the users possess and must be mentioned on the users bio
~Can only be taught by Houdinii

Declined - How do you get an explosive tag inside a weapon in the first place? When you forge the weapon you'd have to somehow get the tag in then and without it being destroyed or something? It just doesn't make sense.
 
Last edited by a moderator:

Pervyy

Immortal
Joined
Oct 22, 2009
Messages
43,022
Kin
3,688💸
Kumi
31,205💴
Trait Points
0⚔️
New Cycle: 19/02/2017 - 26/02/2017

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

Atrocitus

Active member
Elite
Joined
Aug 31, 2010
Messages
8,477
Kin
4💸
Kumi
3💴
Trait Points
0⚔️
(Senpō/Mokuton: Senpai Mokuzai No Jutsu) Sage Art/Wood Release: Elder Wood Technique
Type: Offensive/Defensive/Supplmentary
Rank: S
Range: Short/Mid
Chakra: 40
Damage: 80
Description: Doing the Ram handseal the user focuses and molds his chakra, using it to create Wood structures, Pillars, Trees, etc to defend, attack or support him, all the structures will be simple in application, none sentient like. What sets this technique apart is that the user uses the latent natural energy on the battlefield as a medium for his wood to form, allowing him to form it from literally thin air (similar to "Sage Art: Gate of the Great God"). It's limitations are only set by the users own imagination and the chakra put into the technique. As the wood forms, it will give a quieter creaking sound, like the sound of moving trees. The formation/growth of the structures will be as fast as the greater wood technique.
Note: Must be in Wood Sage Mode, reduces sage mode by one turn per use.
Note: Can not be formed within 5 meters of the enemy.
Note: Can only be used thrice per battle with two turn between uses.
Note: No jutsu above A rank in the following turn.

Approved - made edits to suit the current rp.


(Ryū no Kagizume) - Dragon's Talon
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. Instead of amassing it into a punch or a kick the user simply uses their hands to crush objects exerting the fine chakra through their fingertips and palm in order to greatly increase their grip strength. This can be used to easily break bones, weapons, and even physical based ninjutsu such as earth techniques (following chakra strength and weaknesses). This technique has an alternate use in that it can be used to increase bite strength allowing the user to even bite through metal if the need arises.
Note: Can only be used by Tsunade, Sakura or Hashirama Senju biographies.
Note: Can only be used thrice per battle.

□ Declined. Although its a nice concept, it does clash with several already existing NB Taijutsu techniques, albeit this technique relies on the enhanced strength to get the desired result. □


(Chakura Chikara: Kendō ) - Chakra Enhanced Strength: Way of the Sword
Type: Supplementary
Rank: A
Range:Short
Chakra: (+25 to Weapon based techniques)
Damage: (+15 to Weapon based techniques)
Description:The user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. Instead of using Chakra enhanced strength just to increase their taijutsu the user can exert their chakra control through a weapon allowing them to increase the damage done. This allows the user to cut or smash through bone, earth, and even metal (following elemental strength and weaknesses) but because its used through a weapon the damage increase is not as much as if used to increase the users taijutsu. This technique follows the same principles as Chakra Enhanced Strength and so can be activated at the same time as the afforementioned technique but it does not last as long. Finally this can also be used with thrown weapons as the user's throwing strength is greatly increased.
Note: Can only be used by Tsunade, Sakura or Hashirama Senju biographies.
Note: Can only be used twice per battle.
Note: Last for only 4 turns.

□ Declined. Hm, this is another interesting concept, but you're going to have to shave off some of those times it lasts. Lasting 4 turns, and usable twice, with no restrictions in between means it can be used for 8 turns non-stop. I'm going to have to limit it to held weapons only, and separate activation as to the Enhanced Strength technique. □

(Goken: Soru) - Strong Fist: Shave
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Based on the "Body Flicker Technique", this taijutsu allows the user to use the burst of speed to turn one hit into multiple hits to the same spot. One kick would turn to three kicks within the same time span as one but each successive hit would be to the same place, meaning if the first kick is blocked all of them are. This requires great chakra control and cannot be used to dodge like it's parent technique but is rather used to multiply the damage done from a single hit. This technique can be used in the same timeframe with other taijutsu techniques (adding +20 to that techniques damage) as long as they use punches and/or kicks.
Note: Can be used twice per battle with a turn between uses.
Note: Only B-rank and under taijutsu the turn after this is used.

□ Declined. Speed enhancers like this are very unrefined, and would only cause disputes and body flicker itself isn't even used anymore. DNR. □
Resubmitting these, changes in bold:


(Ryū no Kagizume) - Dragon's Talon
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: The user focuses the chakra (from CES or SM) into their hands and feet using precise chakra control (which is needed for harnessing Sage Mode) and releases it with pinpoint timing, which greatly enhances their strength. Instead of amassing it into a punch or a kick the user simply uses their hands to blunt and weaken physical attacks (defending from A rank and under physical attacks). The user can then grab whatever is in their hand and crush it, exerting the fine chakra through their fingertips and palm in order to greatly increase their grip strength. This can be used to easily break bones, weapons, and even physical based ninjutsu such as earth techniques (following chakra strength and weaknesses). This technique has an alternate use in that it can be used to increase bite strength allowing the user to even bite through metal if the need arises.
Note: Must have activated Chakra Enhanced Strength or Sage Mode. This would not protect the user from energy or sharp attacks.
Note: While this technique does require enhanced strength or sage mode it is considered taijutsu and doesn't require chakra (other than the costs added from the modes themselves) to perform
Note: Can only be used by sage mode users or CES users.
Note: Can only be used thrice per battle with one turn between uses.

Approved - made edits

(Chakura Chikara: Kendō ) - Chakra Enhanced Strength: Way of the Sword
Type: Supplementary
Rank: A
Range: Short
Chakra: (+25 to Weapon based techniques)
Damage: (+1 rank up A rank, +10 to S rank and above, to Weapon based techniques)
Description: The user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. Instead of using Chakra enhanced strength just to increase their taijutsu the user can exert their chakra control through a weapon allowing them to increase the damage done. This allows the user to cut or smash through bone, earth, and even metal (following elemental strength and weaknesses) but because its used through a weapon the damage increase is not as much as if used to increase the users taijutsu. This technique follows the same principles as Chakra Enhanced Strength and so can be activated in the same timeframe (but only after Chakra Enhanced Strength is activated) as the afforementioned jutsu but this obviously still counts as an additional move.
Note: Can only be used by Tsunade, Sakura or Hashirama Senju biographies.
Note: Can only be used twice per battle with a one turn wait after the mode deactivates.
Note: Last for only 3 turns.


Approved - i'd advise you don't use this with basic weapons as you'll just break them. Made edits.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
(Pacili to Sicillian) Palici and Sicilian
Type: Puppet
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: During Sasori’s time in Akatsuki he encountered a variety of shinobi with strange and interesting bodies which led him to developing this set of puppets. One of the subjects that intrigued him in his time in Akatsuki was a being known as “Zetsu”. Zetsu possessed the innate ability to split his body into two separate entities and still maintain control over their body ; this led Sasori to create the Palici and Sicilian who also had the same ability to split their body apart. Sicilian was on the left side while Pacili was on the right. Sicilian and Pacili both possess a compartment on their chest which allows for them to summon forth a wide array of swords attached with a string attached that allowed for directional control, and is equal to a D-rank technique. Both of Sicilian and Palici legs hold the ability to spew out pressurized air from the soles of their feet which allowed for easy access around the field, and could even be used to fly in a vertical or linear fashion, this ability was equal to a C-rank jutsu moves up to Mid range,and can be sustained as long as the user uses a move.Also, when Palici and Sicilian separate they each reveal a separate arm and leg of their own hidden inside of them contrary to when they are together when their body parts are hidden inside of each other.

The red is just filler, we don't need story in customs, it doesn't change the puppets at all.

Palici:
Palici has a compartment located on its upper body which holds a medium sized canister for the puppeteer to utilize. This canister would be capable of being fired into the air up to Mid-range, and once it was in the air it would begin to spin rapidly and, whilst it spun it would release a bright white light which could be used to blind an opponent temporarily. The canister can stay in the air for up to two turns with the help of chakra blasters; in order to use, it costs a move but after it is in the air it becomes passive. There is also another canister that Palici possess which is capable of being shot into the air as well, but instead of shining a bright light, this time it unleashes a barrage of Shuriken which can be fired for as long as the canister is in the air. The shuriken is a C-rank jutsu and stays in the air for up to two turns. Palici has its body insulated to fire making it fireproof to Fire jutsu up to C-rank. Another way Palici takes advantage of it Fireproof body, is that that there is a switch inside of her body which ignites her body into flames. While engulfed in flames it makes coming towards her a dangerous thing to do, also it adds flames too all of the mechanisms in her body adding plus +5 damage to them only including things such as swords and Shuriken. In her base form she is capable of releasing streams of scorching hot fire from her palms equal to (A-rank | Mid Range)

Why wouldn't it blind you? ALso that's just weird to have it spin like that. Two turns of releasing shuriken is not happening, it will release them in that turn and that's it. And you'd have to defend from them. Insulated? Really?

Sicilian:
Sicilian has the innate ability to snap its head back in order to unleash a pressurized blast of water at the enemy which can either be formed into a concentrated blast for a pinpoint attack or to unleash a wide range attack. The water is equal to a (A-rank | Mid Range) jutsu. Sicilian also has the ability to snap back either one of its hands to release a long extendable chakra sword that can extend up to Mid range and cleave through enemies with ease. This sword is capable of cutting through structures up to (B-rank | Mid Range) The Last ability of Sicilian is its ability to release metallic stingers from its abdomen that can be used to pierce through an enemy with acute precision and can even be submerged under ground (C-Rank | Mid Range) A unique feature of this puppet would be circular holes on its hands that the user can use manipulate to create a weapon composed of pure chakra that is in the form of a three meter long pole. By focusing their chakra into holes via a chakra method the user can create a weapon that can be thrown up to Mid-range if wanted. Said pole can be used for basic melee strikes if wanted and is equal to an B-rank chakra weapon. In order to sustain it the user must pay a cost of -10 chakra per turn, and the technique can only be used twice.

Where does the water come from?

Note: Can only be taught by Sasori
Note: Separating bodies counts as move.
Note: Can be summoned separated already or summoned individually

Declined 0- see above

(Shikuropusu) Polyphemus
Rank: S
Type: Offensive
Range: NA
Chakra: 40
Damage: NA
Description: Polyphemus is a rather bulky puppet around fifteen feet tall standing taller than most average humans and puppet alike. Noticeable characteristics about this puppet would be how it only possesses one eye in its socket. In its left hand it possesses a spiked club layered with an array of needles which it will be able to used in battle for a variety of purposes. Polyphemus is not clothed in much clothing except for a torn cloth that runs mid way across its chest area. Due to its massive frame and structure Polyphemus holds the ability to use its body parts such as its arms in an offensive way to harm enemies thereby crushing them. There is an eye in the middle of its forehead that is a rather large object, being around four feet in diameter, and serves a purpose other than being a cosmetic design. With the spiked club it holds in its hand it is possible for it to swing it at enemies or objects in order to cause lethal damage rather than just blunt damage.

The club in its possession is equivalent to an S-rank tool, and the user can choose to extend Polyphemus's arm by sturdy strings increasing the overall range of its melee strike up to Mid-range. Let it be noted that each time the user makes usage of the club that it will require a two turn cool down and the user will be prevented from using any S-rank or above jutsu next turn.Twice per battle by utilizing a Fuinjutsu tag located on the club, the user can choose up to one elemental nature to coat the club in; this by no means increases the clubs lethality, but only serves to give it properties of said element. It is also possible for the user to manipulate the spiked club in order to expel the spikes on its outer surface in a forward manner towards a target causing for the needles to pierce all enemies up to Mid-range where the club is aimed, and is equal to a B-rank technique that can only be used four times and requires a turn cool down after each usage. After the spikes have been launched the club will automatically refill itself with the excess spikes located inside of the club itself. On to the eye of Polyphemus, the user is capable of propelling the eye up to Mid-range and upon interaction with a solid surface with create a small scaled explosion. After contact has been made with a target, with the aid of the explosives such as paper bombs coiled around inside of the eye, it will then set off into an explosion at the target, however due to the weight of the eye and resources needed it can only be use a limited amount of times, and afterwards when it does it’s eye will replace after a amount of time with the help of valve that connects its stomach to its head. The eye is equivalent to B-rank and can only used two times with a turn cool down between usages. Lastly, due to the puppets immense structure it holds the ability to destroy up to D-rank structures including substances such as earth and steel.

Note: Can only be taught by Sasori
Note: Can use all basic puppetry moves.
Note: Using the spiked club, needles, physical strength, and Eye technique all cost a move.

(Shikuropusu) - Polyphemous
Rank: S
Type: Offensive
Range: NA
Chakra: 40
Damage: NA
Description: Polyphemous is a rather bulky puppet around fifteen feet tall. Noticeable characteristics about this puppet would be how it only possesses
one eye. Also, in its left hand it holds a spiked club which it will be able to use in battle for a variety of purposes. Polyphemous is not dressed in much clothing except for a torn cloth that runs mid way across its chest. Due to its frame and structure Polyphemous holds the ability to use its body parts such as its arms in an offensive way to harm enemies crushing them. The eye in the middle of its forehead is a rather large object, being around three feet in diameter, and has a purpose other than being a cosmetic design. With the spiked club it holds in its hand it is possible for it to swing it at enemies or objects in order to cause lethal damage rather than just blunt damage. The club is equal to an A-rank tool, and Polyphemous can propel and swing the club around up to Mid-range by detaching sturdy strings connected to its arm holding the club in order to gain a further reach, and attack objects or enemies that are further away. It is also possible for the user to manipulate the spiked club in order to fire off the spikes in a forward manner causing for the needles to attack all enemies up to Mid-range where the club is aimed, and is equal to a B-rank technique. After the spikes have been launched the club will automatically refill itself with the excess spikes located inside of the club itself. On to the eye of Polyphemous, the user is capable of propelling its eye up to Mid- range in order to attack the enemy. After contact has been made with a target, with the help of the explosives such as paper bombs and circular balls covered in explosives tags that are coiled around inside of the eye, it will then set off into an explosion at the target. Due to the weight of the eye and resources needed it can only be use a limited amount of times, and afterwards when it does it’s eye will replace after a amount of time with the help of a valve that connects its stomach to its head. Lastly, due to the puppets immense structure it holds the ability to destroy up to C-rank structures including substances such as earth.
• Can only be taught by Thaal Sinestro
• Eye technique can only be used three times with a turn cool down until the eye is replaced.
• Can use all basic puppetry moves.
• Spikes can only be launched four times
• Using the spiked club, needles, physical strength , and Eye technique all cost a move.

Declined - S rank puppet which can constantly swing A ranks with it's clubs, shoot it's eye and release spikes, smash through C ranks, and not really any drawbacks at all?

Permission to Resubmit:

(Nanatsunotaizai) Seven Deadly Sins
Type: Puppet
Rank: S
Range: NA
Chakra: 40
Damage: NA
Description: This set of puppets consists out of a collection of seven distinct puppets that Sasori of The Red Sand developed while in his endeavors to create a meaningful collection of puppets. Each puppet was crafted after one of the seven deadly sins of man, and each sin were said to be exact opposites of the seven virtues. The Seven Deadly Sins came into existence because of the immoralities of man and due to their sickening behavior. The first sin is Lust which deals with an intense longing; Lust derives from the thought of intense or unbridled sexual desire. Followed by Lust is Gluttony which deals with the desire to overindulge oneself more than what it is necessary. Then there is the sin Greed which involves avarice and, a desire to have more than what one requires. Sloth is usually associated with the dislike of moving— apathy or lack of interest is also a form of this sin. Next, is the sin of Wrath which is commonly associated with hatred, or anger. Then there is sin of Envy which deals with resentfulness or sadness because of someone’s possession. Lastly, we have the sin Pride that involves putting oneself before all else.

Lust: The Lust puppet out of the group would be the most exotic one due to the clothes she wore. Instead of just simple fabric and sheets Sasori modeled this puppet so that it would be a living beauty. While some could not tell, Lust was in a sense a very beautiful puppet from the artificial clothing on her to just the way her face was molded after a beautiful vixen. Lust is able to manipulate an advanced chakra method whenever it is connected to a chakra source, e.g chakra threads. By using the circular openings in its feet and hands, the user can pump chakra throughout its body enabling for Lust to manifest the chakra radiating throughout its body in the form of whips or blades that can be extended up to Mid Range. From the soles in it's feet the user can pump chakra through them allowing for it to glide through the fields or even sustain a mode of flight. Using this as a flight mechanism the user can move up to Mid-Range heights and can be sustained as long as a move is spent with the initial use and by paying each turn -10 chakra. ( B-Rank | Mid)

Gluttony: Like the sin itself, Gluttony is a rather round and stubby puppet. Its large belly represents overindulgence in the form of eating too much. It's stomach is capable of opening down the middle similar to that of a gaping mouth. Inside of its wide abdomen is a Fūinjutsu sealing tag that can be activated as the user chooses. Once the tag has been triggered with the use of chakra it will instantly activate a sealing jutsu which begins to drag anything in the nearby vicinity into it. This seal takes the form of a gale of inhaling wind that will constantly pull/drag a targets into its stomach until it has been consumed entirely by the puppet. If wanted the user can have the seal active for two complete turns as long as a move is spent, rendering most targets immobile while in the face of the suction wave. There is also another application of this seal that involves sealing objects—which is the fact that it could be used to seal certain jutsu. It however is limited to which jutsu it could seal due to the fact that it must be capable of fitting inside of Gluttony's stomach. However if a jutsu is successfully sealed it's possible for the user to unseal said attack and release it back at its target, but if you want to unseal an attack it will cost a move. Let it be noted that this seal affects a wide radius allowing for it to compress an object once in range. ( A-Rank | Mid)

Greed: Greed out of all the puppets happens to be the tallest one around seven feet tall. Greed is commonly associated with the need to possess objects so Sasori decided to the model this puppet in the most extravagant clothing possible. Placed around Greed’s body in various locations are Sealing Tags. Once triggered with the infusion of chakra these Fūinjutsu tags will spring forth a Crimson colored barrier that can serve as both a defense and offense. Regardless of which form of the barrier that has been used the barrier will always be equivalent to A-Rank. This particular barrier holds a special special showcased by barriers in the Anime and that would be its Flammability. More specifically “Four Violet Flames Battle Encampment” was shown to ignite a target whenever they made contact which caused for them to be engulfed in purple flames. If wanted the user can choose to extend Greed’s hands with a chakra thread up to Mid-Range or even propel the sealing tag into another of the Field that is short range away. Let it be noted that the damage property of this barrier is only activated if a target were to make contact with the barrier. Greed can sustain this ability for up to two turns with a drainage of -10 chakra each time. If using for two turns consecutively then it requires a turn two cool down— while using for one turn does not have a cool down.

Sloth: Sloth is the most bulky puppet out of the collection— due to its rather massive structure. Due to its large structure it is incapable of moving around as fast as the other puppet making it suitable to mainly louse around. In battle, Sloth will mainly serve as a shield to protect the user as well the other puppets. It provides an excellent to shield capable of blocking just about anything Short-range of the user. Since Sloth’s main purpose in battle would be to act as a defensive ward Sasori reinforced its structure with hardened metal so that it would be capable of taking blows up to B-rank. Offensive wise the puppet could use it large body parts to strike a foe with B-rank strength as long as that attack is Short-Range away. There is also an alternative way for the user to manipulate Sloth’s defensive qualities which is by passively concealing one of the Seven Deadly Sin puppets inside of it. If wanted the user can choose to have one puppet are concealed inside of it from the moment these puppets are summoned to the field as long as which one is specified upon summoning. Or the user can choose to do so while the puppets are already on the field.

Wrath: Wrath is modeled after an older man who is around six feet tall. He has gray hairs sprouting from his face representing that he is an elderly person. Wrath possesses two lengthy—double edged swords in hands that he can use to easily cleave through structures. There are also two extra identical swords on his back which are able to be used by him if needed. The swords in Wrath’s hands are capable of being sprung forth at a target like a spring which would cause for the need for another pair of swords, also it can reach up to Mid-range. Let it be known that each of Katana is lacerated with oil, and when the user sets off a spark from their hands it engulfs the swords into flames. With the swords the user can wield them to cleave through structures up to S-rank. If desired the user can choose to wield each blade to aim at a particular angle to release a concentrated stream of Fire from each sword. (S-Rank | Mid Range) with a turn cool down after each usage.

Envy: Envy is a puppet that resembles that of a both of a male or female making it hard to decipher which one it actually is. Envy is not clothed in much clothing except for small strands along its body which does not conceal much. with long strands of artificial black hair sprouting from its head. Its height is around five feet tall pretty average amongst the other puppets. Special characteristics of this puppets would be how its entire body is covered with small circular holes which serves two purpose. These holes enabled the puppet the ability to manipulate a basic puppetry technique in a more advanced form. From inside the user can choose to release the basic puppetry move known as the Poison Smoke screen. With the holes the user will be able to spew out Smoke in either an omnidirectional manner or in a specified direction. The puppet can either release a concentrated stream of Smoke at a target or either simply release Smoke from all angles and simply let the Smoke expand by itself. Whenever the concentrated Smoke stream makes contact with a surface it will expand up to Mid-Range if where it made contact in an omnidirectional manner. (C-Rank | Mid)

Pride: Pride is modeled after a small child who would be believed to be around the age of ten years old. It is estimated to be around three feet tall or 91.44 centimeters. Pride is clothed in an elegantly crafted obsidian shaded suit. This puppet has one distinct ability that it is capable of utilizing due to a Fūinjutsu tag located along the surface of its mouth. Once activated with the infusion of chakra— a powerful Sealing technique will come into play. Immediately an amber colored beam about six feet wide will be projected towards a target at incredibly fast rates. While the seal does indeed travel quickly it is still possible for someone to avoid or counter it. This specific beam has harmful effects on a person when they come into contact with it; it can also be useful when dealing with projectile based attacks. Once contacts has been made with a person it will apply upon them a tremendous amount of pressure that will inevitably force them to the ground helpless to move. While under its effects it will begin to drain a target of their chakra and the amount drained will be equivalent to how long they were placed under the sealing technique. Each turn will lead to a reduction of fifty chakra points while under its effects. This specific seal can be activated for at most four turns. If using for two or more turns the seal will require a two turn cool down before it can be utilized again. ( A-Rank | Mid)

Note: Can only be taught by Sasori.
Note: No other puppets while out.
Note: Only the following while out: Puppetry | Fūinjutsu | Taijutsu | Genjutsu | Ninjutsu
Note: If wanted the user can summon forth each puppet individually at the cost of a move.

Declined - too long
 
Last edited by a moderator:
Status
Not open for further replies.
Top