Custom Jutsu Submission - III

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Wakizashi

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(Kuchiyose no Jutsu: Miwaku-tekina sukōku)-Summoning jutsu: Enchanting Squawk
Type: Supplementary
Rank: B-rank
Range: short
Chakra: 20
Damage: N/A
Description: The user draws blood, weaves the summoning jutsu handseal or if they have the toco toucan tattoo they would wipe the blood on the tattoo, slam their hand on the ground allowing them to summon a toucan that takes flight high above both the user and the opponent. The toucan then squawks while in flight putting the opponent in a genjutsu. The opponent will see, feel, himself being petrified, when in reality he is immobilize in their normal state.
note: jutsu last one turn
note: usable 2x
note: 3 turn cooldown between uses.
note: Must sign Toco Toucan contract

Declined - sorry buddy. But the genjutsu effect is so generic, it needs to be more unique, what makes them petrified etc? Are they swarmed by toucans in the gen? Make the gen cost a move per turn. You should make a general summon that uses gen, then have this gen as it's special effect.



(Taijutsu: An Yo) - Body Arts: Footsies
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: Unique to Taijutsu specialists and masters, this technique is the hyper-awareness of their opponents techniques, range, damage, and abilities. The user takes into account all of this fighting data and uses accute spatial awareness to allow them to dodge and counterattack other physical attacks/techniques just by calculating the range and speed needed for it, by keeping or moving just outside of that range, and then quickly moving back in while their opponent is recovering to counterattack. This technique only works on abilities/techniques the user has seen at least once or knows themselves allowing them to adapt throughout the battle.
Note: Can only be used by Taijutsu Specialists and Masters.
Note: Can only be used thrice per battle.
Note: The user must be able to react within reason to the opposing attack to be able to use this technique.

Declined - it's too vague, most shinobi fight based on experience anyway. You can see this in one of the fillers when guy is talking to lee and says how he knows how lee moves and can predict his 50th attack in tai fight. What you'd need to do is to outline counters. So like based on experience of range and such for a direct punch you have X counter. Based on their leg length etc... you have Y counter. Like several forms for this one cj. Right now it's just dodge no jutsu without depth.
 
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Hell Autarch

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Resubmitting. Changes in bold

(Majutsu) - Witchcraft
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (-5 passively each turn)
Damage Points: N/A
Description: 'Witchcraft' is a cursed weapon said to have been developed by Moryo, a notorious shinobi notably famous for his enslavement of the Bombardier Beetles and subjugation of thousands of people in the Land of Demons. The weapon came into existence after Moryo sacrificed hundreds of infants in hopes of pleasing a demon, causing an instant upsurge in the presence of vile and corrupt chakra in the region which then proceeded to manifest itself in the form of a garment.

There are generally numerous abilities unique to Witchcraft, however they are all nonetheless centered around its link with the Bombardier Beetles. The first ability of the garment simply echoes the ability of its counterpart, the Beetles. Four scarf-like extensions protruding from above the shoulders and the back present on the garment mimic the sensory ability of the hair present on a Beetles body, before applying it to the user. The extensions passively detect the slightest change in pressure in the surrounding atmosphere up to Short Range from the garment and pinpoints the location of the source. As such, even the entry of an object or a person into the vicinity results in force being applied to the surrounding air, which in turn alerts the user of the presence due to the air waves which are pushed and in turn come into contact with the extensions. This is primarily because the extensions are capable of picking up hydrostatic pressure, and can therefore detect even the minute change in pressure in the air, no different to weather vanes which are able to pick up the direction of incoming waves. By identifying the magnitude of the pressure and force applied, the user can easily calculate the area of the object/person in question and quickly deduce it's size and nature.

The second ability of Witchcraft is the defensive ability, exploiting the near impenetrable quality of the material from which the garment have been constructed i.e chitin. The garment in essence works quite similarly to the chitin exoskeleton that almost entirely covers the outer surface of a Bombardier Beetle. In this case, the garment offers the same protection to the users body. It is important to note that visibly, the garment leaves out certain areas of the users body such as the face and the hands, however this is in fact not true as these areas are also covered but by a thin transparent layer. This layer of course does not hinder the users sensory abilities (sight, hearing, smelling etc) in any possible way and only serves defensive purposes. In essence, the chitin composition makes the garb completely impervious to any C Rank or below techniques, regardless of the nature of the technique. However, despite it's dexterity, the garment can still be destroyed as it can only defend against a single S Ranked technique once per battle or the power equating to an S rank technique, and although this does not destroy the garment, it completely negates its defensive traits. These passive defensive characteristics of the garment work simultaneously with another important passive ability of the garment, that is that if the user so chooses, he/she may have the garment instantly release the special liquid commonly secreted by the Bombardier Beetles in a greenish smoke/mist like form, with a radius reaching up to 5m from the point of origin. This allows the liquid to not only corrode through any surface that happens to be close to the user (C Rank and below) and push back an opposing mist/smoke/gas but most notably it can burn through the epidermal layer of the human skin with the user himself being the sole exception. Another important characteristic carried by the 'mist' is that it negates both Taste and Scent based sensory due to the extremely foul and pungent smell that the secretion has, and can prevent Sharingan users from accurately discerning the location of the user due to the mist having been infused with the users chakra. This will last for 2 turns before falling to the ground and can be used once every 2 turns 3 times per battle.

The third and final trait of the garment is its offensive ability, designed to pierce and eliminate the opponent. This ability converts the two waist sash extensions present in the front, and the four cloak extensions at the lower back into C Ranked demonic tendrils , with each tendril having a maximum length of upto 10m. In essence, the user can manipulate the extensions, utilizing them as sharp hardened tendrils to either pierce through the targets body or bind it in place. Alternatively, the user can manipulate the tendrils to hurl objects at the target, simply move around (akin to Doctor Octopus) or even utilize the tendrils to launch the user in a particular direction by pushing against the earth, allowing the user to rather quickly travel distances upto 15m. The most important trait of the tendrils however is that when they are destroyed, they release a sudden burst of B Ranked Bombardier Beetle secretion that specifically targets the opponent and is notably neutral to elemental techniques (similar to Toad oil), rapidly corroding through any surface including the human flesh and bone, reaching up to 5m from the point of origin. The conversion of each extension into a tendril lasts only for the duration of the turn in which this ability was activated, reverting back to their original form in the next turn and utilizing the tendrils for offensive purposes costs one of the three moves. It will cost a move per tendril, and manipulating the tendrils cost a move per turn. Though the user can combine the tendrils to attack or defend with all at the same time for A rank power in total.

Note: In accordance with the Bombardier Beetle Summoning Contract, those that have signed the Contract and the Bombardier Beetles themselves are not affected by the secretions.
Note: Whilst the garment generally starts out in an active state, if the user so chooses, he may deactivate the garment and can reactivate it at any later stage costing a move to do so.
Note:
The user must have signed the Bombardier Beetle Summoning Contract
Note: Can only be worn by Hell Autarch
Note: Using all effects of the weapon cost a move per turn.
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Approved - made all the edits in red as i hate checking long jutsu.
Changes in bold

(Raiton: Anzū no Asento) - Lightning Release: The Ascent of Anzû
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user can use only Lightning techniques for as long as this technique remains active.

Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Lightning S Ranked or above the turn after deactivating this technique.
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch

Declined - stop updating.... seriously.

Submitting the above tech but in Fire Version

(Katon: Rushifā no Nekkyō) - Fire Release: Lacerations of Lucifer
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a burst of ash that surrounds the users body. The stream of ash is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of ash, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and first-degree burns, the effect can be drastically increased upto third-degree burns when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body (does not harm the user), forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user can use only Fire techniques for as long as this technique remains active.

Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Fire S Ranked or above the turn after deactivating this technique.
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch
Updating Witchcraft. Changes in bold

(Majutsu) - Witchcraft
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (-5 passively each turn)
Damage Points: N/A
Description: 'Witchcraft' is a cursed weapon said to have been developed by Moryo, a notorious shinobi notably famous for his enslavement of the Bombardier Beetles and subjugation of thousands of people in the Land of Demons. The weapon came into existence after Moryo sacrificed hundreds of infants in hopes of pleasing a demon, causing an instant upsurge in the presence of vile and corrupt chakra in the region which then proceeded to manifest itself in the form of a garment.

There are generally numerous abilities unique to Witchcraft, however they are all nonetheless centered around its link with the Bombardier Beetles. The first ability of the garment simply echoes the ability of its counterpart, the Beetles. Four scarf-like extensions protruding from above the shoulders and the back present on the garment mimic the sensory ability of the hair present on a Beetles body, before applying it to the user. The extensions passively detect the slightest change in pressure in the surrounding atmosphere up to Short Range from the garment and pinpoints the location of the source. As such, even the entry of an object or a person into the vicinity results in force being applied to the surrounding air, which in turn alerts the user of the presence due to the air waves which are pushed and in turn come into contact with the extensions. This is primarily because the extensions are capable of picking up hydrostatic pressure, and can therefore detect even the minute change in pressure in the air, no different to weather vanes which are able to pick up the direction of incoming waves. By identifying the magnitude of the pressure and force applied, the user can easily calculate the area of the object/person in question and quickly deduce it's size and nature.

The second ability of Witchcraft is the defensive ability, exploiting the near impenetrable quality of the material from which the garment have been constructed i.e chitin. The garment in essence works quite similarly to the chitin exoskeleton that almost entirely covers the outer surface of a Bombardier Beetle. In this case, the garment offers the same protection to the users body. It is important to note that visibly, the garment leaves out certain areas of the users body such as the face and the hands, however this is in fact not true as these areas are also covered but by a thin transparent layer. This layer of course does not hinder the users sensory abilities (sight, hearing, smelling etc) in any possible way and only serves defensive purposes. In essence, the chitin composition makes the garb completely impervious to any C Rank or below techniques, regardless of the nature of the technique. However, despite it's dexterity, the garment can still be destroyed as it can only defend against a single S Ranked technique once per battle or the power equating to an S rank technique, and although this does not destroy the garment, it completely negates its defensive traits. These passive defensive characteristics of the garment work simultaneously with another important passive ability of the garment, that is that if the user so chooses, he/she may have the garment instantly release the special liquid commonly secreted by the Bombardier Beetles in a greenish smoke/mist like form, with a radius reaching up to 5m from the point of origin. This allows the liquid to not only corrode through any surface that happens to be close to the user (C Rank and below) and push back an opposing mist/smoke/gas but most notably it can burn through the epidermal layer of the human skin with the user himself being the sole exception. Another important characteristic carried by the 'mist' is that it negates both Taste and Scent based sensory due to the extremely foul and pungent smell that the secretion has, and can prevent Sharingan users from accurately discerning the location of the user due to the mist having been infused with the users chakra. The mist lasts for a total of 3 turns following which it automatically disperses. The ability can be used a total of three times per battle with a two turn break inbetween each use

The third and final trait of the garment is its offensive ability, designed to pierce and eliminate the opponent. This ability converts the four waist sash extensions present in the front, and the four cloak extensions at the lower back into B Ranked individual demonic tendrils, with each tendril having a maximum length of upto 10m. In essence, the user can manipulate the extensions, utilizing them as sharp hardened tendrils to either pierce through the targets body or bind it in place. Alternatively, the user can manipulate the tendrils to hurl objects at the target, simply move around (akin to Doctor Octopus) or even utilize the tendrils to launch the user in a particular direction by pushing against the earth, allowing the user to rather quickly travel distances upto 15m. The most important trait of the tendrils however is that when they are destroyed, they each release a sudden burst of B Ranked Bombardier Beetle secretion that specifically targets the opponent and is notably neutral to elemental techniques (similar to Toad oil), rapidly corroding through any surface including the human flesh and bone, reaching up to 5m from the point of origin. The conversion of each extension into a tendril lasts only for the duration of the turn in which this ability was activated, reverting back to their original form in the next turn and if they are destroyed, the extensions can be restored after a period of 3 turns, although it costs as a move to do so and the usage of 40 chakra. In regards to manipulation of the tendrils, it costs as a move per turn and whilst the user can combine the tendrils to attack or defend, the Rank of the tendrils collectively remains S Rank.

Note: In accordance with the Bombardier Beetle Summoning Contract, those that have signed the Contract and the Bombardier Beetles themselves are not affected by the secretions.
Note: Whilst the garment generally starts out in an active state, if the user so chooses, he may deactivate the garment and can reactivate it at any later stage; costing a move to do so.
Note: The user must have signed the Bombardier Beetle Summoning Contract
Note: Can only be worn by Hell Autarch
You must be registered for see images

Declined - keep it how i edited it ;)

Resubmitting


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

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

Resubmitting


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

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

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

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

The Trickery of Tengu

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

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

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

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

‡ Approved ‡

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

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

Changes in bold

(Bunpuki no Gakki) - Bunpuki's Instrument
Type: Supplementary/Defensive
Rank: D-S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: N/A
Description: A brother technique to Bunpuki's Testament, this technique was developed to cover up the weaknesses left behind by the former. The technique involves the user placing his palm or making his sand come into contact with the ground. It specifically works with the sand absorbing all of the water present underground, turning the ground dry and forcing it to lose its bodies of water as well as vegetation. This induces a state of 'desertification' which causes the ground to crack up before breaking into hundreds of pieces. As such, the technique notably serves as an effective counter against Swamp related techniques. Alternatively however, the user can use the technique to directly absorb water sources clearing out the terrain of water. This prevents both the user and the opponent from using any Water technique above B Rank for a period of 4 turns, and any Water technique requiring a water source in general. The technique in a sense exploits the weakness of Sand to Water, and thus in fact also allows the user to use the sand to absorb Water techniques of one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. This technique however specifically targets wave/projectile based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as mist. The size and strength of the technique depends upon the chakra input.

Note: The users body is incapable of containing all of the water that it absorbs, and as such; the water is almost immediately released into the atmosphere in the form of vapour.
Note: The S Rank version can only be used 2 times per battle, and the user may not use any Sand technique above A Rank in the same turn ad next. A rank version can be use once per turn.
Note: The jutsu can only be used 4 times per battle in total.


Approved - made edits
Just a note for all: "and the user may not use any Sand technique above S Rank in the same turn" - basically, this is a filler restriction saying you can't use an F rank in the next turn, it doesn't really mean anything.


Made significant edits so didn't bother bolding
(Ningyō no Dansu) - Dance of the Puppets
Type:
Supplementary
Rank: B-S
Range: Short
Chakra Cost: 20 - 40
Damage Points: N/A
Description: The Dance of the Puppets is a technique that was developed to ensure that Sand users never fell prey to paralysis, poisoning and could most importantly, fight on par with Taijutsu Specialists without fear of injury. The technique was essentially developed to reinforce and fortify any injured region on the users body or to alternatively force the body to move in case of paralysis. Unlike techniques such as Sand Body however, this technique does not completely convert the user into Sand and as such, it does not restrict the user from performing techniques in general. It is important to note that the workings of this technique depend directly upon the reason as to why the technique is being used. In case of injuries, the rank of the technique depends directly upon the severity of the injury for example B Rank for sprains and minor injuries, A Rank for torn muscles and minor fractures whilst S Rank for broken bones and deep stabs/cuts. In a situation involving injury, the sand will be manipulated to strengthen the injured area by clotting them and in some cases, artificially developing a bone(s) to serve as a replacement. As for the user being paralyzed or restrained, the Rank of the technique depends directly upon the Rank of the opponents technique, disregarding S/Ws. In a situation involving paralysis/restraint, the user will convert the joints present throughout his body into Sand, and will then manipulate the Sand in order to force his body to move. It must be noted that this technique does not totally 'heal' an injury, and as such, the user will once again suffer the effects of the injury immediately after this technique ends. Similarly, the paralysis/restraint is not 'overcome' completely and when this technique ends, the user will once again enter into a paralyzed state, assuming the paralysis lasts for a longer time period.

Note: The S version technique can be used four times per battle, with a one turn break inbetween each use. Each use passively lasts for a total of 3 turns and in case of an S Rank use, the user may not utilize any S Rank or above Sand technique at the end of the 3 turns.
Note: For the duration that this technique is active, the user may only use Sand, the elements that compose it, the users primary specialty and any other non-elemental abilities

Leaving for another mod.
 
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Kooljay

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(Omnitrix) - Omnitrix
Type: Weapon
Rank: S
Range: N/A
Chakra: 40 Per Transformation
Damage: N/a
Description: The Omnitrix is a black and green wrist watch like device that acts a repository of for the DNA of organisms. It has the ability to scan dna and determine a species , store dna, tell time, sync to its wearer and rewrite and transform the user in accordance to a dna sample while retaining human like intelligence and chakra abilities depending on the the individual animal. The transformation is nigh instant but in doing so a loud sound occurs with a bright green light. The organism look exactly identical to the species the dna came from but the species will still have the omnitrix visible.

Silverback Gorilla - Using this dna sample will transform the user into a 250lb 6'5ft tall Silverback Gorilla. Upon doing so the user speed goes down a rank and at the trade of a massive boost of 20+ in taijutsu attacks. The user retains 5 finger dexterity and thus can use jutsu requiring requiring handseals. Due to the gorilla skeletal structure the gorilla can only slowly walk using only its hind legs and must transverse in a 4 legged gorilla like manner.

Housefly - Using this dna sample transforms the user into a 1.2mm size housefly. This is a very vulnerable and risky transformation typically used for spying. The housefly fly at incredible speeds for its size in the animal kingdom. While flying ordinary eyes cannot keep track of it outside of short range. Doujutsu users however will have no trouble. Houseflies are also very sensitive to air pressure changes thus while in this transformation the user can sense movement 1m from itself. Along with that the new compound vision and eye positioning allows for the user to see around itself. This set of abilities typicals makes this transformation best for spying and eavesdropping. In this form outside of transforming with the Omnitrix, no jutsu can be used,

Cheetah - Using this dna samples transforms the user into a Cheetah. This animal is known for its agility and speed. Transforming into it allows for the user to move up to speeds 3 ranks above their own. Cheetahs however are not known for their stamina. Immediately after if the user uses this speed, their base speed will drop speed will drop the same amount for two turns. (Ex. A Jonin can reach Kage level speeds, but the next two turns their speed will be that of a genin.) While in this form, due to the lack of fingers and jutsu requiring hand seals or anything else requiring fingers cannot be used within logic.

Sailfish - Using this dna transforms the user into the Sailfish, the fastest marine animal known to man. While in water the user receives a 3+ speed boost. Once can also swipe and stab its sword like nose which is an A rank ability. The user can only perform suiton that don't require hand seals. This transformation cannot survive outside of water for more than one turn.

Bald Eagle - Using this Dna Sample transforms the user into a bald eagle. While in this transformation the user will be able to fly speed one level above their own at incredible heights. The eagle possess vision estimated to be 8x that of a human. With such vision this transformation is best for flying at high altitudes while spying and accumulating visual data. This transformation can only use fuuton ninjutsu that dont require hand seals.

Note: Can only be used by those taught by Kooljay
Note: Can only be used to transform into the organisms listed in the most updated version of the weapon.
Note: Transforming to another organism or back to human counts as a move.
Note: Once transformed the omnitrix will always appear on an appendage or torso of the user.
Note: The Omnitrix is molecularly grafted with the individual and will only work for their specific dna signature
Note: Transformations can be done mentally or by manually selecting an animal on the omnitrix

Picture of the Omnitrix
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Declined - when you start talking about scanning and storing DNA data, you will need medical training.
 
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Robot Boy

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Resubmitting:

(Kuchiyose no Jutsu: Hone to indī) – Summoning Technique: Bone and Indy
Type:Summoning
Rank:S
Range:Short
Chakra:n/a (-40 for each)
Damage:n/a (20 from the first technique)
Description: Bone and Indy are twin ninken that resemble tan-colored wolves. They each carry swords in their mouths, which they carry in a holster strapped to the side and they quite skilled with them. They can along with four other ninken, ten at max, dash with a formation that is reminiscent to a large hand or dog paw in the background. After getting behind the target, the hounds will tackle and push the target back to the summoner, before maneuvering around the target once more to “catch” them in front of the summoner or an ally. This technique is mainly used on other summoning and using them as meat shields. The defense is dependent on the target’s rank, but even hounds are physically strong enough to move massive summonings. Signers of the contract can even act as substitutes to perform the collaboration technique as they too are trained by the ninken to match their physical strength and speed; however, they need to be Taijutsu specialists to take their training to next level . When using substitution, they can switch places with large bones rather than the traditional wooden log. These guys are 1.2 meters in height and are large enough to be ridden. (The summoner uses his or her chakra to stick to them, so that they don't fall off of them like the tree climbing technique.) Like Kakashi’s ninken, they can detect chakra through smell/their noses and track the “prints” left behind. With Bone, Indy, and the summoner, they will use their strong limbs to dash and slide past each other, one will create a straight line and the other two creating an X overlapping the straight line, creating a massive amount of dust behind them. The summoner will then make a hand-seal to shape and launch it the dense, dust-shaped phoenix at high-velocities and slamming it into the target, potentially crushing them in the process if there is something behind them like a wall etc.

-Can only be summoned once. Same applies if only one of them is summoned.
-Dust phoenix counts as an S-rank, that does 80 damage, and can only be used twice per battle.
-Dog Hand counts as a move and the number of times it can be used as defense, depends on the number users that can form a group of six.
-Lasts for four turns.

Leaving for Pekoms


Declined: the Dog Hand ability should be submitted as a separate CJ. If you were to limit it to only Bone and Indy, it'd be a different matter though. As it is, the maneuver goes beyond the animals associated with this particular summoning CJ since it includes those not delineated. In addition, it can't just be "dependent on the target’s rank." Another issue is their being "strong enough to move massive summonings," in spite of many such entities ranging from 25m to 100m in height.​




~Resubmitting with changes~

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


Chakra Metal Balls: These balls can be fired and channeled with chakra to expand for offensive and defensive purposes. These pellets are 1 inch in diameter, when fired they have B rank power and will have strong offensive capabilities, of bruising and fracturing bones. Firing these pellets counts as a move per turn and can reach up to long range

Explosive Pellets: These pellets are made of pure fire chakra. By focusing extra fire chakra (-5), the user can the pellets shine brightly similarly to the fire release: fire wisp, enough to make them blind an opponent after shooting it into the air. The user will focus their katon chakra into the their weapon as they draw the sling back to form the fire pellet which they can release up to long range. It will explode on impact with a 5m blast radius much like an explosive tag, but with B rank power. This can be used once per turn.

Mud Pellets: These pellets are made of condensed Mud with a harder rock outer layer that forms in the sling from the users chakra. The user can fire this up to long range and on impact the pellet will burst like a balloon releasing a mass of condensed B rank mud that is enough to cover an area twice the size of a shinobi, binding them in a sticky layer. The user can also release their chakra to cause this to burst at any point, to create a mud like defense. This can be used once per turn. (B rank)

Flammable Pellets: These pellets contain flammable gas in them and increase the spread/range of a fire jutsu, adding +1 range to fire release techniques and increasing their power by one rank, when they collide in them. (Short to Mid, Mid-range to Long etc.) This can only be used 3 times per battle as these will be pellets prepared before the battle. Can only be used once per turn. (B rank)

Lightning Balls: The user will form a ball of condensed lightning into the sling that they will fire at will, on impact it will explode outwards like chidori chidori remei, with the power to destroy and shock at the same time. The user can cause this to explode at any point through chakra control. This will have A rank power, and can be used once per turn.

Note: Can only fire one pellet per turn
Note: All abilities count as a move per turn and will follow the chakra cost based on their power, eg. B rank = 20 chakra to use

Approved - made ALOT of edits.
~Resubmitting. Will submit Dog Hand as a separate technique.....

(Kuchiyose no Jutsu: Hone to indī) – Summoning Technique: Bone and Indy
Type:Summoning
Rank:S
Range:Short
Chakra: N/A (-20 for each)
Damage: N/A
Description: Bone and Indy are twin ninken that resemble tan-colored wolves. They each carry swords in their mouths, which they carry in a holster strapped to the side and they quite skilled with them. When using substitution, they can switch places with large bones rather than the traditional wooden log. These guys are 1.2 meters in height and are large enough to be ridden. (The summoner uses his or her chakra to stick to them, so that they don't fall off of them like the tree climbing technique.) Like Kakashi’s ninken, they can detect chakra through smell/their noses and track the “prints” left behind. With Bone, Indy, and the summoner, they will use their strong limbs to dash and slide past each other, one will create a straight line and the other two creating an X overlapping the straight line, creating a massive amount of dust behind them. The summoner will then make a hand-seal to shape and launch it the dense, dust-shaped phoenix at high-velocities and slamming it into the target, potentially crushing them in the process if there is something behind them like a wall etc.

-Can only be summoned once. Same applies if only one of them is summoned.
-Dust phoenix counts as an S-rank, that does 80 damage, and can only be used twice per battle.
-Lasts for four turns.
contract:

Leaving for Pekoms


Approved: edits annotated in pink.

 
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BusinessManTeno

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(Kame Kuchiyose: Blastoise) Turtle Summoning: Blastoise
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Blastoise is a large turtle being twice the size of a average human (Enough to carry one person) while also being fluent in english and clearly can communicate with the user verbally. Its body is dark blue and is mostly hidden by its tough, brown shell. This shell has a pale yellow underside and a white ridge encircling its arms and separating the upper and lower halves. Two powerful water cannons reside in the top sides of its shell. These cannons can be extended or withdrawn. Blastoise's head has triangular ears that are black on the inside, small brown eyes, and a cream-colored lower jaw. Blastoise is very unique in multiple ways. Being one of the two water masters in the turtle family. The water cannons on his back shoots out very powerful and sharp jets of water. Enough to pulverize earth of lesser rank but push back earth of equal rank. Blastoise shell having the same sturdiness of all the turtles, being immune to A rank. This of course does not include his regular bio, being susceptible to regular damage like any human. He is also versed in hand to hand combat thus means he stands up on his two feet, being able use taijutsu up to the users current rank (Excluding Kaitos, and EIG techniques). Though the true unique thing about Blastoise is his sync with water. Be it rain, or under water. In order for the user to summon him, the user has to get his hands wet. This can be from blood, rain, water, saliva, etc thus summoning him anywhere within short range of them. Blastoise gains a boost in power when its raining or wet. While underwater, he is able to swim at speeds of 3x faster than the user while also gaining a +1 rank increase to all water jutsu, excluding S rank, in which only gives him +10. In the rain his speed is only 1.5x fast but still keeps the damage buff. Blastoise is able to use all water jutsus up to the users finished rank, and can do so without the use of a water source but his water cannons.

Note: Can stay on the field max of 4 turns
Note: The water canon technique is S rank in strength and counts as one of the users 3 turns
Note: Using any water jutsu counts as one of the users 3 turns

Declined - sharp jets would cut through, not pulverize. Nor would they push back. A rank what Immunity? As in his shell can tank one A rank attack then would be broken? Also, summon requires blood... why would he gain a boost in power? Hell no to 3x faster, and no to that boost.

(Doton: Fuka Helios) Earth Style: Burden Of Helios
Type: Offensive | Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/a (-50 to opponent due to falling through the ground)
Description: This technique is one of the most useful and powerful technique of the earth style, created by Asch the bloody of sunagakure. This technique is derived from the added weight technique, but several times stronger multiplying the weight many times over than the original. The user will do 2 handseals and slam their hands on the ground, causing earth chakra to spread out long range from his position. Doing this will cause the ground up to 10 below to have its weight increased, while the same time causing anybody thats in contact with the ground (Excluding 2 meters around the user) Weight to be increased. The added weight is so heavy that the opponent wouldnt even be able to keep their lids open, let alone stand up. As this happen, due to the ground being so heavy and the opponent, the ground would collapse causing the opponent to fall in with the debris, being completely immobilize as they take damage from falling and the jagged rocks, dealing mild damage.

Note: Can use this a max of 2 turns
Note: No earth jutsus in the next two turns after use

Declined - 1. similar cjs have been made 2. How can you make an S rank cj that compares to the S rank cannon, yet say it's several times stronger? DNR.

(Kemuri: Jouki Fogu) Smoke Style: Steaming Fog
Type: Defensive | Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (-10 to sustain smoke)
Damage: N/A
Description: A very useful smoke technique, that helps the user in multiple ways. The user will make one handseal. The user will then exert smoke from his body infused with the users chakra so the user is able to feel the presences of anybody in the smoke. The way this jutsu look is very similar to steam coming from the body but in a much heavier fashion. Causing smoke to spread up to long range of the user creating a very thick fog, even thicker than the hidden mist jutsu. This restricts the opponent from seeing further than 3 meters from their location. The smoke continues to emit from the users body and if the smoke was to be blown away by any means, the user can spend additional chakra points to emit additional amount of smoke to sustain the jutsu.

Note: Useable twice per battle (two-turn cooldown), with each use lasting three turns.
Note: Cant use any smoke jutsu above S rank while this technique is active
Note: The user is at risk of blowing away smoke with his own jutsus

Leaving for another mod.


Approved: edits annotated in pink.

 
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Jᴀʏ

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(Futon: Kyonen no Natsu) - Wind Release: Last Summer
Rank: B-S
Type: Defensive/Offensive
Range: Short - Long
Chakra Cost: 20-40
Damage: 40-80 (+20)
Description: The user of this technique will channel his Futon chakra to form near invisible bowl-shaped half-sphere of wind either in front of him or at the end of his fist. The sphere can be used for both defensive and offensive purposes alike, however its main purpose is much more powerful. Upon being assaulted by an enemy attack the user will either psychically launch the sphere or expel a gust of wind from his/her fist to launch the sphere at the enemy attack when it's within range to make it look as if they had punched the enemy technique. At which point the bowl shaped sphere will envelop the enemy attack, and form a full, visible sphere. Depending on the elemental nature the sphere will neutralize the technique, for example depending on the rank of the enemy technique, and the rank of this technique used the user can snuff out flames. When faced with electrical attacks the user can disperse the current. When it's an earth technique, the wind sphere will both crush and cut apart the attack. It's offensive ability however is just as simple if not simpler, the sphere can be launched to engulf enemies and will shrink to both crush and cut apart the victim. The most powerful ability of this technique however, is a combination of both the offensive and defensive traits. The user of this technique instead of neutralizing enemy techniques will enhance them, redirecting them towards the opponent. Upon being attacked by a fire technique, the user will fuel the flames with wind putting enough spin into the flames to redirect it towards the opponent. Upon being faced with a water technique, the user will redirect it whilst adding pressurized trait, the water will have more cutting power. Upon being faced with an earth technique, the user will redirect it and use the wind to increase the force behind the earth. Unfortunately this part of the technique can not be used with lightning due to S/W the current is dispersed. Upon launching the technique back at the opponent, the technique increases by one rank.

Note: Can not be used in consecutive turns
Note: S rank version may only be used twice
Note: Can only be taught by Jᴀʏ
Note: Redirection can only be used on techniques of the same rank
Note: Can only engulf and empower elements that work logically (KG and CE alike)
Note: Can only redirect fire technique a rank lower than the the one used, redirection does not work on lightning.

Declined - clashes with existing jutsu

(Suiton: Seiji Misuto) - Water Release: Sage Mist
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20
Damage: N/A
Description: A simply conversion technique from mist to water, through this technique the user can create a field or mist, or manipulate an existing field of mist. The user will condense the mist particles to form a large amount of water, at any point on the field the mist is present. The condensation of the water particles can thereby be used as a source of water. The user can use an abundance of water techniques that use water sources using this technique.

Note: The water converted can be used as a water source.
Note: Can only be taught by Jᴀʏ


Declined - clashes with existing jutsu

(Raiton: Seirei) - Lightning Release: Wolf's Cross
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will begin this technique by first creating four small orbs on every side of the opponent in front, behind, to the right and to the left. The orbs are practically invisible upon their formation but as they approach the opponent something odd occurs, this technique is truly a testament to one's mastery over lightning. The orbs of electricity all will upon reaching short range of the opponent begin to attract one another due to their opposite charge, infused within them by the user of this technique. The lightning used to create this technique is negligible but due to incredibly strong attraction the opponent will find himself trapped and immediately afterwards crushed by the small orbs and the pressure created by their attraction with one another. The left and right orb have varying charges, as do the front and back orbs.

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

Declined - i don't get it. How can they be invisible, you don't mention that they form into lightning, nor what what range, just suddenly, they are trapped and crushed. Does lightning even crush?
(Raiton: Seirei) - Lightning Release: Wolf's Cross
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will begin this technique by first creating four small lightning orbs on every side of the opponent in front, behind, to the right and to the left. The orbs are practically invisible upon their formation due to the incredibly small size, and weak charge but as they approach the opponent something odd occurs, this technique is truly a testament to one's mastery over lightning. The orbs of electricity all will upon reaching short range of the opponent begin to attract one another due to their opposite charge, infused within them by the user of this technique. The lightning used to create this technique is negligible but due to the opposing charges, the electrical current of the orbs are amplified by one another, increasing their energy, and spawning an incredibly strong attraction that gets stronger as they near one another. The orbs are incredibly dense, because they increase exponentially in energy, while not as much in size therefore the condensed energy is solidified and visible upon reaching short range of the user, and from then on will increase in size to the point where the opponent is crushed (approximately the size of a fireball). The opponent will find himself trapped by the pressure created through their attraction with one another and immediately afterwards crushed by the now large an dense orbs. The left and right orb have varying charges, as do the front and back orbs. Upon reaching short range, the pressure of the attraction is capable of trapping enemies.

Note: Can only be taught by Jᴀʏ
Note: Can only be used twice per battle.
Note: No S rank lightning techniques the same turn or after

Note: The orbs upon reaching short range of the opponent will begin to become visible to non-doujutsu users and non-sensors.
Note The orbs must be launched at a distance beyond five meters.
Note: Due to the sheer amount of energy used within this technique, the orbs are incredibly dense and capable of crushing enemies.


Declined - remove any mention of being invisible. And no to the bolded you added in the red.
 
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- Resubmitting "Authority of the gods"
- Resubmitting "Black Lightning: The Third's Legacy II
- Resubmitting "Chameleon Outburst"
- Made Edits and added corrections

(Burakkuraitoningu: Kami no ken'i) - Black Lightning: Authority of the gods
Type: Offensive/Defensive
Rank: F-Rank
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: This technique revolves around the user gathering a large amount of chakra before manipulating it into the infamous black lightning and after weaving a single hand seal, a burst of black lightning would emanate from their being in the form of a gigantic column of energy that rises high into the atmosphere above him. As
soon as he does so,a huge mass of concentrated black lightning appears in form of a giant circle spanning 5m and swirls around, above the user, covering the whole battle field. As the mass of concentrated pitch black lightning gathers high above the user, the whole atmosphere becomes charged with static energy. After some time,(a few seconds; 4s) having gathered enough destructive lightning energy, the whole energy is unleashed upon the ground descending in the form of a column of energy (similar to the one initially triggered). As it touches the ground around the user, the column expands outwards, taking advantage of the moisture in the air to travel up to long range, hitting everything while clearing the skies in the process. The energy destroys anything and everything in its wake, leaving nothing but an empty wasteland behind. Because of the massive range and chakra needed to perform this technique, the user can only make use of it a limited amount of times and takes consequent damage with each usage.
Note: Can only be used twice per battle.
Note: Available to only Primary Black Lightning specialists
Note: No Lightning Techniques above A rank in the turn its used and the turn after.
Note: Available to Thaal Sinestro and whoever he teaches.

Declined - how can it span 5m, but cover the entire field? O_< Reword that

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

Declined - you can't be serious? You just can't. Place this in your bio, always have a +20 damage boost to your lightning, they all become black lightning, gain some range just for the hell of it? And don't worry you will lose some health for no logical reason whatsoever? Please, i need some enlightenment in what you were thinking? DNR.

Raiton: Kamereon no Bakuhatsu - Lightning Style: Chameleon Outburst
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A(40+paralysis, for electric discharge)
Description:
The user would focus chakra into his skin, infusing his entire skin with dormant static electricity. The static electricity only works whenever the user's skin is hit by a physical force or the user's skin presses against a solid entity which as a result releases unfocused electricity outwards into the object hitting/touching the user. This would also add an amount of repulsive force into the object thus making the object's impact on the user reduced to almost nothing. Against elemental technique, the static electricity would tear through while repelling them backwards, similar to how "Nagashi" destroy Yamato's wood. Elemental strength and weakness applies. Static electricity works with friction and force compression, so when the skin
undergoes a slight inwards impact like a
punch, the static electricity immediately
becomes charged and released outwards, the charged electricity in the form of unfocused electricity to balance out its electrical equilibrium within the user's skin. The static electricity is activated instantly and would remain on the user's person until he activates its passively whenever his body distorts, though the user is not able to activate it without the aforementioned condition.
-Usable 5x per battle
-Last until when triggered once
-due to it been a dormant technique and harmless on its own until the user is hit directly, it can be used in the same timeframe as another lightning technique
-The user or the user's technique is unable to trigger it, it only reacts to outside forces
-Paralysis last 1 turn.

Declined - how is this going to send something like fireball backwards?
Changes in Bold x.x
(Burakkuraitoningu: Kami no ken'i) - Black Lightning: Authority of the gods
Type: Offensive/Defensive
Rank: F-Rank
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: This technique revolves around the user gathering a large amount of chakra before manipulating it into the infamous black lightning and after weaving a single hand seal, a burst of black lightning would emanate from their being in the form of a gigantic column of energy that rises high into the atmosphere above him. As
soon as he does so,a huge mass of concentrated black lightning appears in form of a giant circle spanning 5m and swirls around, above the user. As the mass of concentrated pitch black lightning gathers high above the user, the whole atmosphere becomes charged with static energy. After some time,(a few seconds; 4s) having gathered enough destructive lightning energy, the whole energy is unleashed upon the ground descending in the form of a column of energy (similar to the one initially triggered). As it touches the ground around the user, the column expands outwards, taking advantage of the moisture in the air to travel up to long range, hitting everything while clearing the skies in the process. The energy destroys anything and everything in its wake, leaving nothing but an empty wasteland behind. Because of the massive range and chakra needed to perform this technique, the user can only make use of it a limited amount of times and takes consequent damage with each usage.
Note: Can only be used twice per battle.
Note: Available to only Primary Black Lightning specialists
Note: No Lightning Techniques above A rank in the turn its used and the turn after.
Note: Available to Thaal Sinestro and whoever he teaches.

Declined - it's just lacking that something that makes it unique. It just chakra that shoots up comes down and pulses out. Give it some flare. I mean right now it looks similar to yard's lightning pulse but with black lightning. Not only this but F ranks can only be used once. And considering your only real restriction for an F rank is "Note: No Lightning Techniques above A rank in the turn its used and the turn after.", it's just not gonna happen

Raiton: Kamereon no Bakuhatsu - Lightning Style: Chameleon Outburst
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A(40+paralysis, for electric discharge)
Description:
The user would focus chakra into his skin, infusing his entire skin with dormant static electricity. The static electricity only works whenever the user's skin is hit by a physical force or the user's skin presses against a solid entity which as a result releases unfocused electricity outwards into the object hitting/touching the user. This would also add an amount of repulsive force into the object thus making the object's impact on the user reduced to almost nothing. Against elemental technique, the static electricity would tear through while repelling them backwards, similar to how "Nagashi" destroy Yamato's wood. Elemental strength and weakness applies. Static electricity works with friction and force compression, so when the skin
undergoes a slight inwards impact like a
punch, the static electricity immediately
becomes charged and released outwards, the charged electricity in the form of unfocused electricity to balance out its electrical equilibrium within the user's skin. The static electricity is activated instantly and would remain on the user's person until he activates its passively whenever his body distorts, though the user is not able to activate it without the aforementioned condition.
-It would not work on a jutsu that has no physical impact. Elemental interactions still holds.
-Usable 5x per battle
-Last until when triggered once
-due to it been a dormant technique and harmless on its own until the user is hit directly, it can be used in the same timeframe as another lightning technique
-The user or the user's technique is unable to trigger it, it only reacts to outside forces
-Paralysis last 1 turn.

Declined - make it 4 times. It's not passive btw, as you have to activate the effect, and without fuuin making it a passive effect wont work. Also you're body would still actually take damage, as you'd have to be hit, for it to be repelled backwards.

i(Genjutsu: Medea no Gairu) - Illusionary Arts: Guile of Medea
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: 20
Damage Points: N/A
Description: The user of this technique will pool their chakra within their enemies brain to distort their reality, manipulate their perception of the battlefield. The user will create an illusion where the user is farther than he seems. This technique can be used up to mid range, and extends the opponents assumed distance by 1-5 meters. The user can also create the opposite illusion, convincing the opponent that the user is closer than he seems, by 1-5 meters. In order to break the illusion, opponent must recognize it as such, and deal will the technique accordingly. The user can use this to confuse the opponent, enhance their taijutsu performance, and or just mess with the opponent, goad them into using certain range jutsu or to believing other jutsu would be unusable.
Note: Last until broken

Declined - been done before.
 
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(Jiton: Shihō ☰ Seigi) — Magnetism Release: Judiciary ☰ Justice
Type: Supplementary / Offensive
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60
Description: Justice is a technique in similar application to Unholy Magician, except the difference here is that it's strictly applied to string-based weapons such as ninja wire. The user will pull out a large quantity of wire, while surging Jiton chakra throughout to shape it. The effect of this technique is to be able to create objects with the magnetic string as anything he'd like; with their imagination the usage of this technique is limitless. The objects which can be created can be simple like tools and swords, to animals and various birds, or even larger objects like walls and shields. The size and power is proportionate to its rank, as in bigger objects require more wire, and therefore need more chakra to use, but generally this can be left up to the user's diction to use it however he likes. This can also be used at a distance, assuming the wire has already been infused with Jiton chakra beforehand.

There is a second part to this ability which lies in the fact that this ability uses ninja wire as a medium. At any time, the user can clap their hands and immediately unbind the wired creation, and use it as a means for another technique. Most of the time this can be used to physically bind and constrain any given target, but has other uses as well which is only limited by what the user so desires. Regardless of how Justice is used, both initial uses count as moves allocated to a user per turn. In terms of physical usage, this technique follows the same constraints as Magician; these figures can be controlled from a distance as if they were freeform with simple hand motions, or without if they have a Jiton specialty.

Note: Each application, at A-rank level, is useable four times per battle.


Approved: edits annotated in pink.


(Jiton: Seinaru Kon'in ☰ Koibito) — Magnetism Release: Holy Matrimony ☰ Lovers
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The Lovers is a technique seemingly more symbolic technique than others, in the sense of how its used. By running their palm over two or more targets, they can create a powerful magnetic bond between them, thus binding them together. Although a niche technique, this does has some clever uses. For example, the main purpose is for this technique to be used on anything physically broken or not put together. This can vary from swords and weapons, or even more unorthodox targets like the body itself. Alternatively, this jutsu has other applicable uses which follow the same protocol. By running their palm over a number of objects, the user can bind them together to create something new entirely. It's quite possible for the user to "mend" a handful of kunai together to create a makeshift sword or spear to use in a fight. At any time, the user can perform a single hand seal and release the magnetic bond between any and all the objects mended through Lovers.
Note: Can only be used four times.
Note: Needs a turn cooldown after use.


Approved~

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

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

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

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


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



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

The Kōzui have a very strong resistance to ordinary weapons and taijutsu, anything powered with chakra would hurt the Rhizecephalia normally and being sliced in half with an ordinary blade would still cause the drawbacks of having no legs for example, however the Kōzui can still move and drag themselves with their hands. Kōzui can still feel pain and can break out of genjutsu through pain, however they cannot really be crippled by it (For example pain so severe it would paralyze them or stun them). Kōzui can perform B-Rank Ordinary Strong-Fist Taijutsu OR B-Rank Kenjutsu that the user knows (must be stated when summoned or in the user's bio which of the two they are allowed) and can use Legs of the Thoracica and Body of the Thoracica, and even be fused with the Organs of the Thoracica, the Kōzui also Wield Gadget Barnacles. The Restrictions of the Barnacle Arts when the Zombies use them apply to them separately as they are a singular entity with it's own abilities, their number of usages of an Art will not clash with the Users. Moreover, The Zombies can through the mental command of the signer use ONLY the Legs of the Thoracica and Body of the Thoracica from their Shell which they are trapped within until summoned that is on the User's person.

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

- Must have Signed Barnacle Summoning Contract
- The Zombies can communicate with the user in their shells, this is mainly cosmetic
- Can only have a Maxmimum of Two of these on ones bio and can only summon two per battle.
- Must be stated in the User's Bio to be capable of being used
- The user can have the Kōzui be taken back inside the acorn shells if in short range
- Can only be used 4 Times


Approved: edits annotated in pink.


Resubmitting :

(Fuuton : Soyokaze bīkon) - Wind Release : Breeze Beacon
Type: Defensive / Supplementary
Rank: C
Range: Short / Long
Chakra Cost: 15 (-5 to sustain)
Damage Points: N/A
Description:
By Fuelling Chakra into a Kunai or similar Projectile(s) in their hand or on the field the user makes that projectile the epicenter of bursts of intangible and harmless wind, the opponent and user will be able to feel these bursts of wind, the bursts of wind fading after 5 meters away from the projectile. The Bursts of Wind do not cause any damage and instead with each pulse senses any foreign chakra caught in the breeze vicinity of the Kunai and sends that information back to the user, basically giving them a form of sensory but in a specific area. The Wind also pushes other projectiles like thrown kunai, shuriken etc. it basically makes any throw weapon useless as it messes with their trajectory and therefore aim - even the user's unless thrown with the breeze.

- Costs a small portion of Chakra to sustain
- If Tool(s) are destroyed then the area will lose sensory
- Max of 5 Tools this can be applied to.
- Can be deactivated at will
- Must be taught by LonelyAssassin

Declined - Should keep the original, it's sensing but requires elements to do so which is more advanced than the basic application.

(Kuchiyose : O. D. S. E) - Summoning : O. D. S. E
Type: Summon
Rank: S
Range: Long
Chakra Cost: 40
Damage Points: N/A (80 if used as an Attack)
Description:
More Clearly known as "Orbital Drop Storm Elites" are a group of Barnacle communities that look the exact same as the Arbiter except they are a lot shorter (being around 7 foot instead of the Arbiter's 8, since he is the superior) and have a different armour style, they just use the same anatomy so to speak. This form is usually referred to as an Elite or Sangheili and they come in different armour shapes and colours depending on their role in the squad. . When blood is swiped on the tattoo the ODSE are summoned in a unique way, the Elites being in separate 'drop pods' made out of the Thoracica Calcite Shell that surrounds them protecting them from the Impact they feel as they are summon high into the air and hit the ground with some force, because of how high they are summoned they will be able to be used offensively. The user may also summon the O.D.S.E and have them be delayed, creating them so high up in the air that they arrive a couple of turns late, the maximum amount of turns the user can stall the O.D.S.E. arrival is 3 and must be stated, however they can just be summoned immediately and they will impact with the ground that same turn. There are a number of different ODSE available to the summoner depending on their situation they have a number of abilities, only one can be chosen;

Elite Honour Guards
Two Elites Wielding Silver Armour however they have Orange like attachments to their limbs to show their higher status and power, their Helmet is also much larger and almost ornamental in shape ( ) - their Armour is strong and can withstand up to B-Rank elements each but hit with an A-Rank and they'll fall. Honour Guards move at user's base speed. Instead of being like the Arbiter they do not Wield Energy swords but instead Energy Polearms;

Honored Gear : Very Similar to shape of the Arbiter's Blades except they're stuck on the end of a staff and are Orange, becoming a Polearm that each Honour Guardsman wield along side their sword. This Polearm give them the usage of Fire being made up of Acorn Barnacles to make it sharp and also have an affinity for it, Using one of the moves per turn the Honour Guards can infused their Polearms with S-Rank fire that when impacting with an object or target will explode outwards covering a couple meters but capable of a large impact with even big Earth creations for example they can be shattered with the force (If Ability is used by both Honour Guards then the S-Rank power is split between them and becomes A, if only use by one at a time then it's the Full S-Rank - Power of the staff will not degrade unless fully beaten as the Honour Guards sustain it). The Orange parts of the Armour are also linked with the Orange Polearm blade coming as a set, they may do the same effect with their Blade but instead through their body releasing a pulse of fire that erupts, grows from them and spins around as a simple counter-attack or defence up to Short Range - Costs a turn. If this ability is used whilst the Polearm is active then it will be deactivated and must be reactivated.

Elite Ultra Rangers
Three Elites wielding Green armour, each are B-Rank and if hit by Ninjutsu of this rank will be killed however their armour can take C-Rank and below with ease. These Elites wield special armour designed for their forte and these devices made of Thoracica Barnacles on their Back ( ). These are the Faster Elites of the ground giving them double the user's base speed like the Arbiter.

Jackal Vanguard : These Jump Packs as they can be referred to release a concentrated pulse of Wind which launches the Rangers High into the air at quick speed going upwards giving them the ability to Jump over Large structures or if need be techniques reaching heights of up to Long-Range in the air. They are also given energy swords like the Arbiter has however they only have one each and are all B-Rank condensed sharp wind release instead of lightning, however using one of the moves allowed these elites are allowed to swipe their blades and create a large generic wind arc that reaches heights of 5 meters, if used by all elites as one attack it is S-Rank with a 2 turn cooldown, if used by just one elite the attack is A-Rank.

Elite Storm Commandos
Four Elites Wielding Blue Armour, Each are B-Rank and if hit by Ninjutsu of this rank will be killed however their armour can take C-Rank and below with ease. The Elites Wield Needlers on one arm and Three of them have Navy Blue armor, whereas the one with Red acts as a Captain but gains no Bonus for being one. Move at User's Base Speed.

Needlers : Calcite Shell Gauntlets that are loaded with Calcite Shell senbon charged with Lightning that give these senbon a Pink glow are passed from the wrist into the between of the fingers of the Elites allowing them to hold 3 at a time ( : Ignore handle, Hand would be where the Silver part at the front is). The Elites may throw the Senbon one at a time which act like ordinary explosive tags in power but are slightly stronger and will cut through opposing tags by diffusing them with the lightning or can throw three at a time at multiple. However Using one of the 3 moves per turn the Elites may Fire an S-Rank Barrage of Many lightning Senbon from all of them causing an explosion that builds and builds into a massive maelstrom covering a diameter of 5 meters, this ability has a three turn cooldown. They are allowed to fire a barrage from just one Elite equalling only A-Rank lightning which also costs a turn but no cool down.​

The User if they So wish Can Summon just the Weapons or Armour into action as labelled above as Needlers, Jackal Vanguard and Honoured Arsenal and gain their ability unless multiple Elites are required (For Example the Needlers an Jackal Vanguard S-Rank ability unless somehow at least 3 people wield these abilities on the field). The user cannot summon a squad and have them give their weapon to him, they will disperse when the summon disperses so must summon their own, however the user can summon these weapons onto an ally - Shadow Clone, Entity with reason, Kozui as the barnacles that make up the weapon give them that power and create those attacks.

- Must have Signed Barnacle Contract
- Each Group Can Only be Summoned Once
- No Same Group on the Battlefield at a Time
- O.D.S.E. Disperse four turns after impact with the ground.
- No Other Summons in the Same turn.
- Summoning Just the Weapons have Four Usages and a Three turn Cooldown.


Declined: I'll preface this check by saying the general concept is fine. But a submission like this is basically three different summonings in one technique, each with their own usage restriction and allotted time on the field. In addition, these sets use different elements in conjunction with their items. Overall, they'd require individual submissions as they stand now.

 
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Glamdring
Type: Weapon
Range: Short
Rank: S
Chakra: -5 per turn
Damage:
Description: Glamdring is a staff forged in the days before the first great ninja war. It was forged out of chakra metal that was triple folded to increase it's strength. It has a retractible blade on the end which can be passively created, which was triple forged to hone the blade to make it as sharp as physically possible. When it was forged the steel was constantly being infused with earth chakra similar to method of the
(Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique. In doing this they removed the weight of the steel to un-hinder it's movements. The staff being thinand light as possible allowed it to be swung through the air with ease with next to no air resistance. Due to the triple folded steel the staff can only be destroyed by S rank power (Or two A ranks and so on). This sword has several unique properties:

Sting: The staff draws on 5 chakra per turn to emit chakra short range around itself that can't be seen, when ever a foreign chakra enters this field it will glow a bright blue for all to see. So if the user is hidden in the trees and an enemy is close, the sword will shine in it's sheath to alert the wielder.

Strike: The sword/staff being made of chakra metal being infused with earth element makes it highly adaptable to the weight jutsu. In an instant the user can activate the added weight jutsu increasing the weight of the sword x10 to increase it's destructive damage. Due to this they can cut through attacks of A rank and below due to the sharpness of the blade (within reason). The sudden increase in weight and force behind the strike releases wind currents (without being wind element) around the sword two feet on either side.

Arcane: This isn't really an ability but more of a passive effect making the staff adaptable in combat. With jutsu that require the user to make hand gestures rather than handseals, the user will swing the staff to achieve the same result. For example, if the user needed to swing his hand up to raise and earth pillar from the ground, he could make the motion with the staff, using the motion of the staff to raise the earthen pillar.

Magi: This is a method of great chakra control. The user will spend one of their moves per turn to release chakra around the end of the staff to create a structure of a weapon. This weapon will be dark in color like the staff, and it can only be one of the following, a fan, a gunbai or a hammer. It can be up to 1 ft around the staff, is B rank, ranks, lasts 1 turn and counts as a move per turn.

Note: Sting ability is constantly active and saps 5 chakra from the user.
Note: Strike can be used 3 times per battle, happens instantly increasing the weight of the whole sword. Counts a move per turn, and must wait two turns to use again.
Note: Extending the blade counts as a turn but kenjutsu can be used through it.

‡ Update Approved ‡
Updating:

Glamdring
Type: Weapon
Range: Short
Rank: S
Chakra: -5 per turn
Damage:
Description: Glamdring is a staff forged in the days before the first great ninja war. It was forged out of chakra metal that was triple folded to increase it's strength. It has a retractible blade on the end which can be passively created, which was triple forged to hone the blade to make it as sharp as physically possible. When it was forged the steel was constantly being infused with earth chakra similar to method of the
(Doton: Keijūgan no Jutsu) - Earth Release: Light Weight Rock Technique. In doing this they removed the weight of the steel to un-hinder it's movements. The staff being as thin and light as possible allowed it to be swung through the air with ease with next to no air resistance. Due to the triple folded steel the staff can only be destroyed by S rank power (Or two A ranks and so on). This sword has several unique properties:

Sting: The staff draws on 5 chakra per turn to emit chakra short range around itself that can't be seen, when ever a foreign chakra enters this field it will glow a bright blue for all to see. So if the user is hidden in the trees and an enemy is close, the staff will shine to alert the wielder. Not only this, but the staff will grow warm also.

Strike: The sword/staff being made of chakra metal being infused with earth element makes it highly adaptable to the weight jutsu. In an instant the user can activate the added weight jutsu increasing the weight of the sword x10 to increase it's destructive damage. Due to this they can cut through attacks of A rank and below due to the sharpness of the blade (within reason). The sudden increase in weight and force behind the strike releases wind currents (without being wind element) around the sword two feet on either side.

Arcane: This isn't really an ability but more of a passive effect making the staff adaptable in combat. With jutsu that require the user to make hand gestures rather than hand seals, the user will swing the staff to achieve the same result. For example, if the user needed to swing his hand up to raise and earth pillar from the ground, he could make the motion with the staff, using the motion of the staff to raise the earthen pillar. This would include if the user needed to slam his hand on the ground or stomp the ground, instead he would touch the ground with the staff.

Magi: This is a method of great chakra control. The user will spend one of their moves per turn to release chakra around the end of the staff to create a structure of a weapon. This weapon will be dark in color like the staff, and it can only be one of the following, a fan, a gunbai or a hammer. It can be up to 1 ft around the staff, is B rank, ranks, lasts 1 turn and counts as a move per turn.

Note: Sting ability is constantly active and saps 5 chakra from the user.
Note: Strike can be used 3 times per battle, happens instantly increasing the weight of the whole sword. Counts a move per turn, and must wait two turns to use again.
Note: Extending the blade counts as a turn but kenjutsu can be used through it.

Approved
 
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Fuinjutsu: Samazamana Shita - Sealing Arts: Diverse of Tongues
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
A passive technique which must be mentioned in the user's bio. The user is able to manifest sealing techniques that are created by direct marking, into a sealing tag made of paper or other material. A typical example of sealing jutsu that inscribe a mark directly to the medium is the mark of the flying thunder god which is made directly on the matter upon contact with the hand, the user instead, is able to create this marks on a paper tag and slap it on the target for same effect. The medium(paper) would manifest in user's hand with the markings already inscribed on it and when the paper tag makes contact with the target, the supposed effect would take place. This works vice versa. Meaning in a reverse manner, the user is also able to manifest a sealing technique which is by default on a paper or other medium, as a direct sealing mark. However, this would require hand contact with the target medium.
-Must refer to this jutsu when switching sealing manifestations.

Declined - what even is this? You just trying to get around the fact that you need med to place seals on your body? Because seriously, you can do this... without it being a technique already. I just... DNR. Oh and this would allow you to bypass the 5 seal limits for your bio by applying the seals mid fight.

Fuinjutsu: Fushinjin'na Aibu - Sealing Arts: Ungodly Caress
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
The user would infuse passive objects(tools, weapons, materials, etc.) or his own supplementary technique, with a fuin barrier. The fuin barrier is however noticeable as the object would now have an orange glow when infused with the barrier. Infusion of the barrier requires hand contact or the tiger handseals for remote infusion. The barrier has no offensive nor defensive property but its a devious and gluttonous one that would drain chakra from anyone apart from the user and those he wills, touching the object and feeds back the chakra to the user. The chakra draining property is a progressive one, starting from 50 chakra points in the first turn and doubles the next turn until the entire chakra is drained. If the target touching it happens to be unconscious or in a state that he is inactive, the barrier exploits the open window and gulps almost or the entire chakra at once. The user can deactivate the jutsu anytime he wants. A side effect is also noticed as fatigue sets in every turn the target's chakra is being drain. The fatigue is also a progressive one that increase twice as much every turn. The fatigue leaves the target tired with a -1 level decrease in base speed. This doubles in the next turn etc. The most plausible way of escaping the barrier is letting go of the infused object itself.
NOTE: 2x per battle
NOTE: Last until countered, user stops it or chakra runs out.
NOTE: 3 turns inbetween usage.

Declined - dnr, clashes with alot of existing things.

Sealing Art/ Sound: Fruit of the Spirit - Fuinjutsu/Ototon: Tamashī no Kajitsu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20(-5 per turn)
Damage: N/A
Description:
This is a combination of barrier jutsu and sound jutsu. Particularly. A daughter/advanced version of "Boundary Barrier Technique" and "Inner Sonar Skill". The user would focus his chakra and spread instead of a single detection barrier dome, billions of micro sized barrier fibres. The barrier threads/fibres are so tiny that the naked eyes is not able to view them. The barrier thread have the same properties as the boundary barrier in terms of movement and displacement detection and its unrelativity with matter as a whole. The fibres are very much and depending on the user, can spread it 360 around him or towards a particular direction, reaching up to 2 landmarks away. After releasing the barrier threads, the user would infuse each and every thread with his sound chakra, making each and every one of the thread also a medium for sound detection. This is to make the user not only detect movement, but also eavesdrop on what someone is saying from afar. The sound aspect however does not go deep like the body displacement detection of inner sonar skill, it only allows the user to detect audible sound in the area the fibres are situated. The fibres all originate from one point which is the user, thus they move with the user's movement.

Picture
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Video: After the "kill hamyuts meseta" scene(after first scene)

Declined - DNR. You can literally detect like this with cannon jutsu, but with realistic limits. 2 landmarks? Seriously? :p trying to save yourself a jutsu slot and some chakra? Also isn't the Boundary Barrier technique and inner sonar a higher rank than this? So how could B rank combine two jutsu and even spread two 2 landmarks? DNR.



Pitohui Kuchyosei: Okpakpa Parada - Pitohui Summoning: Okpakpa Parada
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: After following the summoning procedures, the user presses their palm on the ground or clap both hands together to summon Okpakpa Parada.
Okpakpa Parada is a very proud and lazy Pitohui that when called upon, instead of coming to the battle field, he summons the summoner and whoever the summoner wishes into her own body(uterus) at Modakeke, leaving the task of helping the summoner in the hands of her zygots. Due to this fact, nobody has ever seen her face but one would be able to predict her appearance from her zygots. The zygots are all cocooned in hundreds of eggs that are all over the wall and floor of her uterus and whenever the user deems it, one or more eggs may hatch, releasing corrosive liquids and a cloud of neurotoxin gas that fills entire short range of the egg. Since the user is immune the toxins Pitohui produce, he has no problem moving around without having to worry about the gas but the corrosive liquid from the eggs, he is not immune to. Depending on how the hatching occur, maybe an aggressive hatching where the eggs shell explode outwards thus the corrosive liquid is made to splash all over up to short range, or the subtle hatching, where the eggs shells falls to the ground close by and the corrosive liquids flows. In any case, the neurotoxin gas would spread in an omnidirectional manor.

Zygots
Emerging from each egg would be a premature hooded pitohui which has no wings, but rather arms that looks like threads. They are able to use the arms and the hood which is able to extend up to short range to restrict and crush a target with an A-rank power. The entire body of the zygots are cursed with neurotoxins thus contact with them would induce immediate paralysis. They can be destroyed with A-rank and above jutsu. Hatching an egg or more than one egg at once would count as a move if the action is triggered passively by the user. However, when an opponent happen to stumble on or make contact with an egg, it responds by itself, hatching and emerging to fight for the user.

Uterus
Okpakpa Parada's uterus is very rigid though organic, its dense and is able to even withstand the corrosive liquid S-rank strength corrosive liquid that is released from the eggs indefinitely making it very tempered and conditioned to withstand something of similar strenght and lower. Thus the uterus walls is immune to A-rank and below techniques, able to take 2 S-rank jutsus before it gives in, returning those within it to their former position.

NOTE: Can only be summoned 1x and last 6 turns
NOTE: No other hooded Pitohui can be summoned while one is in the uterus.


Pending: you didn't do a follow-up with LoK. I'll resolve the issue later today.

 
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Shīnju

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Resubmitting....
Edited.....



(Shadousutōkā) – Shadow Stalker
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: One of Toneris most prized possessions. Stalkers engineering was that far beyond any puppet ever made due to his master being one of the creators of puppetry. His Looks and Design all play key parts as to why hes the ultimate assasination puppet. Stalker is made of lightweight extremely durable Wood from his frame to the inside of his body providing him with A rank defense (B rank lightning can destroy him though) testing out the durability himself toneri would dilerably fight his puppet to test it making sure its made and wont fail in battle.He also has holes around his body that can release a variety of things from Both his palms , Heels , Back & chest that can open and close on the users will.Being a puppet used for stealth missions and Assassinations stalker is proficient in Combat just like his master. Excelling in CQC And the use of Vasts amounts of weapons also. Stalker is usually decked out in red crimson shoulder and heel armor (Purely Cosmetic) and a Large evilish Syandana like cape , that compliments his dark outside perfect for night missions etc..Stalker abilities consist of excelling at CQC From weaponry to Hand to Hand combat . allowing him to use non chakra and Chakra ( No Elemental )oriented Taijutsu..But his keen ability consists of being able to manipulate and make use of his special red energy (Equivalent to A-Rank) as shown by tonerie. This special energy the puppet is able to release is only available to otsutsuki puppets seeing as it was only used by puppets controlled by them. Stalker Can perform a multitude of uses with his energy , Form a Bubble shield , send off energy blasts in the form of a beam,The red "energy" stated is no more than colored chakra( Just used energy as a substitute). Due to it being advancely manipulated chakra it plays on equal terms with the basic 5 elements ,

Energy Proof (Advanced Chakra Control)
Time stamp is 1:02:35-1:02:45


Looks
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Note:Can Only Be Used By Otutsuki Clan Members
Note:Stalkers Red Energy can only be manipulated into one thing at a time & counts as a move
Note:Can Use His Chakra Based Attacks Up to S-Rank & Chakra Based and Non Chakra Based Taijutsu only
Note:Can only Manipulate the energy into basic shapes ( Circles , Blasts Beams , etc) No Dragons or wolfs or anything of that nature
Note:Due to the advanced chakra control to perform & manipulate the special chakra the user cannot use any jutsus while the puppet uses the red energy
Note: Can Only Be taught by Shinju


Declined: I have now discussed the extent of energy usage with LoK, and this line will henceforth serve as my guideline: "just offensive blasts of energy that is essentially pure chakra." Ergo, the puppet's main feature requires modest revision.


Resubmitting
Changed his abilities to just firing blast of chakra and using taijutsu

Bolded


(Shadousutōkā) – Shadow Stalker
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: One of Toneris most prized possessions. Stalkers engineering was that far beyond any puppet ever made due to his master being one of the creators of puppetry. His Looks and Design all play key parts as to why hes the ultimate assasination puppet. Stalker is made of lightweight extremely durable Wood from his frame to the inside of his body providing him with B-rank defense (C-rank lightning can destroy him though) testing out the durability himself toneri would dilerably fight his puppet to test it making sure its made and wont fail in battle.He also has holes around his body that can release a variety of things from Both his palms , Heels , Back & chest that can open and close on the users will.Being a puppet used for stealth missions and Assassinations stalker is proficient in Combat just like his master. Excelling in CQC And the use of Vasts amounts of weapons also. Stalker is usually decked out in red crimson shoulder and heel armor (Purely Cosmetic) and a Large evilish Syandana like cape , that compliments his dark outside perfect for night missions etc..Stalker abilities consist of excelling at CQC From weaponry to Hand to Hand combat . allowing him to use non chakra and Chakra ( No Elemental )oriented Taijutsu..But his keen ability consists of being able to manipulate and make use of his special red energy (Equivalent to A-Rank) as shown by tonerie. This special energy the puppet is able to release is only available to otsutsuki puppets seeing as it was only used by puppets controlled by them. Stalker Can send off energy blasts in the form of a beam,The red "energy" stated is no more than colored chakra( Just used energy as a substitute). Due to it being advanced, manipulated chakra it plays on equal terms with the basic 5 elements.

Note:Can Only Be Used By Otutsuki Clan Members.
Note:Stalkers Red Energy counts as a move.
Note:The user cannot use any jutsus while the puppet uses the red energy.
Note: Can Only Be taught by Shinju.


Approved: edits annotated in pink. Also, removed a few notes.


(Sobeku) - Sobek
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: Sobek is a Crocodile puppet. Sobek is roughly 30 ft in length , What makes sobek so special is his design and abilities . He is made up of durable thick rot resistance wood that is armored with spikes on his back , This wood allows sobek to swim in all kinds of water without the water turning his wooden body soft and weaker. He is also wrapped in a giant crocodile skin to cover his exposed wooden body. Due to his big tough wooden body He has tough armor that allows him to sustain A-Rank and below techniques (within reason) And his metal teeth allows him to easily chew through most objects. On land sobek is slow and runs 2 levels slower then standard Kage speed, but while in water he is on par with standard Kage base speed. Sobek being a replicated crocodile he shares some unique skills, Sobek can utilize the (Hiding With Camouflage Technique ) while in all types of water. It allows him to camouflage his big body in a large body of water to stalk and hunt down people or summonings using surpise attacks. Sobek also posses another ability that can only be utilized in water he can swing his tail with great force allowing him to propel himself out of the water to attack . His teeth and back spikes can also excrete puppet poison.

Looks
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Note: Can Only be Used by Otsutsuki Members
Note: The camouflage counts as a move, and lasts 3 Turns
Note:The propelling of himself can only be done once every 2 turns
Note: Can only be taught by Shinju


Approved: edits annotated in pink.

 
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Lightning Release: Electric Weaving Technique (Raiton: Denki Seishoku Jutsu)
Type: Offensive / Defensive / Supplementary
Rank: S
Range:Mid
Chakra:40 (-20 more for the molding phase and -10 for each time the threads are switched between Offensive And Defensive Modes)
Damage: 80
Description: The user will first begin by performing 5 handseals and then slamming their hand onto the ground sending large amounts of lightning chakra into their surroundings . Once a turn has passed the molding of the jutsu will be complete and all the lightning chakra in the terrain and structures will have formed into thousands of sharp silk like threads minuscule in size making them invisible the naked eye. Without any action these threads are dormant inside the terrain and the user is then free to take control of these threads. Now the threads alone can’t do much acting as basicly a much stronger ninja wire but if manipulated further they can be used for more offensive action. the first is the more offensive way. The user will manipulate the ends of the wires to a point allowing them to stick into objects and have lightning aggressively flowing through them electrocuting anything that comes into contact with through them doing this counts as a move. The second “Mode” is the more defensive mode. The threads will become manipulated and molded further to becoming thicker and more durable but can be seen by those off s - class and higher in this form. Aswell when in contact with this version the target will not be harmed but rather paralysed and numbed around the area in contact.
Note: The normal and offensive threads have A Rank Defense where as the Defensive variant has S Rank
Note the user cannot use the Offensive and Defensive Variants in the same turn
Note: Once formed the threads are self sustained
Note: Can only be used twice with a two turn cooldown
Note: No B Rank or above lightning the turn used and the next
Note: Lasts for 4 turns not counting the turn used and the turn spent molding the jutsu
Note: Can only be taught by Shroud

Declined - invisible? Also this is OP and too much for one jutsu and threads of lightning have been done before.
 
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Penguin

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

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


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

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

▽ Can only be used three times per battle.
▽ Can only be taught by Penguin
▽ The user can only cause explosions to ninjutsu produced entirely from their chakra
Can only be used on techniques up to S-rank.


Approved: edits annotated in pink. Yes, I goofed before. z.z

 
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pop123

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Summoning Animal: sea lions

Sea lions are a marine mammal that can swim easily through water and walk on all fours on land. They can range anywhere from 2m long to up to 50m long, with a thick coat and heavy bulk to match. On land the Sea lions are not particularly fast as they must waddle across the ground, however due to their aquatic nature when moving through water they are able to move at twice the base speed of their summoner. In addition they have a few useful physiological traits, namely their ear flaps which block out loud and hostile sounds making them immune to non-destructive sound techniques. They also have a thick layer of fat underneath their coat which is extremely effective at insulating them from the extremes of temperatures, so that techniques based on either high temperatures(Fire and etc) and very low temperatures(Ice and etc) lose -20 damage when they meet a Sea lion. Finally when a Sea Lion is summoned a large body of water is called forth with it, giving the Sea Lion a medium with which to travel through.

Scroll Owner: pop123

Other Users who have signed contract: To be decided

Summoning Boss if existing: To be made

Other Summoning Animals tied to contract: To be made


Declined: I believe is already in possession of a contract with the given species.



Fixed Spelling Mistakes

(Bunpuki no Yuigon) - Bunpuki's Testament
Type: Supplementary
Rank: D-S
Range: Short - Long
Chakra Cost: 10 - 40
Damage Points: N/A
Description: Bunpuki's Testament was a technique developed by the first Jinchuuriki of the Shukaku, Bunpuki; specifically designed to counter Water and Rain Release users. The technique involves the user calling forth billions of sand grains from the ground and manipulating them to absorb the moisture in the air. The technique specifically works with the sand grains absorbing water droplets and as such, the technique is designed to disperse clouds or to alternatively negate mist by manipulating the grains to absorb all of the water present in the mist. The technique in a sense exploits the weakness of Sand to Water, and thus in fact allows the user to use the sand to negate Water techniques of the one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. The technique however specifically targets moisture-based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as a wave of water. The size and strength of the sand grains depends upon the chakra put into the technique by the user.

Note: The user cannot heat up the atmosphere if this technique is utilized to counter an opponent's technique, with the only exception being if the technique happens to overpower that of the opponent. The atmosphere will also heat up if this technique is used against natural clouds or mist, as in clouds/mist not infused with chakra.
Note: The opponent and the user are rendered incapable of utilizing A Rank and above Suiton techniques for 4 turns if the sand grains happen to absorb most of the moisture in the air. Doesn't affect Water Specialists, such as Tobirama.
Note: The S Rank version can only be used four times per battle, with the user being unable to use S Rank and above Sand techniques in the next turn.


Update Approved


Resubmitting. Changes in bold
(Enkidu) - Heavenly Binding Chains
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: Heavenly Binding Chains is a Sand Ninjutsu technique that works on the same basis as the Earth techniques Sticky Earth Drop and Dropping Lid, taking in their unique property of opening portals on the battlefield and 'summoning' the jutsu. This technique essentially works with the user opening a single portal (or alternatively upto 8 portals) on any particular location(s) on the field. Upon forming, each portal releases a burst of sand grains that proceed to instanteously harden and 'materialize' in the form of chains. These chains can generally be elongated, enlarged and even contracted, all depending primarily upon the users choice with each chain reaching upto a maximum of 15m from their point of origin. Most notably, each chain has a blade at its front which is capable of acting as a striking weapon when launched at high speeds. The user can also choose to have a single or numerous chains either partially or completely wrap around a target and bind it in place, with the user manipulating the chains to twist and tighten in order to inflict damage and potentially break the targets bones. Alternatively however, the user can simply bind a target without potentially harming him or even have the chains recede into the portal (after having bound the target) in order to drag the opponent towards the chains point of origin. It is important to note that the chains can be utilized for defensive purposes as well, such as the manipulation of the chains to create a 'defensive chain net'. In essence, the technique allows the user to conduct a vast array of actions and introduces a great deal of versatility as the user can manipulate the chains for numerous purposes.
Note: The chains last only a single turn and automatically disperse in the users next turn. Moreover, once this technique has been performed, the user can only use Sand and it's composite natures (Earth and Wind) from the Basic 5 Elements in the same turn afterwards.
Note: The Rank of each individual chain is inversely proportional to the quantity of the chains created. For example, if the S Rank version was used and two chains were spawned, they would be A Rank each. As such, for the sake of simplicity, besides creating a single chain, only an even number of chains can be created (2, 4, 6, 8).
Note: The S Rank version can be utilized thrice per battle and the user may not use any S Rank or above Sand technique in the same turn afterwards.
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(Māku no Nekuromansā) - Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a layer of Sand that remains 'transparent' until the technique activates. The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc.. The creatures can reach up to heights of 14 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user may not use Sand techniques above S-rank as long as this technique is active


Declined: keep the CJ as it is.
Aside from being transparent, the surface area of your body isn't anywhere near enough to produce 14m creatures.


New Submission
(Amaterasu no Yokei) - Blessings of Amaterasu

Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The "Blessings of Amaterasu" is a unique technique based on the - Polarized Sand Formation: Burning Sand Camouflage and is an advanced version of the original technique. It works on the same basis as the original technique, with the user infusing his chakra into the sand, making the sand grains polarize and bend light; essentially causing the sand grains to be invisible to the naked eye. This practically makes it so that any Sand manipulated by the user becomes completely invisible to friend and foe. It is however important to note that Doujutsu users are completely capable of viewing the Sand as the technique simply affects the naked eye, and does not block off chakra. Similarly, those that possess Chakra Sensory are also unaffected by the technique, being able to identify the location of the Sand.

Note: The technique costs a move slot upon activation though it remains passively active afterwards. Moreover, the user may only use Sand, it's composite natures and the users main specialty for the duration this technique is active.
Note: The technique can be used thrice per battle, lasting five turns each.
Note: The user cannot use any Sand technique above S Rank for the duration this is active.
Changes in bold
(Māku no Nekuromansā) - Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a visible layer of Sand.The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc.. The creatures can reach up to heights of 2 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time and the size of a creature can be increased up to 14m total, by drawing in Sand from the terrain. Doing so costs as a move however
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user may not use Sand techniques above S-rank as long as this technique is active/


Approved: edits annotated in pink.

 
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Xicer

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Couple updates

(Doton: Kitei- Momou) Earth Style: Seismic Abrasions
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user concentrates their chakra into the ground below to manipulate the earth found there, stretching to long range from them. While this jutsu is active, the user can redirect seismic vibrations caused by earth techniques to the area beneath the opponent, deceiving them into thinking that the jutsu is emerging beneath them. This is accomplished by changing the density of the earth found there, cushioning some parts while hardening others to redirect the path that the vibrations ultimately take.
Note: Lasts 2 turns
Note: Can be used 3 times
Note: Only effective on A-Rank and below jutsu
Note: Costs a move slot on every use, but occurs during the same time frame.
Note: Can only be taught by Xicer

□ Approved. Edits made. □

(Doton: Kyojiiiiiins!) Earth Style: Titaaaaans!
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A (80 per melee)
Description: The users focuses their chakra into the ground by forming a series of 3 hand seals. Almost immediately, their body is taken over by the earth, forming a giant mound as it molds into a 15m tall version of the user, with the user in the nape of the neck. While in this form, the user loses himself to the earth, becoming a rampant beast, being able to maintain their ranks running speed due to the dexterity at which they are able to manipulate their chakra, and having a tendency to deliver very sloppy punches and kicks that have devastating force behind them. Due to the defensive nature of the earthen shell, the user is completely immune to B Rank and below jutsu (C-Rank and below lightning) due to the constant reforming of the body (although this also costs a move). Due to obvious implications, the user may only use S-Rank and below earth jutsu that emerge from the ground, and only by punching the ground to activate it.
Note: Usable twice per battle
Note: Lasts 2 turns or until destroyed
Note: Can only be used by primary earth specialists
Note: Can only be taught by Xicer



□ Approved. Edits made. □
(Doton: Kitei- Momou) Earth Style: Seismic Abrasions
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user concentrates their chakra into the ground below to manipulate the earth found there, stretching to long range from them. While this jutsu is active, the user can redirect seismic vibrations caused by jutsu emerging from the ground to the area beneath the opponent, deceiving them into thinking that the jutsu is emerging beneath them. This is accomplished by changing the density of the earth found there, cushioning some parts while hardening others to redirect the path that the vibrations ultimately take.
Note: Lasts 2 turns
Note: Can be used 3 times.
Note: Only effective on A-Rank and below jutsu
Note: Costs a move slot on every use, but occurs during the same time frame.
Note: Can only be taught by Xicer

(Doton: Kyojiiiiiins!) Earth Style: Titaaaaans!
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A (80 per melee)
Description: The users focuses their chakra into the ground by forming a series of 3 hand seals. Almost immediately, their body is taken over by the earth, forming a giant mound as it molds into a 15m tall version of the user, with the user in the nape of the neck. While in this form, the user loses himself to the earth, becoming a rampant beast, being able to maintain their ranks running speed due to the dexterity at which they are able to manipulate their chakra, and having a tendency to deliver very sloppy punches and kicks that have devastating force behind them. Due to the defensive nature of the earthen shell, the user is completely immune to B Rank and below jutsu (C-Rank and below lightning) due to the constant reforming of the body (although this also costs a move). Due to obvious implications, the user may only use S-Rank and below earth jutsu and only by punching the ground to activate it.
Note: Usable twice per battle
Note: Lasts 2 turns or until destroyed
Note: Earth is restricted to A-Rank and below the turn following this jutsu
Note: Can only be taught by Xicer

Approved

Both approved.
 
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Klad

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Resubmitting

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

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

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

Permission from Klad to submit this as it may be a bit similar to Torment of the Undying.
from Albel in where he allows me to resubmit.
from Nakiri to submit a technique similar to his Satan's Flame ability.

Meiton: Nekuromansā no Gisei - Dark Release: Necromancer's Sacrifice
Type: Supplementary
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A (+20 to specified techniques)
Description: Necromancer's Sacrifice is a technique in which helps in amplifying the user's other attacks through the use of earlier absorb chakra by any dark absorption based technique. The user will focus the dark chakra in his dark mark and bring out a controllable amount of light blue flames that they will place on themselves or their own weapons or whatever it is they so wish. This can be done because it only coats the outer layer leaving whatever it is they have coated to remain unharmed from the flames. The flames can be big enough to cover the user's entire body and will take the shape of any object's frame. Because these flames are an upgraded and advanced version from normal fire, anything this is applied on will gain +20 damage. This can apply to Kenjutsu/Taijutsu techniques, but it is not limited to them. As long as the object the user applies this technique on provides solidity, this technique will be feasible. Henceforth, the user can only apply this to his body, ally, or solid objects which are within the short range reach. Since the light blue flames can deal burns to extreme degrees, any part of a target which they strike becomes unusuable afterwards. Because the flames' size can be manipulated, the user can choose to only coat his limbs as to give more practicality to his attacks.

-Lasts for three turns and cannot be used consecutively, as it has one-turn cooldown.

‡ Declined ‡ The reasoning for the damage boost doesn't really make sense, nor does applying this to allies when I think about it. If you used this on yourself you wouldn't be burned since it's your chakra but use on other people? Nah, this would kill them. For the damage boost thing, think of it like this. Let's say you coated an A-Rank Earth technique in this, would this then make it the equivalent of S-Rank Earth? Nah, you'd have two layers. B-Rank Dark over A-Rank Earth. My suggestion is raising the rank of this to A and have the coating act as it's own technique (so coated techniques essentially become dual-layered).

(Fuuin/Meiton: Furuato no Jashuu) - Sealing/Dark Release: Runes of Heresy
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After making at least a single absorption, the user will focus their chakra into one of their replica dark marks. They will do this in order to mold the chakra for any Meiton technique and have it pre-set within the chosen dark mark. The dark mark will effectively ‘contain’ the technique until the user wishes to release it. This is somewhat akin to the use of scrolls to seal elemental techniques within. Whenever the user wishes to, they can release the technique from the mark passively and without any delay. It's release and initiation will be as fast as a standard chakraless Taijutsu technique as the preparation component is voided and therefore capable of intercepting of targets who are much faster than the user. If the mark is contact with the user, the chakra contained within can be leaked into their body for the use of Dark techniques which work internally. The dark mark must be in contact with the floor for techniques which are released into or created from underground. While a dark mark is ‘storing’ a technique, it cannot be used to perform other techniques, whether they are absorption or release-type. The jutsu utilized along this technique must be posted for reference alongside Runes of Heresy, though collectively they will only take up a single move and slot in the timeframe.

Note: Can only be used thrice per battle
Note: Must be posted alongside another Dark Release technique


(Fuuin/Meiton: Yakunan Shitsunen) - Sealing/Dark Release: Unholy Oblivion
Type: Defensive
Rank: S
Range: Short - Long (Absorption is Short-ranged)
Chakra: 40 (-5 chakra per turn while active)
Damage: N/A
Description: The user will place one of their dark marks in contact with solid matter in order to create a replica of it on the said medium. The created mark will be unique in the sense that it will also possess a pre-set function and a trigger, enabling it to activate involuntarily and without the user's volition. When a technique containing foreign chakra gets within the vicinity of the mark, it will initiate an absorption automatically; effectively sealing the technique before it can travel any further. It will detect this through an invisible and intangible barrier that is erected around the mark upon it's creation and will span a three-meter radial distance in every direction (including underground). To maintain this barrier the user will lose 5 chakra every turn it is active. The barrier will not react to the user's own chakra and will only be triggered by foreign chakra that passes through and/or is spawned inside of it. When this criteria is fulfilled, an absorption vortex will surround the vessel the mark is applied to and anything attached to or in contact with it. For example if this is applied to any part of the user's attire, the absorption vortex will surround their entire body like an armour. As with all Dark Release absorptions, it will abide by the element's S/W. The absorption vortex will be capable of absorbing neutral techniques of the same rank (S-Rank), one rank above for elements weak to Dark and one rank below for elements strong to it. As the chakra for this technique has already been molded and prepared in advance, this absorption is triggered instantly and thus will be fast enough to intercept and counter jutsu that are spawned right next to the user and/or those which travel faster than they can track. The initial creation of the mark is passive but when an absorption is triggered, it will count towards one of the user's three jutsu per turn.

Note: Can only be used twice per battle
Note: Fuuinjutsu component of this technique is A-Rank
Note: No S-Rank or above Dark in the turn a mark is triggered
Note: Only one mark can be created through each use of this technique
Note: Each mark created through this technique generates two absorptions

Declined - place a seal... that activates... and absorbs chakra. Even if it's based on dark release iit's been done so much before.

(Fuuin/Meiton: Yakunan Shitsunen) - Sealing/Dark Release: Unholy Oblivion
Type: Defensive
Rank: S
Range: Short - Long (Absorption is Short-ranged)
Chakra: 40 (-5 chakra per turn while active)
Damage: N/A
Description: The user will place one of their dark marks in contact with solid matter in order to create a replica of it on the said medium. The created mark will be unique in the sense that it will also possess a pre-set function and a trigger, enabling it to activate involuntarily and without the user's volition. When a technique containing foreign chakra gets within the vicinity of the mark, it will initiate an absorption automatically; effectively sealing the technique before it can travel any further. It will detect this through an invisible and intangible barrier that is erected around the mark upon it's creation and will span a three-meter radial distance in every direction (including underground). To maintain this barrier the user will lose 5 chakra every turn it is active. The barrier will not react to the user's own chakra and will only be triggered by foreign chakra that passes through and/or is spawned inside of it. When this criteria is fulfilled, an absorption vortex will surround the vessel the mark is applied to and anything attached to or in contact with it. For example if this is applied to any part of the user's attire, the absorption vortex will surround their entire body like an armour. As with all Dark Release absorptions, it will abide by the element's S/W. The absorption vortex will be capable of absorbing neutral techniques of the same rank (S-Rank), one rank above for elements weak to Dark and one rank below for elements strong to it. As the chakra for this technique has already been molded and prepared in advance, this absorption is triggered instantly and thus will be fast enough to intercept and counter jutsu that are spawned right next to the user and/or those which travel faster than they can track. The initial creation of the mark is passive but when an absorption is triggered, it will count towards one of the user's three jutsu per turn. Upon absorbing a technique, the user can release a Dark Release replica of it composed of purple flames, from any of their marks, but this will cost a move.

Note: Can only be used twice per battle
Note: Fuuinjutsu component of this technique is A-Rank
Note: No S-Rank or above Dark in the turn a mark is triggered
Note: Only one mark can be created through each use of this technique
Note: Each mark created through this technique generates two absorptions
Note: The replica is the same shape, size, speed and damage as the absorbed jutsu

‡ Both Pending ‡ Leaving for Vex.
 
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Vayne

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Bit of a long one this time, sorry <_>

(Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used three times, lasting the same duration of the nara technique it was used with or 2 turns max. Additionally, the illusion can be performed in the same timeframe of using the nara technique. This technique can only be used once every two turns and no genjutsu for the following turn after this is used.

Approved - made edits





(Kage: Erebus) - Shadow Arts: Erebus
Type: Supplementary
Rank: Equal to the technique that activated it
Range: Short
Chakra: Equal to the technique that activated it, then five per turn
Damage: Dependant on the technique that activated it
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The strength of the form depends on the amount of chakra used. The user can use additional chakra 4 times per battle and 6 times per event in order to have a strength increase to the form. The amount of chakra that can be added is limited to 20, translating into a two rank increase. A ranks and above can only have the increase used thrice per event. The technique can be used 4 times per battle and 6 times per event. As mentioned in the description the form lasts as long as the trigger technique.



(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked. The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into multiple copies of him. The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used four times per battle, lasting 3 turns.The user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc). The third manner, denoted Gamma, allows the user to apply some aspects of the technique to other shadow techniques. By doing so, it allows the technique to behave similar to Protection of the Na, as in, allowing the technique to immediately react to offences on it, and attack it in the same moment. This allow a shadow technique, that is normally restricted to attacking objects when the object is directly on the shadow, to attack an object when it gets past the shadow, thus giving it a means to stop airborne attacks. This can be used 3 times per battle and would last the original duration of the original technique.

In ability Alpha and Gamma, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.
-Usable 4 times per battle.

Declined - you still have it so, for example, Beta can be active for 12 turns in a match, 12 turns of constant defense when shadow jutsu take so much strain. Basically, you can spread out your shadow around you once for up to 4 turns for the first effect, after it ends that's it. Second one, you can activate it up to 4 times for a single turn. Just make that clear. And you make shadow jutsu so long <_< Could explain this in like 2 sentences <_<
(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle, counts as a move and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked.

The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into multiple copies of him. The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used three times per battle, with each usage lasting three turns. The user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc).

In ability Alpha, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.

Notes: Usable 4 times per battle.

Approved

Ink link if needed

(Ninpou: Davinci's Angou) - Ninja Arts: The DaVinci Code
Type: Attack/Defense/Supplementary
Rank: N/A
Range: Short/Mid/Long
Chakra: -
Damage: -
Description: Through the usage of this technique, the user becomes capable of expanding his usage of ink release to unparalleled levels. It enables the user of drawing constructs and anything within the realm of ink release, without the usage of a brush or scroll. It enables the user to draw with his entire being acting as a brush. This allows the user to draw with his nose for example, albeit less detailed and basic constructs. However, by expending more chakra (5) the user become capable of manipulating the ink in order to achieve perfect and complex drawings. By building on the usage of chakra in order to aid the ink user, the technique enables the user to draw through the usage of chakra alone. For basic usages the user would spend 10 chakra points, however for complex ones 15 chakra points would be needed. This ability becomes useful when the user lacks the ability to properly draw or move. The technique does not end on making the user a living brush, it also extends to techniques used by the user. In order to achieve this the user would release/add ink into the technique he is using, allowing the two to mix, without actually hindering the effects of the initial technique. The ink mixed with the techniques can then be used once deemed necessary by the user. For each type of element the ink would react in a specific manner.

When used with water release and water based attacks, the ink would give the water a different colour, depending on the colour of ink used. Once the user wishes to use the ink, it would separate from the water, removing the colour change and allowing it be used normally with the added twist of the ink creation becoming more viscous, adding as a result +20 to the ink technique used. If the ink had some special properties the water would gain them. If the water had some special qualities, like stickiness, the ink technique would gain them as well. If the combined water and ink hits the target the attack would have a +20 damage bonus.

When used with fire release and similar, the ink would not have any visible effects on the fire itself, but rather on the area surrounding it. The ink would quickly evaporate while still moving along with the fire, it would produce a coloured shroud around the fire. Once the user wishes to use the ink the techniques would have a twist added to them. They would not be in their normal ink like state. Instead they would be in a form more close to a gas. The technique would lack all of its physical damage powers, instead having that damaged converted to burning damage. In addition to that, if the ink had some special characteristics, such as poisonous, those abilities would persist while also existing if the fire/ink combo hits. The fire/ink combo would also get a +20 due to the burning ink.

When used with lightning and similar, the ink would have no effect on the lightning, harmlessly blending with it. However, once the user wishes to use the ink, some unique properties would occur. If the ink is used to create animals or creatures that have the ability to move, they would move at 2 times the speed. This is due to the lightning 'exciting’ the ink in a sense. Somewhat similar to the raikages lightning armour. When used with techniques that lack mobility the ink created would gain the ability to affect techniques one rank higher than they normally would. This is due to the ink moving extremely quickly while still maintaining the shape of the construct. This vibration/movement essentially gives the ink a +20 boost.

When used with wind and similar, the ink would have no effect on the wind. Once the the user wishes to use the ink, he would be incapable of forming complex forms, only basic structures. However the wind would push the ink forwards, increasing it’s speed and subsequent damage by +20 points.

When used with earth, the ink would make the earth technique become slippery, preventing any foreign contact with it from being maintained. The user can however dictate if the slippery trait would affect him or allies. Once the user wishes to use a technique, it would become filled with earth particles that not only boost the technique, but also give the technique further blunt force damage. This translates to a +20 damage boost. Furthermore, the ink can be spread on the field or other structures on the field, allowing the user to use ink release techniques from anywhere on the field.

The technique is passive, however it is limited in its usage. Adding ink to elements can be used five times for each, however only five times per battle. Essentially this allows the user to use 'elemental ink' 25 times per event, but only five times per a single battle. For 'elemental ink' it costs 10 chakra points to mix ink with the desired element and 15 additional chakra points to use the ink. In other words, a D rank ink to be used with an element would cost 10 for mixing, 25(10 + 15) for using, and the additional cost of the element it is used with. This results in the technique being quite a chakra requiring beast. However, no usage limit exits on the ability to manipulate ink without a brush. In regards to elements that belong to one branch but have different states, then they would succumb to the gains of the state. For example, mud would be treated like water while ice would be treated like earth.

Declined - first of all you didn't fill out the template fully, so that's enough to decline it, secondly this just isn't the way we have seen ink release to work, and i'm pretty sure you can't release in from your body unless you're B, only draw stuff and give it life? I dunno, will let Nk check it next time

(Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. Initially it has no active effects, laying dormant until a shadow based technique is used. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used four times, lasting for three turns in dormant state. After activation, the technique can essentially last indefinitely much like most illusions if not broken.

Declined - no to the dormant, it can be used with a nara technique and last while the nara jutsu does as the medium for the gen. And needs a drawback and only useable 3 times, apart from that, nice



(Kage: Erebus) - Shadow Arts: Erebus I have a rogue on wow by this name
Type: Supplementary
Rank: -
Range: Short
Chakra: -
Damage: -
Description: Legend has it that Erebus was born of chaos itself, tasked to be the primordial representation of darkness. Erebus, the creator of light and death themselves was one of the mightiest deities. This technique, discovered by the ancient Naras, allows the user to tap into the direct powers of the father of creation. The technique demands such a great amount of studying that all who have tried to master it have lost their minds and in some cases their lives. As such, the scroll containing information on the technique was hidden for centuries. It was only when Vayne discovered the scroll did this technique become possible. It is rumoured that in order to master the technique the user must actually lose a portion of their mind…

Damn story mode filler <_<
The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. This has been interpreted by some as portions of Erebus himself becoming a part of the users subconscious. Erebus would grant the user an ability attributed to primordial darkness itself. It changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user. The strength of the form depends on the amount of chakra used. The user can use additional chakra 4 times per battle and 8 times per event in order to have a strength increase to the form. The amount of chakra that can be added is limited to 20, translating into a two rank increase. A ranks and above can only have the increase used thrice per event.

I really like it but not sure if its in the powers of Naara, reminds me of rogue which is cool. But hmmm... Nk can check this

✦ Declined, just like the first check, this is auto declined for not filling the template out fully. This has no rank, chakra information nor damage. How did you ever think this was being approved? And i havent even touched the abilities yet. You go through an elaborate and long explanation to say that you make a shadow version of Hozuki jutsu. All this talk about Erebus and primordial gods and shit needs to go or be heavily altered. You keep referring to this like it's a weapon "Erebus grantsthis, it allows that" but you spend more time saying what it allows you to do than you do explaining what Erebus actually is. Rewrite this without all the filler and primordial stuff and cut to the point and fill the template out correctly, this also needs a usage and duration limit. ✦
(Ninpou: Davinci's Angou) - Ninja Arts: The DaVinci Code
Type: Attack/Defense/Supplementary
Rank: N/A
Range: Short/Mid/Long
Chakra: Stated in each usage
Damage: -
Description: Through the usage of this technique, the user becomes capable of expanding his usage of ink release to unparalleled levels. It enables the user of drawing constructs and anything within the realm of ink release, without the usage of a brush or scroll. It enables the user to draw with his entire being acting as a brush. This allows the user to draw with his nose for example, albeit less detailed and basic constructs. However, by expending more chakra (5) the user become capable of manipulating the ink in order to achieve perfect and complex drawings. By building on the usage of chakra in order to aid the ink user, the technique enables the user to draw through the usage of chakra alone. For basic usages the user would spend 10 chakra points, however for complex ones 15 chakra points would be needed. This ability becomes useful when the user lacks the ability to properly draw or move. The technique does not end on making the user a living brush, it also extends to techniques used by the user. In order to achieve this the user would release/add ink into the technique he is using, allowing the two to mix, without actually hindering the effects of the initial technique. The release/addition of ink should follow what the user is capable off. For instance, it cant be released from a normal user's body similar to how Killer B would. The ink mixed with the techniques can then be used once deemed necessary by the user. For each type of element the ink would react in a specific manner.

When used with water release and water based attacks, the ink would give the water a different colour, depending on the colour of ink used. Once the user wishes to use the ink, it would separate from the water, removing the colour change and allowing it be used normally with the added twist of the ink creation becoming more viscous, adding as a result +20 to the ink technique used. If the ink had some special properties the water would gain them. If the water had some special qualities, like stickiness, the ink technique would gain them as well. If the combined water and ink hits the target the attack would have a +20 damage bonus.

When used with fire release and similar, the ink would not have any visible effects on the fire itself, but rather on the area surrounding it. The ink would quickly evaporate while still moving along with the fire, it would produce a coloured shroud around the fire. Once the user wishes to use the ink the techniques would have a twist added to them. They would not be in their normal ink like state. Instead they would be in a form more close to a gas. The technique would lack all of its physical damage powers, instead having that damaged converted to burning damage. In addition to that, if the ink had some special characteristics, such as poisonous, those abilities would persist while also existing if the fire/ink combo hits. The fire/ink combo would also get a +20 due to the burning ink.

When used with lightning and similar, the ink would have no effect on the lightning, harmlessly blending with it. However, once the user wishes to use the ink, some unique properties would occur. If the ink is used to create animals or creatures that have the ability to move, they would move at 2 times the speed. This is due to the lightning 'exciting’ the ink in a sense. Somewhat similar to the raikages lightning armour. When used with techniques that lack mobility the ink created would gain the ability to affect techniques one rank higher than they normally would. This is due to the ink moving extremely quickly while still maintaining the shape of the construct. This vibration/movement essentially gives the ink a +20 boost.

When used with wind and similar, the ink would have no effect on the wind. Once the the user wishes to use the ink, he would be incapable of forming complex forms, only basic structures. However the wind would push the ink forwards, increasing it’s speed and subsequent damage by +20 points.

When used with earth, the ink would make the earth technique become slippery, preventing any foreign contact with it from being maintained. The user can however dictate if the slippery trait would affect him or allies. Once the user wishes to use a technique, it would become filled with earth particles that not only boost the technique, but also give the technique further blunt force damage. This translates to a +20 damage boost. Furthermore, the ink can be spread on the field or other structures on the field, allowing the user to use ink release techniques from anywhere on the field.

The technique is passive, however it is limited in its usage. Adding ink to elements can be used five times for each, however only five times per battle. Essentially this allows the user to use 'elemental ink' 25 times per event, but only five times per a single battle. For 'elemental ink' it costs 10 chakra points to mix ink with the desired element and 15 additional chakra points to use the ink. In other words, a D rank ink to be used with an element would cost 10 for mixing, 25(10 + 15) for using, and the additional cost of the element it is used with. This results in the technique being quite a chakra requiring beast. However, no usage limit exits on the ability to manipulate ink without a brush. In regards to elements that belong to one branch but have different states, then they would succumb to the gains of the state. For example, mud would be treated like water while ice would be treated like earth. Additionally, adding ink to the element would occur in the same timeframe of the release of the element.

Chakra cost:
5 for manipulation with body parts
10 for creating basic constructs through chakra
15 for creating complex constructs through chakra
10 for mixing with elements
15 for activating it's usage with elements


Declined - If I'm honest, most if not all of this doesn't make sense. The damage boosts aren't justified either. The only element that can really blend with Ink is water and even then, depending on the scale the Ink would just become diluted and dissipate throughout it. Personally I think you should scrap this particular idea.

Dropping;
(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: -
Range: -
Chakra: 10 per turn | Up to fifty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool said to be the cause of extrication of entire civilisations. GOA takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are known.

First and foremost, the garb’s connection with user and the user’s capabilities. GOA bonds to the user; Vayne, and latches into his deepest desires of power and glory. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing, however, if he was concentrating on a object it would be bumped up to three times. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is within short range of Vayne. It costs five chakra points per turn in normal cases, and ten chakra points if Vayne were to concentrate on an object.

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. This basically makes GOA the greatest accessory, allowing the users to no longer need to buy clothing and furniture at overpriced ninja markets. However, despite it’s cosmetic traits, this ability does have a battle application. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used three times per battle and five times per event. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing more than forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. The fifty point mark would result in an increase that lasts for one turn, after which the ability can not be used until six turns pass. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts, this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara related technique is used, GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can three times per battle and five time per event actively sacrifice chakra in order to have a storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Minimum of Kage rank
-Requires the user to be a master of nara clan techniques and ninjutsu
-Can only be used by a nara.
-Must be stated in the user’s biography or the start of the battle.
 
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Luther

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

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

Declined - now you've cleared that up, how can you slam a coin on the ground below your opponent? Do you throw it at their feet? I'ts just weirdly worded.
Made the wording clear.

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

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

Declined - if you throw it at their feet, it will remain there, not move with them, so if the coin is the focal point of the technique, avoiding that will get them away from the jutsu without fuuin being involved. Also lightning isn't repelling in the rp. It's either shocking, destructive or sharp.

Genjutsu - Fuhai no dankai: Illusionary Arts: Stages of Putrefaction.
Type: Offensive
Rank: S
Range: Short -Mid
Chakra: 40
Damage: N/A
Description: In the human body putrefaction otherwise known as decomposition is the process which limbs, organs can be broken into simple matter either from death or human interactions. This genjutsu core premise revolves around this process and preys on it utilizing the two main stages which are bloating and skeletonization that is to say complete decomposition of flesh to bare bones. To perform this technique the user makes use of the boar and Dog hand seals in quick successions and casts his or her opponent in an illusion where initially, their limbs both feet and leg have swollen exponentially and have become bloated to three times its original size making usage of it extremely difficult and painful as a result of their body beginning to decay, which is noticed as their skin begins to gradually fall off like hair strands when being combed out. After a turn this bloating further progress to the abdominal region until it encompasses the whole body at which point the rate at which the victim skin is decomposing becomes increased and their bare bones begin to be seen as flesh strip apart from their body at an accelerated pace than before. In reality the user has already thrown multiple explosive kunai tags all aimed at his vital arteries to make a precise cut.
Note: Can only be used twice
Note: The illusion last for three turns unless broken.

Declined - similar grim illusions have been done before. Also, you've got an S rank with no restrictions. Do you even know what restrictions are? I mean an S rank illusion, this would take an F rank surge to break, seeing many of them around? Or extreme damage to yourself. And why would you damage yourself if you're falling apart anyway.

Binturong no Abraham: Abraham of the binturong
Type: Offensive and defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Abraham is one of the senior leaders of the binturong family and is also one of largest in the group he is same size as gamabunta, he is not a very outgoing person and often refuses to perform requests at the behest of sakazuki his summoner. His nick name is called ‘’defector’’ a moniker given to him by his fellow family members because of his insubordination towards people. Morally he is reprehensible person who sees fighting and spilling of blood in the shinobi world as good and something that should be embraced albeit his is not under any ideas of the ninja system himself and the need to survive. For a person his weight he is versatile and agile and has 2.0x the speed of a kage when running allowing him to create sneak up attacks and make a planned attack with his summoner, he is a lightning master and is capable of performing lightning attacks of all ranks with no hand seals/hand gestures. He has a tough skin is impervious to a rank techniques and below with taijutsu based attacks s rank and below being the exception, excluding NB tai or eight gates. He is capable of wielding his lightning techniques in combination with his three large katanas strapped to his back every time he is summoned and can accomplish this by chakra infusion. Like all binturongs known for their climbing and adaptability skills partly due to their four legged ness, he can make great leaps and jumps into the air surpassing 50 feet with great weight either being ninja tools or persons strapped to his body. When on the ground he can sense chakra signatures beneath his feet making him aware of suspicious items allowing him not to be cut unaware by underground attacks or any sabotage. Unfortunately Like other binturongs he is not a sensor and can use any sensory techniques to notice his opponent’s chakra to deduce his location, as this is only limited to techniques. He also can only use genjutsu up to rank a and that is limited to three times a battle his ability is also limited when it comes to genjutsu release as Abraham can only help release his user from it through physical contact or chakra transfer however this is limited to only low ranked techniques: b ranks only. He is capable of using taijutsu nb tai excluded and kenjutsu based attacks through the aid of his sword and as other binturongs is capable upon choice of swallowing his summoner whole and placing him in his belly as a means of an absolute defense, he is able to communicate with his summoner through non verbal contact and certain gestures which is particularly useful on spy missions or when in the ninja world. He has a very unique body pigmentation and colouration similar to use of a chameleon but different in coloration which his skin which allows him to move in a surreptitiousness manner and blend in with the surrounding environments albeit can be easily noticed by any dojutsu or sensory technique.

Note: This summoning can only be used by sakazuki
Note: Last for four turns
Note: Each ability counts for a single move in the turn


Declined: like before, there're way too many abilities for just one animal.

 
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(Fuuinjutsu: Sosei-ki no tsubasa) - Sealing Arts: The Blade of Genesis
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: The Blade of Genesis is a sealing technique to be placed on your weapons. It works in a similar way as FTG does in letting the users prepare their weapons beforehand (it should be mentioned in the bio/start of the battle). What the seal does is, that when the user activates the technique, it starts emitting strong electromagnetic waves that can be felt by other metallic weapons in the range. The seal manipulates the waves, which lets it control the objects affected by this electromagnetic waves. By controlling the positive and negative charges, the seal can control the direction of movement of the metallic objects. It can also put the metallic object in motion, from a state of rest. An example of this would be, when the opponent throws a kunai, the user can throw his special kunai which would release this electromagnetic waves to change the direction of the opponent's kunai and hit the target. A single seal can affect as many as 20 metallic, non-chakra enhanced objects. It can also affect custom weapons (if they do not have a soul of their own).
Note: Can only be taught by Flásh.
Note: Can only be used 5x.

Declined - DNR. Heard of magnetism release?

(Kuchiyose no Jutsu: Marin) - Summoning Technique: Merlin
Rank: S
Type: Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Merlin is one of the elders of the snakes of Ryuchi Cave, who specializes in Sage Arts. With a total length of 1 meter, she is one of the shortest snakes in the group. However in spite of her size, the other snakes fear her because of her brute strength and battle experience. Merlin, having participated in countless battles, possesses immense knowledge and keen intellect. Merlin's primary ability allows her to merge with the user's spine, to gather natural energy and transfer it to him, enabling the user to keep sage mode active as long as the Merlin's Mode is kept. This also lets her stay on the battlefield as long as she wishes. When she merges with the user's spine, she covers the entire back area of the user so as to protect him from any harm from his blind spots. Alternatively, she can also be summoned as a partner to battle against the opponents. She is able to perform ninjutsu and use Senjutsu Techniques along with Water techniques up to S-Rank. When she is not merged with the user, she can stay on the battlefield for a maximum of 4 turns. Thanks to her strength, she is able to withstand up to B-Rank damage, and once up to A-Rank damage.
Note: Can only be taught by Flásh.
Note: When in battle, she stays on the field for 4 turns.

Declined - DNR, the bold has been tried before, A


(Ninjutsu: Pūrukurabu) -Ninja Arts: The Pool Club
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: While in Academy, the students are taught Water Surface Walking Practice technique that enables them to walk on water. In battles however, this happens passively and without needing much chakra control as the person is now used to walking on water. The users of Pūrukurabu will channel their chakra into the water body, or part of the water body, to fill it with their own chakra. The user's chakra inside the water body will prevent the opponent from walking on the water body, and make him fall inside the water, draining him with it.
Note: Can only be taught by Flásh.

Declined - "Draining him with it" what does that mean? Not only this but just because you have chakra in water what about it makes it so they can't walk on it?
 
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