Custom Jutsu Submission - III

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Erzo

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Approved:

I did put a turn limit in previous submission, but I'll bold so its visible.

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

Declined - must of missed the turn limit with how wrong the cj was to start with. Anyway, this is basically made to allow you to make an OP boss, at most summons have 2 elements they can use proficiently, but with this, you gain 5 full elements on your boss, i can't allow this. DNR.
Approved here:

Permission to resubmit with edits:

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

Approved
 
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Summer

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

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

Blue Enutroph:
This being a small blue sapphire seed. It is consumed by the user and it has a sealing scripture on it that activates when the user takes any type of of impact related damage. The seed melding with the users body can feel impact from within the users body. This will passively channel A rank wood chakra to the impacted area and create a skewer type rod to exude from the user. This will work as a safety mechanism of sorts. The skewer is going to be able to grow into 5 feet in length and can even shoot from the impact point instantly after impact. The skewer however has enough force and power reach up to mid range when shot from the body.

Make sure you say it doesn't negate th edamage as you would have already been hit.

Red Eliatrope:
This seed will be different from the other seeds as it is a defensive seed with a unique ability. This seed has a kanji on it for POLLEN and must be dropped to the ground and stepped on to activate it's ability. Upon being crushed the seeds barrier will activate creating a barrier made out of hundreds of entwined vines. The unique aspect of this barrier is that upon forming instantly around the user the vines will bloom flowers. These flowers will bloom on the outside of the barrier of vines and release a paralyzing pollen dust from them onto the battlefield. The pollen will attach itself to chakra or anything exerting chakra during the full turn of being expelled.



Restrictions:
-Yellow seed Lasts 4 turn.
- Cannot be paired with Senjutsu
- Cannot boost S rank and above
-Blue seed ability can only be used twice per battle.
- Red seed can only be used once per battle. The pollen lingers for two turns
- Can only use Each Nativity Seed once per battle.
- can only be taught by Juha

Declined - see the note above, yellow see lasts 3 turns, only usable once, blue seen is ones only too, as you will have one of each seed, and need a drawback.
□ Pending. Leaving for Pervy/Vex. □
Changes bolded added in what effect the pollen has as I forgot.

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

Yellow Lop seed:
This seed has an inscribed symbol on it which carries a sealing formula as the basis for forming this symbol. The seed carries the ability once thrown at anything with chakra. It will Crack and sprout vines which feed off of the enemies chakra like Multiple infinite embraces. The difference however is that the vines will simply attach to the enemy and won't bind there movements and will flex and allow easy movement. The down side is that the vines transfers the users chakra into the ground and converts it into wood chakra which lays dormant waiting to boost wood jutsu. This will empower any wood jutsu used from the ground with a +20 boost. The chakra taken from the enemy is 30 chakra points per turn. Useable once per battle, however it lasts 3 turns and once the turns are up the vines will wither and fall off.

Blue Enutroph:
This being a small blue sapphire seed. It is consumed by the user and it has a sealing scripture on it that activates when the user takes any type of of impact related damage. The seed melding with the users body can feel impact from within the users body. This will passively channel A rank wood chakra to the impacted area and create a skewer type rod to exude from the user. This will work as a safety mechanism of sorts. The skewer is going to be able to grow into 5 feet in length and can even shoot from the impact point instantly after impact. The skewer however has enough force and power reach up to mid range when shot from the body. However this does not negate the damage taken from the blow

Red Eliatrope:
This seed will be different from the other seeds as it is a defensive seed with a unique ability. This seed has a kanji on it for POLLEN and must be dropped to the ground and stepped on to activate it's ability. Upon being crushed the seeds barrier will activate creating a barrier made out of hundreds of entwined vines. The unique aspect of this barrier is that upon forming instantly around the user the vines will bloom flowers. These flowers will release a paralyzing pollen dust from them onto the battlefield. The pollen will attach itself to chakra or anything exerting chakra during the full turn of being expelled. This pollen will induce an effect that slows the enemies movement down -4 points during the duration. This is caused by the lack of air flow to muscles of the body after inhaling the pollen.



Restrictions:
-Yellow seed can only be used once per battle Lasts 3 turns.
- Cannot be paired with Senjutsu
- Cannot boost S rank and above
-Blue seed ability can only be used once per battle. effects will last for 3 turns
- Red seed can only be used once per battle. The pollen lingers for two turns
- can only be taught by Juha

Approved

Kuchiyose Senpai Ki - Summoning Elder Tree
Type: Summoning
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage:
Description:
Having used the usual methods of summoning which involves three handsigns. The user will summon a great red wood tree which sits at the epicenter of . This exact tree has been living with the silk worms for many generation and is over 50 feet tall. The sheer trunk size is that of 20 feet in diameter and it's Bark is brewing with sticky sap.
The tree has numerous special qualities one being the that a wood user can manipulate the sap on the tree (free form). This sap has unique properties in that is can cause the person touching it to hallucinate. This makes it so those who are immune to Genjutsu seceptible to being placed in one. This will boost the qualities of genjutsu upon touching the sap. Any genjutsu damage is then boosted by a +1 rank and will make it harder to break free.
The second aspect is that this particular redwood tree is swarming with chakra. The summoner need only touch the tree to replenish there chakra giving them 250 chakra back into there body. This can only be accomplished for wood users though being that the chakra comes from wood. The tree was fed on the silk warms chakra for many years being able to store it like a honey jar.

Those who are immune to genjutsu wont be effected. If they are immune they are immune, nothing would change that. Can't allow you to suddenly get that much chakra back either.

The summoner can also use this tree as a source for wood. It's bountiful chakra will give any wood jutsu that is released from the tree a boost of 20 Damage and the wood being utilized will be red in color and easy to distinguish. Doujutsu users will be capable of seeing the unregulated amount of power coursing through the jutsu. While sensory ninja will have a hard time picking up on this due to the tree giving off such a high volume of chakra making it harder to focus on chakra sources throughout the field. The tree's chakra gives off a unique harmonious type frequency that is detrimental to sensory types making it hard to focus on there sensory.

Restrictions:

-Can only be summoned once per battle.
-Cannot use or pair forbidden rank jutsu with any of the trees abilities.
- Cannot be paired with A rank and above genjutsu.
- Can only use one wood jutsu in the same turn as the tree abilities.
- A limit of 250 chakra can only be consumed by the summoner.
-Can only be summoned by a wood user.
-Can only be taught by Juha

Declined see above

Doton Aeration Suiton Roka / Earth Aeration Water Filtration

Type: Supplementary
Rank: rank
Range: Short-Long
Chakra: 40
Damage: +1 rank to Mud/Swamp
Description:
Using a common method for farming. The user will channel there earth chakra across the battlefield. This will allow the user to accomplish a coring type method of using earth across the entire field. Creating coring type holes throughout the battlefield. These holes will be roughly 1 inch holes in diameter but will sink multiple meters into the core of the ground. The coring holes will be spaced roughly 3 inches apart from each other. This method takes mere a moment to establish and have in place.
Once the holes are fully developed the user will channel there water chakra into the ground. This will have a unique effect as it will water log the entire lower later of earth just below the surface. While having no apparent water visible but walking and running on the surface will feel like that of being at sea on a ship battling a storm.( or that of a water bed for reference). Having this set up on the field will allow for two concepts to take root. The user will willingly know that they can use the water as a large source of water. Drawing it up from the ground like that of an aquifer. The next is that both the user and enemy would be at a speed disadvantage. The more strength/type exerted on the field the more you will have trouble with footing. Slowing you down to regular shinobi speeds. This is largely due in part to the softness of the earth making a strong foothold near impossible. The other being that the earth moves easier in this softer state. Making it a terrain that cannot be trekked at usual standards. Using things like mud jutsu on the battlefield will increase there speed x1 and will also increase there rank +1 due to the earth having an easily accessible watered state.
Water jutsu from the ground will also have a x1 speed but no boost in rank. This is because of the amount of dormant water lying in wait.
These terms will affect both the user and the enemies jutsu's

Restrictions:
- Can only be used once per battle
-Can be used as a large water source
- Can only be used on land
- Cannot use Earth in the following turn.
-This jutsu lasts for the entire duration of the battle or until the effects are countered.
- Can only be taught by Juha

Declined - it's a nice idea but reducing speed needs reworking. I mean, you can slow them down but by X amount, you can just say always to base speed. A monster bio like Raikage with his strength wont struggle to run quick as much as others. Bios like Minato i feel are just light on their feet and move so fast. If i reduce my weight with cannon tech to make me faster, i wont sink into the mud and wont be slowed down. Just a few examples.
 
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Nagato..

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(Senpō: Gogo no Kobura) - Sage Art: Afternoon Cobra
Type: Offensive
Rank: S
Range: Short- Long
Chakra: 40
Damage: 80
Description: Revered as one of the Ryuchi Caves secret techniques, it goes against many laws of the shinobi land. The wielder of Snake Sage Mode, pushes their Senjutsu manipulation to the max releasing an enormous amount of Natural Energy from their body while forming the dragon handseal that excites the environment around him causing an ethereal infused head of a Cobra to form in representation of the many Snake Sages that have come to pass. Unleashing it forwards at rapid speeds, the surrounding environment reacts adversely causing earth and plant life to deform/grow uncontrollably, water churns and move against their natural patterns and the air vibrates with a loud sound that resonates and deafening opponents making it appear as though the Cobra is rattling while it devastates the area letting out concentrated amounts of Senjutsu when it makes contact, turning organic and inorganic life to stone in the aftermath which eventually crumbles to dust..

Note: Must be in Snake Sage Mode
Note: Reduces Sage Mode by 2 turns
Note: Can only be used twice
Note: Can only be taught by Nagato..

Declined - so do you form a solid cobra head of sage chakra infront of you that you then release forwards? The sound wouldn't really work that way. Organic life to stone is too much, it needs work buddy. How does this work in rp terms? Against elements? earth or fire? etc... what if it hits a person?


(Genjutsu: Toki-Tobashi) - Illusionary Arts: Time Skip
Type: Supplementary/Offensive
Rank: S
Range: Short- Mid
Chakra: 40
Damage: 80
Description: is an illusionary technique where using the users body as a medium, it makes the user appear to have taken the steps to lunge at near instant speeds to enter close range to the target performing a single variation of basic taijutsu attacks such as a powerful uppercut to the stomach, a kick to the leg, & punch to the face. Afterwards they reappear at the position where the illusion initiated. Though they mentally feel the contact & pain as if theyre actually receiving these blows. In reality theyre physically fine, though over time this technique can cause serious mental damage to the opponent causing a state of deprivation, wearing down their bodys willingness to fight back. The deception most ninja will have is figuring out that it's their bodies natural response to react first with their eyes before thinking the full situation out. Most sensory ninja will be able to sense where the real ninja is if theyre not too distracted with the fake illusion of the user and the mental pain associated with the attacks.

Note: Lasts 4 turns
Note: Can only be used twice.
Note: If the target hasnt cancelled the illusion before the last turn/blow ends they will be unable to move for one turn.
Note: No Genjutsu for two turns afterwards.
Note: Once per turn the user delivers a single blow to the opponent.
Note: Must be taught by Nagato..

Declined - S rank is TOO much, and you don't have a medium of how you induce the gen? A sound, flash of light, handseal etc, nothing to trigger it.

From 1:10 to 2 minutes





(Suiton: Dasuika no Jutsu ) – Water Release: De-Hydrification technique
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description:The De-Hydrification Technique is a special technique, constructed by the Hōzuki Clan. It's thought to be on par with the Hydrification Technique. However, it's used for supplementary purposes rather than just negating attacks. It can also be used to supply the user with the amount of water needed to perform more advanced water release ninjutsu without the need of a water source and stay hydrated at all times. Instead of turning their entire body completely into liquid its partially transformed into a gelatin like state allowing the users of this technique to absorb the moisture in things they come in contact with. For example be water sources or techniques & the environment that are of equal or lesser value. This moisture is then absorbed by the Hōzuki clan member in order to keep them hydrated at all times and allow better usage of their specialty in water. The speed of moisture absorption depends on the skill of the user. Some users could turn healthy moist soil into dirt or small ponds empty leaving behind fish within instants. The only apparent weakness of this technique is that the user requires close proximity with the targeted objective in order to perform it. The drawing in of this technique is like that of a vacuum, making it possible to pull in water masses larger than the user, drawing it into their body, condensing it for future use. The can only absorb one technique at a time that must then be released through another jutsu before they can use this technique again.

Note: Must be a member of the Hozuki Clan
Note: Can only be used 4 times, two turns between uses
Note: Allows up to a A rank water usage with no water source after each successful usage.
Note: Must be taught by Nagato..

Approved - made edits


(Senpō: Gogo no Kobura) - Sage Art: Afternoon Cobra
Type: Offensive
Rank: S
Range: Short- Long
Chakra: 40
Damage: 80
Description: Revered as one of the Ryuchi Caves secret techniques, it goes against many laws of the shinobi land. The wielder of Snake Sage Mode, pushes their Senjutsu manipulation to the max releasing an enormous amount of Natural Energy from their body while forming the dragon handseal that excites the environment around him causing an ethereal infused head of a Cobra to emanate around the users body in representation of the many Snake Sages that have come to pass. Unleashing it forwards at rapid speeds, the surrounding environment reacts adversely causing earth and plant life to deform/grow uncontrollably, water churns and move against their natural patterns and the air vibrates with a loud sound that resonates making it appear as though the Cobra is rattling while it devastates the area letting out concentrated amounts of Senjutsu when it makes contact, turning inorganic life to stone in the aftermath which eventually crumbles to dust. When clashing with techniques infused with natural energy there is no adverse reactions and they will clash against one another with same weaknesses and strengths, but for solid elements such as water & earth they become bisected in half going around the cobra as if by opposing magnets that wont touch as they have a more uniform body. Fire & lightning are more unstable elements and will react by dispersing in all directions causing damage to the nearby environment.

Note: Must be in Snake Sage Mode
Note: Reduces Sage Mode by 2 turns
Note: Non-Senjutsu wielders/summons will be turned to stone if hit, otherwise it will just cause internal damage and break a few ribs/bones.
Note: Can only be used 3 times
Note: Can only be taught by Nagato..

Declined, for starters, effects it causes, the causing plant life to grow and deform at the same time needs to be clarified as it can be assumed to work on Wood techs or even Zetsu clones as a stretch. The bisecting solid elements in half around the cobra needs to go; it's just a cobra of snake chakra around the user that lashes out quickly. I don't see why it'd split techs like that, or cause energy to erupt wildly. It'd be the same as a normal clash, wouldnt it? The note also can't apply; they turn into stone if they absorb the energy into their body, not if it touches them. You can't just hit people and turn them into stone lol.

(Genjutsu: Toki-Tobashi) - Illusionary Arts: Time Skip
Type: Supplementary/Offensive
Rank: A
Range: Short- Mid
Chakra: 40
Damage: 80
Description: is an illusionary technique where the opponent needs the attention of the user triggering the illusion. Using the users body as a medium, it makes the user appear to have taken the steps to lunge at near instant speeds to enter close range to the target performing a single variation of basic taijutsu attacks such as a powerful uppercut to the stomach, a kick to the leg, & punch to the face. Afterwards they reappear at the position where the illusion initiated. Though they mentally feel the contact & pain as if theyre actually receiving these blows. In reality theyre physically fine, though over time this technique can cause serious mental damage to the opponent causing a state of deprivation, wearing down their bodys willingness to fight back. The deception most ninja will have is figuring out that it's their bodies natural response to react first with their eyes before thinking the full situation out. Most sensory ninja will be able to sense where the real ninja is if theyre not too distracted with the fake illusion of the user and the mental pain associated with the attacks.

Note: Lasts 4 turns
Note: Can only be used three times.
Note: If the target hasnt cancelled the illusion before the last turn/blow ends they will be unable to move for one turn.
Note: The genjutsus main trigger is the users sense of sight, sound, touch seeing the opponent and hearing them move. This genjutsu cant be triggered from just standing still as there will be no stimuli for it to initiate.
Note: No Genjutsu for two turns afterwards.
Note: Once per turn the user delivers a single blow to the opponent.
Note: Must be taught by Nagato..

From 1:10 to 2 minutes

Declined, this would clash with a lot of genjutsus as it's simply a gen that makes the opponent see the opponent move quickly and attack with tai.

(Fūinjutsu: Ōdin no keiji) - Sealing Arts: Odins Revelation
Rank: Forbidden
Type: Supplementary/Defensive
Range: Short-Long
Chakra: 50
Damage:/ (-50 to self)
Description: After forming the Rat → Ox → Dog → Dog handseals the user creates a seal using the ground as a medium that emanates a red kanji symbol across the ground outstretched amongst the battlefield. The symbol disappears after a few seconds but upon creation from the user the sealing formation begins to aggressively work. This fuinjutsu works against the fabric that holds most forms of ninjutsu together, which is chakra. The target(s) of the sealing formation will become limited in their chakra manipulation. In retrospective Yin/Yang Release are the base behind most ninja techniques which include things from the ninja techniques, the body, and the various forms of spiritual/mental abilities. Odins revelation, works against the effects Yin or Yang release effects may have on abilities such as Cursed Seals, Body Enhancements(strength, speed, alterations), Genjutsu, and Advanced Elemental usage(including CEs). For Yin related abilities, they will become much weaker for example genjutsu and advanced elements will lose a level in ranking making them much weaker in combat. Advanced elements an custom elements take much more chakra manipulation and focus to make which makes it an easy target for this sealing formation. As for MS level genjutsu it now plays by regular level genjutsu rules making it easier to break. As for Yang related abilities the physically enhanced are now at regular strength due to their chakra flow being interrupted which would include things such as physical durability (more succeptible to pain and fatal wounds) and similarly speed enhanced users lose x2 of their speed, if under any enhancements making it harder for them to move as fast as they would under normal conditions. Sage Mode wielders are physically susceptible to more damage losing a level of ranking in physical buff but otherwise are not affected as severely as they gain abilities from the environment and not from any form of outside seals or self inducing techniques that dont require outside interference. Seals on the the body can still be activated but to no avail as it will be dispelled.

Note: Can only be used by bios with Fuuinjutsu mastery.
Note: Lasts 6 turns
Note: No other Fūinjutsu for this turn or the rest of the match
Note: Can only be used by Nagato..

Submitting as for the new rules of Nagato bio holders can submit S and F ranked fuin customs that cannot be taught to others

Declined, for starters, S rank seals need specific triggers to work, not just making the seals for it and having it auto activate. These triggers are stuff like speaking specific words, using specific jutsu, etc. Sealing the target's ability to use specific jutsu and skills at a greater/lower rate is also restricted by Medjutsu, you'd need MedFuuin specialty for this. Fuuins also cannot last more than 5 turns for any seal. In short, you'd do better to read this link of extra restrictions Scorps placed.
 
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Pekoms

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Permission for the .
Note that much of it has been rewritten, so nothing is bolded.


Summoning Technique: Vinea | Kuchiyose no Jutsu: Vinea
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Vinea is a widowed elder monkey, who, in spite of being kind to all, has since been a social recluse. Amongst her brethren and contract signers, she has been bestowed the epithet: Monkey of Sorrow and Isolation. Physically, she is quite petite (155cm). Vinea's lithe body is covered by navy blue-colored fur. Due to an injury, she has lost her real tail, but has long since overcome the loss by making a replacement appendage out of water. For clothing, she prefers a purple suit with mesh armor underneath, over which she wears a kimono shirt with indigo fur trimmings. It has a teardrop pattern with #45 on the back and is held closed by a purple sash.

Of particular note, she has an innate affinity for water and has become well-versed in many Suiton techniques. Vinea can perform all canon techniques in that particular field—each properly executed with only one hand-seal. In addition, her artificial tail is the equivalent to a B-rank Suiton technique and also has the additional property of chakra absorption. It drains on contact (-40 chakra), and also easily extends to any distance within short-range. Her base speed is fairly remarkable, with her being physically on par with standard Sage-ranked entities. Finally, she has the unique ability to passively transform into a nigh-indetructible trident that has its own set of abilities.

Note: Each and every ranked ability counts as a move.
Note: Summoner must've signed the Monkey contract.
Note: Vinea is summonable once per battle and remains up to four turns in her monkey form.

Note that much of it has been rewritten, so nothing is bolded.


Transformation: Adamantine Trident | Henge: Kongō Toraidento
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Vinea transforms into a trident characterized by its hardness, similar to diamond, and at-will ability to extend and/or expand. In addition, Vinea is able to act under her own volition and have any body part manifest along the trident. In doing so, an element of surprise and irregularity is added to attacks. The trident also retains Vinea's affinity for water and ergo, provides its wielder with a small assortment of Suiton techniques at no cost.

The trident, by inserting its three prongs into the ground, can create a water source (short to mid-range | B-rank). The water is derived from Vinea's chakra supply, and it can be manipulated to swell beneath the trident's wielder and then bring them along the surface to reach any part of the water source. Offensively, the trident can replicate Vinea's tail, but cannot use any other abilities whilst doing so. In addition, a big vortex of water can be released and molded into the form of a spear around the trident (A-rank | short-range). When raising the trident above the wielder's head, a small orb of water can be launched high into the air before drifting towards an area at least 5m above a foe. Once in position, a considerable amount of water gathers toward the sphere from preexisting water molecules in the air until a massive head is stabilized. It bears a striking resemblance to Vinea, and from where the eyes would ordinarily be, the water will pour down as innumerable sticky droplets (short-mid range | A-rank). Upon contact with any entity that possesses chakra, the droplets will adhere and begin to drain chakra (-80).

Note: Only Vinea can perform this transformation.
Note: Each and every ranked ability counts as a move. Each A-rank move has a two-turn cooldown.
Note: Entire turns, in which Viea maintains this form, will not count towards the turns she can stay on the field.



Summoning Technique: Adamantine Armory | Kuchiyose no Jutsu: Kongōhieki
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Contract Ninjutsu effectively enabling the user to summon any animal tied to the Monkey contract, albeit in their unique weapon forms. First, the contract signer draws some of their own blood, then proceeds to perform the Monkey handseal and bring forth the specific weapon. The basis for this expedited process is that creatures are innately capable of determining who is attempting to summon them from the chakra used, and so the summoner modifies their chakra output to indicate that a weapon form is preferred upon entering the battle.

Note: Limited to only those "Adamantine Transformations" tied to the Monkey contract.
Note: The user can carry one such weapon in their bio, but reverting to a monkey form will count as a move.

✦ All Approved ✦
 
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Akasha

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(Furue asupen - Furue Kyojin no rūtsu) - Quaking Aspen - Roots of a Trembling Giant
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 40
Damage: N/A
Description:Roots of a Trembling Giant is usually a commencement technique activated one turn beforehand. User would obscurely stream paper sheets (and other tags used alongside) in the utmost outer layer of the ground beneath them and their opponent. The paper would be left unnoticeable unless the opponent possess sensory. Essentially, the paper positioned underground would block the usage of ground as a medium for performance of other techniques as long as it has not been completely diminished. However due to the nature of the bond between user and their paper, the paper will automatically rearrange itself, following the direction of users chakra to allow them to use earth as a medium for other techniques. In addition, to a certain degree the technique used (via ground) will be slightly covered with sheets which would momentarily expose the cover. The user can use the paper from underground to perform other techniques of paper ninjutsu with the paper regenerating as long as the rank of the paper technique doesn't exceed the rank of this one.

Note: Can only be used twice per battle and never in consequent turns
Note: Can only be used by Paper Ninjutsu users
Note: Can only be Taught by Akasha

‡ Declined ‡ This needs a limit on how long it can be active.
(Furue asupen - Furue Kyojin no rūtsu) - Quaking Aspen - Roots of a Trembling Giant
Type: Supplementary
Rank: S
Range: Short – Mid
Chakra: 40
Damage: N/A
Description:Roots of a Trembling Giant is usually a commencement technique activated one turn beforehand. User would obscurely stream paper sheets (and other tags used alongside) in the utmost outer layer of the ground beneath them and their opponent. The paper would be left unnoticeable unless the opponent possess sensory. Essentially, the paper positioned underground would block the usage of ground as a medium for performance of other techniques as long as it has not been completely diminished. However due to the nature of the bond between user and their paper, the paper will automatically rearrange itself, following the direction of users chakra to allow them to use earth as a medium for other techniques. In addition, to a certain degree the technique used (via ground) will be slightly covered with sheets which would momentarily expose the cover. The user can use the paper from underground to perform other techniques of paper ninjutsu with the paper regenerating as long as the rank of the paper technique doesn't exceed the rank of this one.

Note: Can only be used twice per battle and never in consequent turns
Note: It can last as long as two turns, unless destroyed beforehand
Note: Can only be used by Paper Ninjutsu users
Note: Can only be Taught by Akasha


□ Approved. Edits made. □
 
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System001

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Link to previous Submission;


Updating, same core concept but completely rewritten as such I omitted the bold.

Bau no Kaori | Fragrance of Bau
Rank: A
Range: Short-Long
Chakra: 30
Damage:N/A
Type: Supplementary
Description: Involves the release of copious amounts of specially produced pheromones, mixed with and rapidly propelled across the battlefield by chakra (reaches long range in a near instant but has no offensive power). The released pheromones immediately react with skin (namely bodily oils and sweat) to produce a potent scent that is nigh on possible to remove and will permanently mark the opponent. The scent produced by this reaction is one of a kind - unique to that individual only, easily trackable by Inuzuka but otherwise unnoticeable, and can serve as a replacement to the blood perquisite of Vánagandr - Marked. This occurs in a similar way to how wild dogs mark their territory naturally, but is markedly different in that the marking is not just the user's smell - but rather a special concoction produced by a reaction between the chemicals and chakra released by the user, and those naturally released by the opponent. The released musk, while completely normal, acceptable and not at all distracting to Inuzuka members, has been specially developed to be utterly vile to anyone who is not of Inuzuka origins. Enemy summons who encounter the smell will be repulsed on a primal level and will promptly, in an almost visceral reaction, disperse back to their homeland (the inclusion of the users chakra then, is vital, as it serves to grant immunity to anyone who is contracted to the user - such as summons, but also serves to increase the natural effects of the pheromones). Naturally this would not work on enemy summons who lack olfactory senses. Non-Inuzuka Ninja will be similarly repulsed too, as the musk is specially developed to be absolutely intolerable to any non-Inuzuka clan member, and as a result will inflict nausea and disorientation upon being inhaled. For that, and the next turn, the disorientation will prevent enemies from effectively using Taijutsu above B rank on account of being incapable of coordinating effectively (lowers their power to B rank), while their speed and reactions will also lower by a rank. The nausea will be similarly inhibitive as it will prevent usage of techniques that involve spewing, should the opponent, for instance, attempt to spew out water for Exploding Colliding Wave, they will instead merely find themselves vomiting, or gagging intensely, to the point where the technique is simply un-performable (all humans are emetic, so the effect is absolute). Techniques that do not involve spewing or excessive inhalation however, are still performable as usual. Doujutsu users will also be capable of seeing the release of the musk, as it is infused with chakra.

Notes:
- A Ninken can only use this once every nine turns.
- Chakra infused rain above B rank will prevent the Pheromones from using the air as a medium. (Does not affect the unique scent produced once a reaction has taken place whatsoever, only the musk itself.)
- Can only be taught by Scaze


Declined - reaching long range in an instant is just too fast, by wording anyway. And no, just no to making summons disperse. As for the taijutsu, say for gates users this is only A rank. But the OP part is, you say this is instant across the field, so they don't have time to react really, but if they did see it, one of the common counters would be to wash away the scent, and you're just making it so they can't even do that.
Ling to previous Submission;

Updating

Fenriru No Hikō | Fenrir's Claws
Rank: S
Type: Offensive
Range: Short - Mid (Long)
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: A heavily ninjutsu orientated Inuzuka technique in which the user releases an abundance of silverish chakra that coats their fingers, forming talon like claws of highly condensed chakra. The claws being exceptionally sharp, can be utilised to slash and dice the opponent, holding enough physical prowess to easily slice through a Katana, or even a war hammer for that matter. The true prowess of these chakra claws however is that, through a thrust or slash, they can be released forwards as projectiles, following a pattern similar to that of their release method. For example a straight thrust would result in five straight lined streaks being released, or five arching crescent streaks if released through a swing. With the user capable of releasing four sets of such attacks, dividing the power among them, or alternatively releasing it all in one go for a more powerful singular attack. The released chakra waves can be made to naturally expand so as to prove more of an offensive threat, capable of growing to sizes just slightly greater than twice the size of the user's body over a short period of time. However when these claws strike something solid, instead of puncturing, slicing, and blasting through them as they would intangible elements, they instead forcefully erupt, separating into dozens of tiny whirling claw shaped chakra structures that rampage forth outwards at any direction forwards of a 210 degree angle of the chakra streaks original direction, thus preventing them from backlashing onto the user. This of course only applies to solid techniques, should the technique clash with a water, fire, or wind technique it would not erupt, with the claws capable of overpowering A ranked elemental techniques to play equal against S ranked elemental techniques. Thankfully, the sharpness of the claws are minimised when they're not being used offensively, allowing the user to still utilise their hands to perform handseals, wield weapons and so on.

Note:
- Can only be used 3x
- No Inuzuka techniques above S rank for the rest of the turn.
- Can only be sustained for a maximum of three turns.
- Can alternatively be performed by a Ninken to coat their paws.
- Eruption can instead be suppressed, or forced to occur at will regardless of scenario.
- Can reach Long range once they explode

- Can only be taught by Scaze

Declined - remove the long range. That's not needed, makes this too strong then.

Link to previous submission;

Updating the above to be more in line with some of the benefits of current, canon, Inuzuka transformations.


Fenriru No Gimuzuke | Fenrir's Oblige
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique and (Jinjū Kongō Henge: Santōrō) Human Beast Mixture Transformation: Three-Headed Wolf. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that surpasses that of the Silver-Tip Grizzly's, capable of easily distinguishing concentrations of parts per hundred millions from tens of meters away, a sense of hearing rivalling that of owls, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to A rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. It could even be argued that the mental pain is increased three or even four fold with the mental link working as more of a duplication rather than an addition. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of A rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.

Note:
- Can only be used thrice with a three turn cooldown inbetween usages. After the second usage the users speed will be reduced by a rank for two turns, and after the third their speed will be halved for three turns
- Lasts up to 4 turns
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (Drastically in terms of senses), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky (the melee, physical attacks of giant forms will, just like in Santoro, gain B ranked strength, even in freeform), more four legged forms will be faster and more instinctual (users base speed + Ninken's speed x1.5), while two legged forms with adaptations will specialize in balance and agility. (up to twice the user's speed)
- Can only be used by an Inuzuka, requires at least one Ninken, and synergises with other Inuzuka transformations. I.e the effects of a transformation that makes the users fur more shaggy for defensive purposes can still persist once this is used
- Can only be taught by Scaze

Pending - need to discuss those buffs. x2 speed seems too much to me, even leg weights being dropped doesn't give you that.
Bau no Kaori | Fragrance of Bau
Rank: A
Range: Short-Long
Chakra: 30
Damage:N/A
Type: Supplementary
Description: Involves the release of copious amounts of specially produced pheromones, mixed with and rapidly propelled across the battlefield by chakra (travels somewhat faster than the typical wind jutsu on account of holding no damage). The released pheromones immediately react with skin (namely bodily oils and sweat) to produce a potent scent that is nigh on possible to remove and will mark the opponent. The scent produced by this reaction is one of a kind - unique to that individual only, easily trackable by Inuzuka but otherwise unnoticeable. This occurs in a similar way to how wild dogs mark their territory naturally, but is markedly different in that the marking is not just the user's smell - but rather a special concoction produced by a reaction between the chemicals and chakra released by the user, and those naturally released by the opponent. The released musk, while completely normal, acceptable and not at all distracting to Inuzuka members whose Ninken has released it, has been specially developed to be utterly vile to anyone who is not of Inuzuka origins. Non-Inuzuka Ninja will become affected, as the musk is specially developed to be absolutely intolerable to any non-Inuzuka clan member, and as a result will inflict nausea and disorientation upon being inhaled. For that, and the next turn, the disorientation will prevent enemies from effectively using Taijutsu above B rank on account of being incapable of coordinating effectively (lowers their power to B rank), while their speed and reactions will also lower by one rank. The nausea will be similarly inhibitive as it will prevent usage of techniques that involve spewing, should the opponent, for instance, attempt to spew out water for Exploding Colliding Wave, they will instead merely find themselves vomiting, or gagging intensely, to the point where the technique is simply un-performable (all humans are emetic, so the effect is absolute). Techniques that do not involve spewing or excessive inhalation however, are still performable as usual. Doujutsu users will also be capable of seeing the release of the musk, as it is infused with chakra.

Notes:
- Each Ninken can only utilize this once, the pheromones lasting 4 turns each use.
- Chakra infused rain above B rank will prevent the Pheromones from using the air as a medium. (Does not affect the unique scent produced once a reaction has taken place whatsoever, only the musk itself.)
- Can only be taught by Scaze

Updating the above to be more in line with some of the benefits of current, canon, Inuzuka transformations.

Was left pending so I'm re-bumping, if that's okay.

Fenriru No Gimuzuke | Fenrir's Oblige
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique and (Jinjū Kongō Henge: Santōrō) Human Beast Mixture Transformation: Three-Headed Wolf. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that capable of smelling objects up to 2 landmarks away, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to B rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level/Yin Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of B rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.

Note:
- Can only be used thrice with a three turn cooldown in between usages. After ending, the user cannot use any S rank or higher Inuzuka transformations the same turn. After the second usage the users speed will be reduced by a rank for two turns and no S rank or higher Inuzuka jutsu for two turns, and after the third their speed will be halved for three turns and no S rank and higher Inuzuka techs for 3 turns.
- Lasts up to 3 turns each usage
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (with his sensing never exceeding x3), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky (the melee, physical attacks of giant forms will, just like in Santoro, gain a passive +20, even in freeform), more four legged forms will be faster and more instinctual (x1.5), while two legged forms with adaptations will specialize in balance and agility. (up to twice the user's base speed)
- Can only be used by an Inuzuka, requires at least one Ninken, and synergises with other Inuzuka transformations. I.e the effects of a transformation that makes the users fur more shaggy for defensive purposes can still persist once this is used
- Can only be taught by Scaze

Updating

Fenriru No Hikō | Fenrir's Claws
Rank: S
Type: Offensive
Range: Short - Mid
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: A heavily ninjutsu orientated Inuzuka technique in which the user releases an abundance of silverish chakra that coats their fingers, forming talon like claws of highly condensed chakra. The claws being exceptionally sharp, can be utilised to slash and dice the opponent, holding enough physical prowess to easily slice through a Katana, or even a war hammer for that matter. The true prowess of these chakra claws however is that, through a thrust or slash, they can be released forwards as projectiles, following a pattern similar to that of their release method. For example a straight thrust would result in five straight lined streaks being released, or five arching crescent streaks if released through a swing. With the user capable of releasing four sets of such attacks, dividing the power among them, or alternatively releasing it all in one go for a more powerful singular attack. The released chakra waves can be made to naturally expand so as to prove more of an offensive threat, capable of growing to sizes just slightly greater than twice the size of the user's normal body over a short period of time. However when these claws strike something solid, instead of puncturing, slicing, and blasting through them as they would intangible elements, they instead forcefully erupt, separating into dozens of tiny whirling claw shaped chakra structures that rampage forth outwards at any direction forwards of a 210 degree angle of the chakra streaks original direction, thus preventing them from backlashing onto the user. This of course only applies to solid techniques, should the technique clash with a water, fire, or wind technique it would not erupt, with the claws capable of overpowering A ranked elemental techniques to play equal against S ranked elemental techniques. Thankfully, the sharpness of the claws are minimised when they're not being used offensively, allowing the user to still utilise their hands to perform handseals, wield weapons and so on.

Note:
- Can only be used 3x
- No Inuzuka techniques above S rank for the rest of the turn.
- Can only be sustained for a maximum of three turns.
- Can alternatively be performed by a Ninken to coat their paws.
- Eruption can instead be suppressed, or forced to occur at will regardless of scenario but cannot affect living/sentient beings in this manner.
- Can only be taught by Scaze

All Approved, heavily edited them and this is as far as they'll be allowed, no future updates.
 
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Jhin

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(Senpo: Mahoraga Shisen) - Sage Arts: Serpents Gaze
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: Having mastered sage mode. Orochimaru developed a way to extend his natural energy sensing ability through the cursed seals he created allowing him the ability to view events occurring within the landmark that a given cursed seal is located in. The ability works on the principle that the cursed seals are provided with a small portion of natural energy belonging to orochimaru which pulsates from the cursed mark unknown to anyone incapable of sensing natural energy and behaves as a sonar type sensory. Being quite rudimentary in nature orochimaru can hear the events taking place within a reasonable range having hearing similar to a normal person from the seal however the sensory itself extends to medium range around the target. He only has use of hearing and seeing through the cursed seal and can not feel or smell or taste anything. While using this sensing orochimaru must sit in a meditative stance on the ground and focus specifically on a single cursed mark. Additionally the cursed mark must have been discovered by him in character he can't just access any mark at his discretion and can only view events through a single mark at a time. He can't influence events using this is any way and is merely a spectator making it useful only as an information gathering tool.
Note: No jutsu maybe used during this jutsu
Note: When triggered orochimaru will still be able to use his own five senses but can't be sensing with his chakra in two locations at once.
Note: The user must have witnessed the targets curse mark, it can't be a case of just passing by a user with a curse mark, they will have to phisically see it and when they do, reference this jutsu as a form of tracking placed. If the target dies in the NW then the user will have to meet them again to add this form of tracking. If the user dies, he will lose all targets he can track. (this includes resetting.)
Note: Can only be taught by Jhin and used by Orochimaru with his sage mode.

Approved - made edits.

(Senpo: Shiroi Saisei) - Sage Arts: White Rebirth
Type: Supplementary
Rank: A
Range: Long
Chakra: 30
Damage: N/A
Description: Using an ability based on the creation of the cursed seals. Orochimaru is capable of placing a small amount of natural energy within a small serpent that dwells in the ryuchi cave. The serpent itself is part of a family of snakes not suited for combat or summoning in battle but are capable of hosting natural energy in small amounts. When he is killed in battle or just killed in general orochimaru is capable of dispersing his soul in to the natural energy of the world and returning to the small portion bestowed in these snakes. Upon doing so the snake will engorge in size it's head lifted upright as orochimaru boosts the basic healing power of sage mode using the snakes cells as a medium allowing himself to be reborn entirely from the snake. Though it should be noted this ability in no way allows orochimaru to bypass restrictions of death or allows him to join any events or disrupt any time lines. It's considered for all intents and purposes a death and reset. The one benefit of the ability is knowledge. Any information orochimaru had upon his death is retained. Allowing him to truly live up to his reputation of gaining all the knowledge in the world. He will lose nothing mentally from the rebirth and be able to use any knowledge gained to his advantage in the future.
Note: May only be used by Orochimaru with his sage mode
Note : May only be taught by Jhin

Declined - You can't retain the knowledge, as it was part of the previous timeline. By accepting it as a death/reset, it wouldn't allow you to retain the information.

(Senpo: Kenja no Dai Haka) - Sage Arts: Grand Grave of the Sages
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: The user of this technique must be a master of sage mode and the summoning technique. Though the contract they use is irrelevant. By forming two handseals and then clapping their hands the user will activate a unique reverse summoning technique used only by those who are sage mode users. The user and opponent along with any items or summonings present will be reverse summoned to a place known as the graveyard of the sages. This place has a very unique structure the main path will resemble the back of a snake paved to be a road that stretches as far as the eyes can see and even further still. But is only 15 meters in width. Either side of this is a steep drop leading in to a pool of burning oil and venom. Being incredibly deadly to fall in to. Elevated above the enormous oil baths are huge statues of toads facing each other lining the path of the snake. It's said that the snake is known as the world serpent a forgotten beast of old that faced the toad soldiers in battle so fierce all were petrified from over usage of natural energy in the fierce conflict leaving this terrifying monument. In this field the users of sage mode have a considerable advantage. Namely all senjutsu techniques formed in this area gather the mass of natural energy in the area translating to a +10 boost to any senjutsu techniques. Additionally the high level of natural energy stored in the environment makes it entirely impossible for the enemy to make use of the environment unless he too uses sage mode. Meaning techniques created from the surroundings such as earth techniques will simply not work unless they exceed S rank. However this does come some drawbacks. The initial reverse summoning actually requires natural energy to perform meaning the user will need to be in sage mode and using it will also cut sage mode duration by one turn.
Note: Can only be used by masters of sage mode
Note: Once performed the user and opponents may not leave the area without space time ninjutsu or other reverse summoning techniques.
Note: Can only be taught by Jhin

Declined - it's making up a custom area for a boost which i can't see being done. I mean you combine two contracts and i know i could make use of the oil and venom so that will have to go too. Like how do they get out of this? With toad stomach you break out with force, this place has no kinda thing to break. And not making use of the environment is too much
 
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Vegeta

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to original approval

-updating-

( Saido byōtō chakura suiryoku ) - Side-wards chakra thrust
Type: Supplemental/Defensive/Offensive
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A (+10 if used with Tai/Ken from momentum)
Description: The user jumps into the air by up to one meter and then sends out a small gust of chakra from his foot lowest to the ground, sending him a little higher as the user spins their body to the left or right and throws their body weight in the direction they want to go. Using their momentum from the spinning and chakra, they manage to thrust their body in the direction they wish, up to mid range.

~Notes~
-Must be taught by Vegeta

Approved

to original approval

-updating/fixing typos-

( Katon - Shisan e no ha ) Fire Style - Ashes to Asset
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage points: 60
Description: A unique fire style jutsu based on chakra flow abilities. This particular technique focuses on the unique aspect of some fire release jutsu, namely those based on explosive ash, such as Asuma's technique he used vs Hidan. By forming this explosive ash the user is capable of applying the ash to his limbs or any weapons he uses. By activating this jutsu the user is able to release the ash during taijutsu or other weapon attacks. Though this costs a move slot each time the ash is released. By using the momentum behind physical attacks the user of this jutsu is capable of sending streams of red hot ash from the seals to augment the range of the attacks and cause increased damage in close range. However as to prevent the user suffering from his own jutsu, the ash from this can only be caused to explode with a subsequent technique this technique must be a higher ranked fire technique due to the strength of the chakra stored in the ash release and it's density. In regards to scaling each time the jutsu is used, the user may release an amount of ash with a maximum range of mid. If it was to travel in a straight line from the user to mid ranged. A total of 15 meters, this can also be used to form the ash in to smaller patterns that instead have wider ranges provided they follow the initial dimensions. This ash behaves in an adhesive manner sticking to enemy targets similar to boiling sugar. Alternatively, the ash can be streamed into another Katon jutsu increasing it's damage by +20 while occurring in the same TF but of course costing a move.

~Notes~
- Once activated remains active for the rest of the battle.
- Each time the ash is used it costs a move slot.
- Must be taught by Vegeta

Approved
 
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Houdinii

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

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

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

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

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

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


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

Romulus & Remus each have a unique ability, and as they are the signature possessions of Ren Kouen, their abilities are related to Sand techniques and Sound respectfully. Firstly Remus has an affinity for Sand release techniques, such that when the user channels chakra into the guard he can perform feats related to his Sand prowess. As the user channels chakra into the guard it will begin to produce sand grains that are unique in both their creation and nature as it is done through chakra, similar to how earth is able to be created directly from the user, it does this constantly once activated. The sand is produced at a small rate with the grains spread out thinly as it floats through the air surrounding the user, they will continue to do so as more sand is created. Initially the small volume of sand leaves the user unable to utilize it for sand techniques as it takes one full turn before there is a large enough quantity. Beginning the creation of this sand costs a move but is instant as it simply provides a medium for the users techniques. As the sand is created from the users chakra directly they are aware of its position and movements at all times as they are linked through chakra. The Sand grains themselves are of an unusual variety of black volcanic sand that resides nearby to such activity, but provided directly to the user through their chakra. Due to the way in which it is created the sand is much denser and able to handle much higher heat than normal. Due to this fact when used for a sand technique that overcomes fire the black sand will absorb a large portion of the heat from it, so much so that it becomes very hot to the touch and that technique gains +20 damage. Also due to high pressure the sand was exposed to and its sheer density, when it overcomes a earth technique it will literally rip it apart, simulating the weathering effect that sand has upon rock over a long period of time in just a few moments. This effectively creates more sand of the same features from the earth it overpowered and consumed, this increased volume of sand prevents the technique from losing any strength in the inital clash.

Romulus’ ability is all the more unique however as it relates specifically to Sound, the left guard is composed of brilliant while steel scales that are covered in very thin inch long spines. These spines are extremely sensitive to sound waves and act like a tuning fork in that they are able to resonate with any sound wave they come into contact with. Due to this resonance whenever the user releases a Sound technique the sound created will resonate with the spines, building up the sound as it is passed back and forth through the resonating spines over the course of 1 turn. In the next turn the spines will have built up the sound to such a level that Romulus will release a duplicate of the technique that was used automatically without the need for the users direction or input. In addition when faced with opposing sound waves the spines will resonate with them also, vibrating to match them. However due to the presence of foreign chakra within the sound Romulus will release hindering sound waves that match the frequency of those it faces, effectively cancelling them out and preventing their effects while they are active. This will not affect enemy destructive sound waves however.

Note:
~Remus’ ability(Sand) takes one full turn to produce enough sand for techniques
~Romulus’ abilities(Sound) cannot be used in consecutive turns
~Can only be taught by xHoudinii


(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.
~Resubmitting,

(Souzoushii Amai)- Noisy Piñata
Rank: B
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage Points: 40(+20 damage to weapon techniques)
Description:
A jutsu based on a canon technique this provides 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 - After reading the cannon technique, this clashes with it: "The user will use his chakra to hide a paper tag inside an inanimate object" - this would include hiding them in a basic weapon.
 
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Panthalassa

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Contract Approved:

(Hae Kuchiyose ♆ Tonitrum rex ) Fly Summoning ♆ Furfur's Tempests

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Tonitrum rex, common name Furfur Tempests, are from the Stoicheophagidae family, and a sister species to the Tonitrum devorus, bred through the Insect Cocoon technique after multiple generations. The Lightning Gluttons were thus exposed to the Aburame insects and to Panthalassa's radioactive Panthalassic Water chakra, and mutated into a different species, as they were bread within the highly energectic environments they're usually reside in. The Furfur Tempests are very similar to the Lightning Gluttons in appearance, with microscopic hairs that resist high currents and heat, and are capable or harnessing electricity and radiation, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.

The males are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Lightning and Organic Elements, while being weak against all others, with the difference of being also Strong against any type or Current or Radioactive element composed of Lightning. The females, predominantly defensive, share their elemental S&W with Lightning itself, with the exception of Raw Chakra, Lightning and Organic Element, which they are strong to all the same, in addition to Current and Radioactivity elements composed of Lightning. In a mixed swarm, the Furfur Tempests are overall strong to Raw Chakra, Lightning, Current and Radioactivity elements composed of Lightning and Organic Elements, Neutral to every element Lightning is strong against ( Earth, etc ) and weak against all other elements.

The sexual dimorphism appears in their main ability as well. Similar to Positive and Negative currents, the Furfur Tempests's microscopic hairs are architecturally design to be one or the other, with the Male being akin to a Positive battery, and a Lightning Rod, attracting to itself any sort of Raiton current where he can easily feed. Lightning and other Current elements that pass in the vicinity of a Male Furfur Tempests Swarm, within 2 meters, will be wholly pulled towards them. They have a higher electromagnetic pull around them, and this messes with their ability to gather radioactivity of any other sort, and actually deflect Radioactivity, making their diet a little lighter on that aspect. The females though, are akin to a Negative battery, and a Lightning Deflector, repulsing current and deflecting around them any sort of Raiton current which makes them harder to feed. Conversely, they attract to themselves any sort of Radioactivity and easily feed from it. Any Radiation from Radioactive elements within 2 meters will be pulled towards the Female Furfur Tempests Swarm where it can feed. These abilities are exact opposites and passive. The species strives due to the cooperation of male and females. In Neutral Swarms, these abilities can be swapped at will, once per turn at max, allowing the Swarm to Repel Lightning and Attract Radioactivity or Attract Lightning and Repel Radioactivity, and in turn is what allows the flies to have their full diet.

Their last ability, which is shared in both male and female Furfur Tempests, they are intimately related to the Lightning element, and can produce lightning and radioactivity produced through their diet. This gives their bit a numbing and highly painful bite similar to electrocution. Their venom-like spit allows them to carve through the earth effortlessly, allowing them to "fly" underground as if they were on the air, but most importantly, this electrical bite shocks the chakra into flowing harder. This is similar to poisoning, and it allows the fly to suck 6 times more chakra than normal, because the body will be more free-flowing, with some researchers equating the behavior of this spit to other hemophilic venoms, but targeting the chakra system.

Note: They last 4 turns in the field, and can only be summoned 2 times per battle.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use Lightning nor Radiation jutsu.

Approved, made edits to it
 
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Inch

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(Yoru-ō no Amugādo)-The Night King's Armguards
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Night King's Armguards are an ancient artifact of unknown origin found by Inchato Yuki. The armguards are simple in their design: black, chakra sensitive metal constitutes the plate of the armguards, which are just long enough to extend past his elbows. At the center of each of the armguard's outer surface, there are differing runic marks which passively glow a light blue color. The plate is secured by two clasping mechanisms at either end which fasten around the user's forearm. This clasping mechanism is composed of the same metal. The armguards are completely indestructible, making them excellent for defending oneself from precision attacks in close range combat. Once the armguard is affixed to the user's arm, they can begin benefiting from the effects of the runes. In order to achieve this, the user simply need to pass their chakra into the desired rune and perform ice jutsu. The runes essentially act as a catalyst, drawing more chakra from the user and enhancing the ice jutsu in some manner unique to the specific rune being used. The runes are as follows:

Rune of Cunning: the Rune of Cunning (left armguard) grants a complex enhancement which replicates some of the effects Demonic Ice Crystal Mirrors technique. Once the user streams their chakra into the rune, it will become activated and glow a brighter blue for the duration. During this time, the user's ice jutsu will replicate the merging ability displayed in Demonic Ice Crystal Mirrors, allowing the user to merge with them and travel through the structures at a higher speed. Essentially, the user exists as ice chakra while they are merged. Therefore, much like the Demonic Ice Crystal Mirrors technique, the ice need not have large enough dimensions to hold the user's body as it doesn't enter in its physical form. Merging with an ice jutsu costs 30 chakra and consumes a move slot, but may be performed in the same time frame as an ice jutsu provided that the user instantly merges with said jutsu, therefore requiring it to be created in touch range of the user. Once the user is merged, they will be able to travel through the ice at a speed twice as fast as their running speed, and they will retain the ability to maintain and use ice jutsu provided that doing so requires no hand seals. Exiting the mirror is done passively and requires no chakra. The effects of this rune do however come with great risk: if the section of the ice that the user is inhabiting is broken/destroyed, the user will die. Activating the rune simply requires chakra to be flown into it, achievable passively but still requiring a move slot. This will cost 30 chakra, and an additional 10 chakra for each turn it is kept active to a maximum of three more turns. A three turn cooldown will be incurred before this may be used again.

Rune of Strength: the Rune of Strength (right armguard) grants a simple enhancement which the user can passively make use of to strengthen their ice techniques at their choosing. The rune will act as a catalyst and draw an additional 20 chakra from the user's body and use it to strengthen the ice jutsu the user has activated, causing it to increase in size, coldness, and density thereby largely increasing the effectiveness of almost any given technique. As a result, the jutsu will gain one rank in power if it is A rank or below, or +10 if it is S rank or above. This must be applied at the start of a jutsu; it may not be applied to something the user has active.
Note: Only usable by Inchato Yuki and Yuki clan members of his choosing.

‡ Approved ‡

♪ Leaving for NK ♪
dropping this

(Kazan Kurojā) - Volcano Shepherding Staff
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage Points: N/A
Description: Kazan Kuroja is an artifact wielded by Jinchuriki of the Yonbi dating back to the days of the Sage of Six Paths himself. The staff allows the jinchuriki to truly attune with the powers of Son Goku, granting him the ability to become at home even amid the perilous lava-filled landscapes that his ninjutsu produces. The staff in truth is a shakujo and is composed of a smooth, pitch black volcanic stone of unknown variety. A weapon made to survive ages and battles untold, Kazan Kuroja is indestructible, though its small size makes it a completely inadequate defense for substantial attacks of even low ranks. This essentially just prevents it from being broken. Kazan Kuroja is meant to make Son Goku's jinchuriki as he is: powerful enough to both walk among volcanos and to carry their full power as your own. To that end, Kazan Kuroja has two abilities: the Gait of Son Goku and the Impact of Son Goku.

Gait of Son Goku: An ability that most wielders of the staff have found vital to safely use Son Goku's enormous power, Gait of Son Goku allows the user a respite from the incredibly intense heat that their lava jutsu produce. In a manner similar to the one used in the Lava Skin technique, this staff attunes the user's own body to their lava jutsu as they use them, allowing them to coexist with the element as if it were water. This effect applies only to the user's lava jutsu. High temperature attacks used by the opponent and even fire jutsu used by the user will have normal interactions with the user's body. Of course, this effect can be ended should the user lose the staff, so they must act with caution when taking advantage of this effect.

Impact of Son Goku: The purpose of the staff's anterior function is to lend the user the unpredictable, destructive nature of a volcano. While wielding the staff, the user is able to use it to expend one of their move slots to focus additional chakra into an earth jutsu they use in the same timeframe. The amount of chakra is proportional to the chakra in the jutsu targeted by a 1:1 scale. The purpose of this chakra is to focus the earth technique in such a manner that it builds up an enormous amount of pressure and lava inside itself upon its creation. From here, the earth jutsu functions as it normally does, though evidence of the alteration are observable in the form of the earthen structure shaking, similar to the way earthquakes prelude a volcanic eruption. Furthermore, small, glowing orange/red lines will line parts of the earth jutsu's exterior. As the technique moves, the pressure grows until it travels a mid-range away from the user, hits something, or reaches the end of its movement at which point in time the earth jutsu will erupt, releasing a blast of incredibly hot, highly pressurized lava in a direction chosen at the onset of the technique by the user.

The power of this aspect of Kazan Kuroja is determined directly by the power present in the original earth jutsu, and as the earth jutsu acts as the host for this technique its range, chakra cost, damage and shape will be maintained and used in the Impact of Son Goku. For example, if an earthen dragon were to be affected by Impact of Son Goku, the resulting eruption/surge of lava would carry the same appearance and stats as the earthen dragon, though it obviously counts as a separate jutsu, and a lava one at that, minus the passive damage boost. As such, its usage carries restrictions. The Impact of Son Goku is usable 3 times per battle with a 3 turn cooldown between uses. Furthermore, its activation restricts the user from performing lava jutsu above S rank in the following two turns. Furthermore it can never be applied to techniques above S rank. It also may not be used on earth jutsu that result in instant contact with an opponent, such as earth spikes as there isn't enough time for the pressure to build in such cases.

Note: Impact of Son Goku cannot be used on techniques of a small nature: for this to be used in combination with an earth jutsu, that earth jutsu must produce a continuous mass of rock larger than that of your average person.
Note: Both abilities may be used so long as Kazan Kuroja is on the wielder's person.
Note: Only usable by the Jinchuriki of the Yonbi, Roshi.

Approved, had to edit slightly and note that the passive damage boost to lava doesn't apply to Impact of Son Goku.
 
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(Suiton/Doton: Satō no Umi Keimusho) ☪ Water Release/Earth Release: Satet's Sea Prison ☪
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Weaving three handseals, the user will exert their doton chakra into the ground and have it shoot through the ground to where their opponent would be standing and the chakra will also surround the opponent five feet out from the opponent as a circle. This happens relatively quickly. Upon the chakra reaching the opponent, the user will stomp their foot on the ground, having the line on the ground where their chakra went crack up the earth, making debris and rocks fly every which way and making a deep crevice. After this, the line of destruction continues until it gets up to where the opponent is and then, it cracks in the circle formation, breaking the earth beneath it in one smooth line of events. The ground under the opponent would then soften and hollow out enough to where the opponent will fall into it about fifteen feet deep. The ground abruptly softening and hallowing out will cause the opponent to lose footing on the terrain as well. After the opponent falls into the hole, the user will weave three more handseals and focus their chakra into their fist in which they will punch the ground and have water chakra come from their fist fill the crevice in which the earth technique was released, following up to where the hole would be and filling it with water extremely quickly, almost like a small flood simulation. The water following this graveled path and soaking the entire hole makes a muddy, swampy mess and this makes it difficult for the opponent to simply climb out of the crater-like hole. The water will fill to the top and the opposing shinobi will be left to drown in a muddy pit. This jutsu may double as a water source after being performed. It is also relatively quicker under the use of a water or earth specialist.

Note: Can only be used twice per battle
Note: Can only be taught by Moxxi

Declined - really, this is two jutsu, 1. where you make the wall and punch the ground 2. as the fall you create water. Basically these can be done already and i'm not gonna lie, the moment you make the earth around them they will counter and you will NEVER get to finish it. What i'm saying is as it stands right now it's useless to most effects. Not trying to be harsh but constructive and battle wise.

(Ototon: Ourania no Torikku) ♪ Sound Release: Ourania's Trick ♪
Type: Offensive/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Utilizing their sound chakra, the user will weave two handseals and quickly hit their hand on an object of their choosing. This will send a very high-frequency ping from short to long range that will also create a sound barrier as it stops at long range. This ping will cause all opponents, but not the user, in the vicinity to go deaf. It also causes the immediate target to have blurred vision as the frequency disturbs the brain's brainwaves in a way that impairs vision. Although the vision is not lost completely, figures are distorted and blurry in all cases. Doujutsu users will be able to see chakra and chakra points respectively, however, the physical form and figure of the user as the things around them that are physical will be completely distorted. The barrier will do the same to all who enter it as it is still active.

Note: Barrier lasts for three turns
Note: Immediate effects of the jutsu last for two turns
Note: Can only be used twice per battle with a two turn cooldown
Note: Can only be taught by Moxxi

Declined - it's not unique enough. In it's cause and effect it's very generic.

Sound training [ ]

Resubmitting:

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

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

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

Sound training here [ ]

Dropping my previously approved weapon if approved.
(Tsubasa no Venti) - ☪ Wings of Venti ☪
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The wings of Venti are a pair of giant metal wings that are pearl white in color. They were the embodiment of an angelic weapon. These wings can reflect the sunlight or other sources of light off of themselves to blind all surrounding opponents in the area. This will only work in short range and requires 10 chakra to do so acting as a flash bomb blinding for one turn. When wielded by the user they give the user the ability to increase their sound propulsion abilities. They are so big and strong that they double as a weapon and a shield when covering the wielder. They are neutral to B rank techniques and can defend from S rank in damage before being destoryed. When used in conjunction with sound release, the sound waves resonate on the metal and increases the sound's capability and its frequency. These sound techniques receive a +10 boost. These wings have hidden blades that pop out of the endings of the wings at the user's will and the wings are chakra controlled so they can be used in battle completely free and mobile as the user fights. When they make contact with other solid objects, they carry waves of sound that deafen the opponent for as long as the wings keep banging. The sound waves not only deafen the opponent but because of the high pitch and increased volume, it causes a searing headache that is easily capable of distracting and breaking the opponent down. This only effects a short range and is C ranked in power. The user can also flap these wings in a certain pattern, using their wings to create a wind tornado barrier of A rank that deflects hand weapons, thrown weapons, taijutsu attacks, etc. This can be used as many times as the user sees fit. The Wings of Venti can also be used to fly, however, this is only straight up and can last for only three turns with a two turn cooldown.

Note: All ranked techniques adhere to the chakra/damage rules
Note: These wings are neutral to all techniques up to B rank, they can only block one S rank technique in power.
Note: Can only be given to others from Moxxi

Approved - made alot of edits

Dropping previously approved weapon if this gets approved.
Sound training [ ]
 
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Goetia

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

Notes

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

Declined - nice tehcnique but pick one state or the other
Genjutsu: Kanzen Saimin / Illusionary Arts: Complete Hypnosis
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-5 to create an image)
Damage: N/A
Description: Originally a power unique to the sword of Aizen Sōsuke, this technique is now usable without the need for the weapon. Using chakra, a Genjutsu will be cast on the opponent. However, there is no immediate effect upon it being cast. The Genjutsu will be in a dormant state of sorts, producing no effects on the opponent. Then, upon the user's will and with a minor cost of chakra, the Genjutsu will awaken, producing an illusionary image of the user, either out of thin air or by projecting their appearance onto another inanimate object in the environment. The appearance of the image can be altered to appear as another person. As such, the target can misinterpret another person's form, shape, mass, feel, and smell to be an enemy's by alteration of their five senses. Being an illusion entirely controlled by the user, it can move in any way imaginable (e.g. flight), but they cannot cause damage to the target due to only being an illusion. Alongside this usage, the user is able to alter their own form as well, but it is limited only to forms similar in size to the user (the user cannot appear as a speck of dust or a boss summon). Due to the images being illusions, the user can manipulate them to perform human-like actions in order to fool an enemy when attacked. When the image is hit by an attack, it will shatter and regain its original appearance if the image was put on another object, or the user can make it mimic a human reaction to fool the enemy for a few moments before it shatters. The user can also dispel images at any time, with the same shattering effect taking place if so. Unless broken, the Genjutsu will remain active indefinitely.

Notes

⇒ The user can create up to 4 images per usage
⇒ Creating an image costs a move
⇒ Individual images are C-Rank
⇒ Can only be used thrice per battle
⇒ Can only be used by Rᴜʀūsʜᴜ

Declined - you don't have a method of induction. You would need a handseal/flash of light/sound/motion of sorts to start the genjutsu, even if dormant. As this is dormant, a handseal would the be most suitable choice. Not only this but it seems like the cannon gen substitution.

Resubmitting

Genjutsu: Kanzen Saimin / Illusionary Arts: Complete Hypnosis
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-5 to create an image)
Damage: N/A
Description: Originally a power unique to the sword of Aizen Sōsuke, this technique is now usable without the need for the weapon. Forming the seal of confrontation, a Genjutsu will be cast on the opponent. The Genjutsu will be in a dormant state of sorts, producing no effects on the opponent. Then, upon the user's will and with a minor cost of chakra, the Genjutsu will awaken, producing an illusionary image of the user's choosing, either out of thin air or by projecting an appearance onto another object in the environment. The appearance of the image can be altered to appear as another person. As such, the target can misinterpret another person's form, shape, mass, feel, and smell to be an enemy's by alteration of their five senses. Any and all images are entirely controlled by the user, and can move in any way imaginable (e.g. flight), but they cannot cause damage to the target due to only being an illusion. Alongside this usage, the user is able to alter their own form as well within the Genjutsu, but it is limited only to forms similar in size to the user (the user cannot appear as a speck of dust or a boss summon in size). Due to the images being illusions, the user can manipulate them to perform human-like actions in order to fool an enemy when attacked while the user, masked in the Genjutsu, is in another location. When the image is hit by an attack, it will shatter and regain its original appearance if the image was put on another object, or the user can make it mimic a human reaction to fool the enemy for a few moments before it shatters. The user can also dispel images at any time, with the same shattering effect taking place if so. Unless broken, the Genjutsu will remain active indefinitely.

Notes

⇒ The user can create up to 4 images per usage
⇒ Creating an image costs a move
⇒ Individual images are C-Rank
⇒ Can only be used thrice per battle
⇒ Can only be used by Rᴜʀūsʜᴜ

Leaving for L

□ Declined. Similar to the abilities of Future Hendrix's CW. □

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

Notes

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

Declined - wont be approving "dark chrakra" customs, you will be able to absorb through your seals and what you release is the blue flames only.
 
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Drackos

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(Jūinjutsu: Kishō Meian) – Cursed Seal: Insignia of Duality
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A
Description: The Insignia of Duality is a potent dual talisman-based Cursed Seal first utilized by Galahad to seal his sister Amara over concerns of her corruption and power. The Insignia is a unique seal in its nature, but simple and common place in its application and mechanics. Much like the generic Sealing Tag the Insignia of Duality is utilized by an individual who wishes to seal another living being. However, unlike the Sealing Tag, this technique requires two talismans: one which bears the user’s chakra to initiate the seal, and the other which bears the sealed individual; the Light and Darkness of Duality. The seal’s basic mechanics are simple: the Light talisman requires the user’s chakra to initiate the Dark talisman to seal its victim. Through contact with the opposing seal the bearer is capable of sealing away the opposite, as such Light can seal Dark, and Dark can seal Light. This direct physical contact requires the wielder to bear the opposite talisman on their person while also maintaining physical contact for over two turns. After two turns the bearer of the opposite talisman will be instantly sealed within it. Like many seals those who are sealed away become exempt from the physical world entering a form of stasis preventing their bodies from aging. Unique to the Insignia of Duality the only one incapable of unsealing the individual within their respective talisman is the bearer of the opposite. As such, anyone who is not the bearer of Light or Dark can unseal the victim simply by making contact with the seal and expending 30 chakra. Additionally, unique to the Insignia of Duality, is its ability to detect the emotional state of the opposing talisman. It has been frequently shown that techniques and chakra can contain the emotions and consciousness of the user. And because Sealing Techniques have been noted to be able to seal metaphysical aspects of reality as well as convey communication through techniques such as Scroll Communication the talismans become able to sense the emotional state of its wielder. As such each talisman can sense its opposite; Light and Darkness become able to feel the anger, sadness, fear, doubt, and other emotions of the other. This does not convey locational sensory or any other form of chakra sensory. simply the cosmetic ability of sensing the emotional state of the opposite. Because of the Insignia’s unique design it can only be taught and bestowed upon pairs of individuals, effectively connecting their biographies – one which bears the Light, and one which bears the Dark. As such, this technique can only be taught to one other person.

Each talisman also possesses certain unique capabilities as well, offered to both bearers regardless if they are sealed or unsealed. The chakra which forged these talismans is capable of being passively released into the user’s techniques, much like the leaking of the Cursed Seal of Heaven and Earth’s ability to influence the user’s techniques. This is reflected through a limited and passive form of the transformation technique applied upon the user’s techniques causing them to change coloration at the user’s will. While coloration can be influenced, and is purely cosmetic, techniques cannot become invisible, transparent, or translucent, through this technique. Although their color scheme can be altered to fit any color within the visible light spectrum, as well as cause the complete lack and removal of light to create absolute darkness. This requires the user expend 10 additional chakra.

Leaving for vex

♪ Approved ♪
 
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Korra.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.


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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.

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.
Resubmitting Medusa

(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 15m high. Medusa can use the snakes (15 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. The user can also use the snakes attached to Medusa to attack and bite down onto opponents and channel earth/senchakra into opponents to petrify them and turn them into stone if they are bitten down for at least 2 turns. Medusa is immune to A ranks and below and can take up to one S rank jutsu. The user can summon up to one snake from her body and only have one snake on the field at the same time as this. This effect is passive as an addition form of summoning much like using a summoning tattoo as a medium
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
Note: Reduces sage mode by two turns
Note: The user can only use earth release while controlling this
Note: Each use last for 3 turns

Approved- made alot of edits

Paper bio and SM
Paper Training

(Torakkingu-Shi no Chō) - Tracking Paper Butterflies
Type: Supplementary
Rank: C
Range: Short-Long
Chakra cost: 15 (-5 per turn)
Damage points: N/A
Description: The user will create paper butterflies that are connected to their self by their chakra. The user can than have the butterflies attach to opponents or allies by landing on them and merging into their clothes. The user is able to track/sense opponents. If used with allies the user can establish a mental link thru the butterflies so they have constant contact with their allies.
Note: Only Usable by Paper Users
Note: Must be taught by Korra
Note: Creates 5 butterflies per user

Declined - where do they come from? Your body? make it 4 per use to kepe it even. And no mental link. If you have fuuin to could try and create a form of sensing barrier tag butterfly? xd

(Kami Senpo: Shizen no Norowareta-Shi) - Paper Sage Arts: Cursed Paper of Nature
Type: Offensive
Rank: B-S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user will combine their Paper Ninjutsu with Sage Mode. The user will control a number of paper to cover the opponent in paper and than channel their sen chakra into the paper so the paper and the body part it covers turns into stone. The amount of chakra the user puts in than controls of how much of a body part can the user effect. If they use the B rank version they can cover a hand or foot or a small area of the body. The A rank version can cover a whole arm or leg or torso. The S rank version can cover the whole body but requires the opponent to be covered for a full turn before being turned into stone. The B rank could be used 4 times a match, the A rank 3 times a amtch and the S rank twice a match.
Note: Must know Sage Mode and Paper Ninjutsu
Note: Must be taught by Korra.
Note: The jutsu as a whole can only be used 5 times a match

Declined - doesn't make much sense. Paper forcing energy into them, i jsut don't see it. Once again, where does this paper come from? it should cost you turns from your sage mode... etc
 
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Urda

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(Yōton/Suiton: Kyanonbōrukurage) - Lava/Water Style: Cannonball Jellyfish
Type: Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: Yōton: Kyanonbōrukurage is a combination ninjutsu the utilize the Lava and Water Element to bomb the target from the air to confine them. After performing a string of three seals, four jellyfish made of rubber-like substance emerges from the earth, appearing similar to cannon balls in shape and size. Their body is translucent with four long oral arms, hang from the center of the underside, where the mouth of the jellyfish is located. It is guided by the user's chakra to float into the air, where it absorbs moisture or can be directed by the user to collect from Water Release techniques to amass inside the jellyfish head, causing it to expand. The water gathered inside is quickly converted into a thick consistency. On command, it dives back down towards the target and explodes, releasing a green-ish, adhesive substances that spread over the battlefield within a short meter blast radius, which can restrict the mobility of the target.
Note: Only usable by Custom Rubber or Dodai Biography

~ Sustain on the field by offering 5 Chakra Points each Turn (or until cancel)
~ Usable 4 Times per battle
~ Only taught by Anubis

Declined - needs a turn limit and need to state what rank water they can take in from water release techniques etc
(Yōton/Suiton: Kyanonbōrukurage) - Lava/Water Style: Cannonball Jellyfish
Type: Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: -
Description: Yōton: Kyanonbōrukurage is a combination ninjutsu the utilize the Lava and Water Element to bomb the target from the air to confine them. After performing a string of three seals, four jellyfish made of rubber-like substance emerges from the earth, appearing similar to cannon balls in shape and size. Their body is translucent with four long oral arms, hang from the center of the underside, where the mouth of the jellyfish is located. It is guided by the user's chakra to float into the air, where it absorbs moisture or can be directed by the user to collect from (C-rank or below) Water Release techniques to amass inside the jellyfish head, causing it to expand. The water gathered inside is quickly converted into a thick consistency. On command, it dives back down towards the target and explodes, releasing a green-ish, adhesive substances that spread over the battlefield within a short meter blast radius, which can restrict the mobility of the target.
Note: Only usable by Custom Rubber or Dodai Biography

~ Last 2 Turns (or until cancel)
~ Usable 3 Times per battle with two turns between uses
~ Only taught by Anubis

Approved

(Yōton/Fūton: Gomu Ken) - Lava/Wind Style: Rubber Ring Fist
Type: Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Yōton: Gomu Ken is a combination ninjutsu that utilizes the Lava and Wind Element as a melee attack. Lava-chakra is channel into both fists of the user and is converted into a rubber-like cord that wraps around the fist. As the user strikes, wind-chakra is fused into the cords to enhance its destructive power while also dealing a repulsive force to send the enemy flying away.

~ Last 5 Turns (or until cancel)
~ Unable to perform S-rank Ninjutsu in the same turn this technique is active.
~ Only able to perform Lava Techniques and its components: Fire and Earth, while this technique is active.
~ Usable 3 Times per battle
~ Only taught by Anubis

Declined - deduce how long it lasts, it counts as two of your moves per turn to activate too
 
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Ańbu Juniør

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(Katon: Moya No Besubiusu) Fire Release: Smog of Vesuvius
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: By spending twenty chakra the user will be capable of activating an ability that will allow them to alter future fire techniques that they create. Fire techniques altered by Smog of Vesuvius will produce an immense amount of thick, black smoke as they burn that will waft out in large, vision obscuring and light blocking plumes. The released smoke is purely fire based, being made up of fine particles of ash rendered inert by the users chakra, which will both haze the air and settle over structures in thick, powdery black layers. The ash, while fairly hot (but being of a completely pleasant temperature to the user), possesses no offensive capabilities of its own, and as a result largely exists for diversionary measures. For opponents the smoke will produce a distinct, acrid smell that can interfere with their olfactory senses - just as the smoke can inhibit their vision in a similar manner to Kirigakure’s mist (but potentially worse on account of the smokes dark color), however for the user (and their allies, such as summons and animal companions) the smoke will be purely scentless.

Notes:
- The user has to expend an additional 5 chakra when choosing to apply this effect to a fire technique.
- Smog of Vesuvius lasts for the rest of the battle once activated, or until deactivated, can only be used three times, and works with Fire and Fire KG/CE variants that could logically produce it (i.e lava).
- Those with a fire specialty can change the color of the smoke, but only along the grey-scale (so from white to black) or to shades of red/orange

Declined - seemed like a nice technique until i saw the red and it just confused me, fairly hot... but pleasant? WHat's this even mean?

(Katon: Horusu no Keiji) Fire Release: Revelations of Horus
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique follows a similar principle to that of Dragon’s Breath, in that it’s applications are largely defensive and its usage involves saturating the nearby air with chakra so as to produce an automatic response. As a result Revelations of Horus can be seen as a twin technique to Dragon’s Breath - it’s invocation and results are the same, in that it neutralizes incoming threats, but the methods in achieving the end differ. The chakra that the user releases to saturate the air, visible to only Doujutsu users, will remain dormant until its effects are triggered by an incoming enemy offense. When an incoming enemy offense, such as an enemy jutsu, enters within range of Revelations of Horus, it will immediately be consumed in a golden glow as it is subjected to intense aerodynamic heating. In this case however, where the speed of incoming techniques may be lacking to naturally produce the effects of aerodynamic heating, the user's fire chakra will instead suffice to artificially stimulate these effects. This is done as the fire chakra will serve to greatly enhance the aspect of ‘heat’, therefore the object's kinetic energy will convert to heat at an astronomically greater artificial rate than it would naturally, meanwhile the chakra itself promotes friction, which further aids in the production of heat. All in all, the ultimate effect of this jutsu would be that enemy attacks that enter into the vicinity of Horus will, just like a meteorite upon entering the atmosphere, burn up and disintegrate. Energy attacks would, under this influence of this technique, find themselves quickly snuffed out from existence, burning up before being disappearing entirely. Meanwhile, physical techniques will find themselves disintegrating into harmless vapor or ash, and then that disintegrating even further until absolutely nothing remains. In the case of lightning, the created heat will serve to short circuit the electrical current. In the case of opponents being caught in this technique, as the heat build up is not instant and is also relative to the incoming speed of the object they may have time to produce a defense, or as a even more simple way to counter this technique, stop moving so that its effects halt, excessively fast opponents however may struggle with this.

Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of neutralizing the equivalent of an S rank jutsu each turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that Revelations of Horus activates to neutralize an enemy jutsu the user can only utilize two other techniques, and this technique can only be used twice.
- While this technique is active the user cannot use wind, lightning, earth or water techniques above S rank.
- This technique saps -30 chakra per turn to sustain, and once it ends the user will be incapable of using it again for two turns. Similarly they won't be able to use fire techniques above A rank for that turn.
- The created 'barrier' of fire chakra extends short range from the user, and moves along with them.

Declined - sure, i'll approve something that lasts for 8 turns in total, wipes out everything into nothingness, including energy attacks, just by them entering into a certain range around you, like you're own atmostphere, i've learned the original technique, but jeeze this is another level. DNR.
Resubmitting:
- Removed the confusing line and added a note to better explain what I meant.

(Katon: Moya No Besubiusu) Fire Release: Smog of Vesuvius
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 ( -5 per turn )
Damage: N/A
Description: By spending twenty chakra the user will be capable of activating an ability that will allow them to alter future fire techniques that they create. Fire techniques altered by Smog of Vesuvius will produce an immense amount of thick, black smoke as they burn that will waft out in large, vision obscuring and light blocking plumes. The released smoke is purely fire based, being made up of fine particles of ash rendered inert by the users chakra, which will both haze the air and settle over structures in thick, powdery black layers. The ash, while fairly hot, possesses no offensive capabilities of its own, and as a result largely exists for diversionary measures. For opponents the smoke will produce a distinct, acrid smell that can interfere with their olfactory senses - just as the smoke can inhibit their vision in a similar manner to Kirigakure’s mist (but potentially worse on account of the smokes dark color), however for the user (and their allies, such as summons and animal companions) the smoke will be purely scentless.

Notes:
- The heat of the expended ash won't affect the user in any way.
- The user has to expend an additional 5 chakra when choosing to apply this effect to a fire technique.
- Smog of Vesuvius lasts for 5 turns or until deactivated, can only be used three times, and works with Fire and Fire KG/CE variants that could logically produce it (i.e lava) though the user cannot manipulate this smoke at all.
- Those with a fire specialty can change the color of the smoke, but only along the grey-scale (so from white to black) or to shades of red/orange.

Approved

Permission to resubmit:

(Katon: Horusu no Keiji) Fire Release: Revelations of Horus
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique follows a similar principle to that of Dragon’s Breath, in that it’s applications are largely defensive and its usage involves saturating the nearby air with chakra so as to produce an automatic response. As a result Revelations of Horus can be seen as a twin technique to Dragon’s Breath - it’s invocation and results are the same, in that it neutralizes incoming threats, but the methods in achieving the end differ. The chakra that the user releases to saturate the air, visible to only Doujutsu users, will remain dormant until its effects are triggered by an incoming enemy offense. When an incoming enemy offense, such as an enemy jutsu, enters within range of Revelations of Horus, it will immediately be consumed in a golden glow as it is subjected to intense aerodynamic heating. In this case however, where the speed of incoming techniques may be lacking to naturally produce the effects of aerodynamic heating, the user's fire chakra will instead suffice to artificially stimulate these effects. This is done as the fire chakra will serve to greatly enhance the aspect of ‘heat’, therefore the object's kinetic energy will convert to heat at an astronomically greater artificial rate than it would naturally, meanwhile the chakra itself promotes friction, which further aids in the production of heat. All in all, the ultimate effect of this jutsu would be that enemy attacks that enter into the vicinity of Horus will, just like a meteorite upon entering the atmosphere, burn up and disintegrate. Energy attacks would, under this influence of this technique, find themselves quickly snuffed out from existence, burning up before being disappearing entirely. Meanwhile, physical techniques will find themselves disintegrating into harmless vapor or ash, and then that disintegrating even further until absolutely nothing remains. In the case of lightning, the created heat will serve to short circuit the electrical current. In the case of opponents being caught in this technique, as the heat build up is not instant and is also relative to the incoming speed of the object they may have time to produce a defense, or as a even more simple way to counter this technique, stop moving so that its effects halt, excessively fast opponents however may struggle with this.

Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of neutralizing the equivalent of an S rank jutsu each turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that Revelations of Horus activates to neutralize an enemy jutsu the user can only utilize two other techniques, and this technique can only be used twice.
- While this technique is active the user cannot use wind, lightning, earth or water techniques above S rank.
- The similarity of this technique and Dragon's Breath makes it so that they both share an internal cool down, and this technique cannot be used while Dragon's Breath is active.
- This technique saps -30 chakra per turn to sustain, and once it ends the user will be incapable of using it again for two turns. Similarly they won't be able to use fire techniques above A rank for that turn.
- The created 'barrier' of fire chakra extends short range from the user, and moves along with them.

Declined, that one restriction added isn't gonna cut it when you did almost little to scale this down at all. Be smarter than this..

(Fuuinjutsu: Fenriru No Kōsoku - Gleipnir) Sealing Art: Fenrir's Binding - Gleipnir
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Apart from his Inuzuka clan techniques that are used in conjunction with his Ninken, Kotetsu thinks of himself as as swordsman, and is proficient in the sword arts. His fighting style is developed around empowering himself through Kusanagi, his sword, but he's recently come across a numbed of opponents who are able to disarm him, which puts an end to his empowerment and leaves him defenseless. To combat this the Inuzuka created a sealing tag with the 拘束 (Kōsoku) kanji that would be passively activated by inserting chakra into it. The purpose of this seal is to seal/bind anything in physical contact with the Inuzuka to his body, and serves to deter opponents who would attempt to either disarm, or removed things from his person. Once activated the seal releases a large number of thin, unnoticeable layers of chakra in to form of strings, invisible to the naked eye, that effectively 'tie down' and 'fasten' anything in contact with him to his body. The chakra strings are not physical manifestations, and as such cannot be cut. Naturally, only things in contact with the Inuzuka's body when the seal is activated can be bound, and bounded objects such as his mask, sword, scrolls, and articles of clothing cannot be forcefully removed or switched from his person. If an opponent were to attempt manipulating his weapon by pulling it forwards, then the Inuzuka would be pulled along with it.

Notes:
- Can only be applied twice and lasts until deactivated, draining -10 chakra per turn.
- No other fuuinjutsu techniques can be used during or after the turn this seal is activated.
- Can only be taught by Ańbu Juniør.

Declined, this is basically just my Hecate's Binding seal with fuuin strings. DNR
 
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Method

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Meiton: Hāmonia no itchi no tankyū| Dark Release: Harmonia's Quest of Unity
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+10 each turn after 3 turns)
Damage: -
Description: Though a Dark release technique this does not require the user to absorb an opposing chakra source as it simply relies on the user merging his own chakra within the Dark marking to activate the effects of it, thus requiring an offering of 30 Chakra. A unique & advanced passive technique created by a specialist of Dark Release which does not rely on either the Absorption or Release abilities. When performing this technique the user manipulates their chakra to create an opening or better seen as a merging between both the user's chakra network & the Dark symbol one possesses, taking place of the infinite storage capacity it links to. With this the user is able to perform Dark release techniques without the need of first absorbing an opposing chakra source, rather they use their own chakra supply as one would a normal technique. However, this comes at a cost on two parts; this blocks the link between the Dark symbol & it's original storage space, leaving the user unable to manipulate chakra absorbed through the mark to perform Dark release techniques, rather the chakra is simply absorbed into the user's own chakra network, replenishing the same amount as the technique absorbed. The second would be the inability to absorb more than 40 chakra each turn, this is due to not being able to access the infinite storage space during the time this technique is active, limiting to what the user's chakra network can handle. This technique last 3 turns to which it continues to absorb 10 chakra from the user each turn to maintain & after it ends reverts back to it's original storage. Due to having a connection directly to the user's chakra network, the user is free to release Dark techniques through different parts of the body rather than just the symbol itself.
- Unable to perform A rank & above Dark for two turns after this ends
- Can be used twice
- Cannot perform

Declined - this takes dark too far, it basically, combined with other dark cjs, allows you to become the Absorbtion path of Pein. DNR

Meiton: Gyakusatsu-sha o shakuhō suru| Dark Release: Ammit the Devourer
Type: Defensive | Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: A technique which requires the user to absorb chakra equivalent to that of an A rank through the various means of Dark Release. The user releases a blaze of Dark chakra that forms into a wave that spreads forward spanning across a 120 degree range, covering a large area as it travels. Similar to Madara's "Majestic Fire Annihilation". The wave carries an extremely dense body, becoming near impossible for objects to pass through. Due to this, on impact with any type of energy based attack, the wave of darkness carries the attack back to the opponent, or anything caught within it's path. This leaves the opponent to not only have to defend against their own attack, but also the wave of Dark chakra that follows soon after. The wave also contains similar properties to that of Fire Release, as is it's nature, leaving 3rd degree burns on it's victims. B rank Water & Earth techniques that clash against this reach a stalemate, while anything higher overcomes this technique.
- Can be used 3 times
- Can only be used 2 turns after each use

Declined - it's all fine apart from pushing their jutsu back, it would just destroy their tech and continue. I can edit that bit out if you like

Updating - Revamped description

Meiton: Kurai buki no sōzō| Dark Release: Creation of Dark Armoury
Type: Defensive | Offensive
Rank: S
Range: Short
Chakra: 40 (+10)
Damage: 80
Description: An advanced release ability that relies heavily on the defensive purpose against Energy based attacks. The user, after having absorbed an opposing chakra source expels chakra from their mark which spreads around the user until completely blanketing them. They continue to manipulate the chakra to change the appearance of the shroud to something similar to that of armour, including both a sword & shield. The design is purely cosmetic & can appear as the user desires as long as it stays within the realms of an armour based aspect. The armour carries an almost solid-like density to the point the user's body is barely visible beyond it, though this solid form allows for a greater defence. The user is somewhat immune to energy based attacks that come in contact with the armour, simply clashing against it as the density also blocks any effects created by the element itself(e.g burning from Fire or being shocked by Lightning), each time reducing in rank when hit with anything of equal rank or the equivalent of(e.g being hit by two A ranks within the same turn), strengths & weakness of Dark Release apply.
The shield serves for more than just the ability to block against attacks; it's location depends on that of the absorption mark, always formed aside it thus allowing the user to absorb incoming attacks through the shield itself which continues to transfer to the mark & stored within. Along the opposite side the sword carries more of a damaging property though not causing any physical harm, When attacking an opponent the user is able to swipe or stab them with the sword allowing it to drain chakra from the opponent's body. The amount of chakra removed is equal to the rank of this technique at the current time. This has no effect on solid based attacks whatsoever & vice versa, simply passing through the armour with no effort required. Alternatively the user is able to use the aura to blanket an actual sword, disguising it with dark chakra, leaving the opponent unaware of it's presence if gone unnoticed. This technique is sustained for two turns with an additional 10 chakra on the second turn & the user is able to perform other jutsu while active. Whenever using either the shield or swords ability, it requires one of the three moves per turn to do so.
- Can be used twice.
- Requires a period of 4 turns before using again.
- Cannot use Dark jutsu or A rank & above the next turn.
- Taught by Method

‡ Declined ‡ This is too confusing as it is. You need to simplify the description.
Meiton: Shoki no kishi erufusu| Dark Release: Erebus the Primordial Knight
Type: Defensive | Offensive
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: This technique requires the user to absorb chakra equivalent to an A rank jutsu through the required means of Dark release. The user releases Dark chakra through their symbol which then continues to spread around them in a tightly woven shroud that designs around the appearance of armour worn by knights. This can vary based on the user's choice but must stay within the realms of an armour type aspect & is completely cosmetic. The chakra is compresses to the point the armour becomes extremely dense, allowing it to block against normal projectiles & weaponry though must abide by Dark's weaknesses when against elemental techniques such as Earth & Water. When faced against energy based attacks, this technique gains a high resistance against them; being able to block up to or an equivalent of an S rank attack (Including Lightning due to the armours dense structure) & the properties that are in line with the element; being burned by Fire or shocked by Lightning & so on, are unable to affect the user due to the density of the armour.
As well as the armour the user is able to manifest at either time a sword & shield, each with an ability of Dark release. The shield has no special property of it's own, simply spawning on the same arm as the Dark symbol itself to which it becomes a medium for the Dark symbol to absorb through. The sword carries a release ability that allows it to strike through energy based attacks up to S rank(A rank Lightning & variants of the element) & of proportionate size, dissipating the chakra source & dispelling the technique itself. it can also strike through the opponent, severely burning on contact. While active the user is able to perform techniques without issue apart from Water & Earth, each of which are limited to A rank & below.
- When using the abilities of the sword or shield it cost on of 3 moves a turn.
- Can be used twice
- Requires 10 chakra each turn to keep active
- Can be active for a max of 3 turns
- Taught by Method

Leaving for NK

‡ Declined ‡ Too many things wrong with this still. You're trying to fuse absorption abilities (the shield) and release ones (the armour/sword) into one custom. Some of the rank references are wrong and you wouldn't be able to use Earth/Water while this is active. Also, going by rank splitting, if you made three entities with this (the armour, sword and shield), they would each be a strong B-Rank. That means their effects would naturally be weaker. You also mention some weird things like the bolded. As I said in my previous check, this is too confusing.
 
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Punk Hazard

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(Taijutsu: Shizukana Shōgeki) Body Arts: Tranquil Impact
Type: Supplementary/Defensive
Rank: B-S
Range: Short
Chakra: N/A
Damage: N/A
Description: The Tranquil Impact technique was created under inspiration from the Eight Inner Gates, applying it to the flow of Natural Energy in his body. The main mechanics of the technique employs the same mechanism that releases the Eight Inner Gates. Similar to the way an EIG user will open the Gates through sheer bodily effort, causing the flow of chakra to speed up and even be released outwards, the user will employ sheer bodily effort to forcibly increase the flow of Natural Energy in their bodies, causing the energy to be rapidly and forcibly released along their body. The Natural Energy is not released very far from the user's body, only being projected a few inches away from the outer layer of the skin. This effectively creates a coating of Natural Energy along the desired portion of the user's body, increasing the hardness of the user's blows on the moment of impact due to how dense this coating is. This technique can be used both in a supplementary and defensive fashion, with the former being the enhancing of the user's Taijutsu. The latter usage can be employed through releasing this burst of Natural Energy all along the user's body all at once, with the density of the coating allowing the user to block attacks of equal rank and below by acting as a shield. What separates this attack from that of the Frog Kumite typical to Toad Sage Mode users is that this technique has no real range or projectile-like effects, albeit at the trade off of requiring nothing more than bodily effort to initiate.

B-rank version increases damage to Taijutsu by +10

A-rank version increases damage to Taijutsu by +20. At this rank, this technique can allow the user to rapidly dash up to five meters in a particular, linear direction at 1.5x their speed due to the Natural Energy reinforcing their muscles. This usage of the technique can only be done four times per battle, and cannot be performed in consecutive turns.

S-rank version increases damage to Taijutsu by +25 and can only be used three times per battle

Note: This technique can only be used by bios while they have Natural Energy flowing in them
Note: Boost only applies to Taijutsu that involve direct blows from the user's body
Note: If dash is used, damage boost is reduced by -5

Declined - first of all, if natural energy was released in a pulse through your body like that in a surge, you wouldn't control it, you'd turn to stone. Secondly this would require minimum sage transformation, or a sage mode. Not clans that use NE, and customs based on curse marks aren't allowed so they would be out. Last but not least, coating your body in natural energy is basically a clash with frog kata and cjs i can use. DNR.
 
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(Suberi Yasui no Mai) - Dance of the Slippery Elm
Rank: S
Type: Offense/Defense
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: This is a technique unique to those of the Kaguya clan – the user will begin by slamming their hands on the ground and pooling their chakra in one desired area on the field. Utilizing their KG, the user will create a giant tree made entirely of bone that erupts from the ground at that chosen area within seconds. Upon forming, the tree will sprout innumerable large “branches” that extend in every which direction. The bones that comprise these branches are unique in that they are all segmented and lined with thorny protrusions, just like a Kaguya’s spine when using Dance of the Clematis Vine. Similar to the Clematis Vine, the user can manipulate the bones to stiffen and relax the branches at will so that they can be as flexible as whips and/or as hard and stiff as ordinary bones. By channeling chakra through the branches, the user can remotely control them and have the branches move ‘on their own’ and lash out like whips. With its incredible size, the branches spread out to Mid-Range away from the tree, but when being used as whips, the maximum range of the branches is out to Long-Range away from the tree. To support its size and wide range of movement, the tree cements itself in the earth by spreading bone roots underground – the roots spread out up to Mid-Range away from the tree trunk underground. This is a multi-purpose technique created to combat larger, more powerful foes like boss-level summoning animals and even Susanno. The technique can be used to immobilize and simultaneously injure an enemy by having the branches wrap around and tightly constrict them. Additionally, the power of the whips when used to lash out at an enemy is great enough that they can temporarily open a hole in a complete Susanno’s defenses, similar to Danzo’s Vacuum Serial Waves technique.

*Can only be used once per battle.
*Can only use one other technique in the same turn.
*Can only use A Rank and below techniques in the following turn.
*Can only use A Rank and below Kaguya techniques for as long as this technique is active.
*The user can manipulate the branches of the tree for as long as it remains on the field, though it will also always count as one of the 3 allotted moves per turn and cost (-20) chakra.

Declined - give a clear size on the tree. It seems to much in my eyes to have a 50m diameter. Remove the mention of complete susanoo, that's a no. This needs a turn limit, state the rank of the branches attack also
 
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