Custom Jutsu Submission - III

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Zaphkiel

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(Fūinjutsu: Geijutsu Soshite Kaikaku) – Sealing Technique: Artifice and Revision
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Multiple Infinite Embraces. Through an infusion of chakra the applied sealing tag will, upon contact with its target, release an intangible barrier on its target, much like armor. Those entrapped within the armor will experience the disruptive effects of the Multiple Infinite Embraces, but to a lesser degree. The target will be unable to mold chakra above S-Rank while affected while also losing 50 chakra per turn, allowing the user to gain the stolen chakra. Unlike the Multiple Infinite Embraces, which can be escaped by destroying the barrier, this barrier can only be destroyed by destroying the tag which it is applied to. Because of the nature of this technique it can be used within the same timeframe as the tag which it is applied to. Can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.

♪ Approved, made edits. ♪

(Fūinjutsu: Kōsoku Fantajia) – Sealing Technique: Restraints of Phantasia
Type: Offensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique employs the usage of barriers to create a technique designed to restrain targets, much like the restraining effects and pressure displayed by the Multiple Infinite Embraces. With a single hand seal the user causes a large geometric barrier to encapsulate the target in what appears to be a box. The barrier itself can fit to the size of its target, allowing it to even be employed to trap summons as large as Gamabunta, but not as large as targets such as the Gedou Mazou. The barrier is rather simple, it exerts pressure preventing the target from moving while also entrapping them within the physical construct. The barrier is rather simple to escape, however, in that it only requires an A-Rank technique to shatter it from within. Unlike the Embraces, which specialize in sealing abilities and chakra, the Restraints of Phantasia is only able to restrain its target independent of the user. The Restraints can also be used on targets within mid-air, causing them to plummet to the ground. Although when used in such a manner the target, when hitting the ground, will not sustain damage as the barrier will absorb the fall. Restraints of Phantasia can only be used three times per battle with two turns in between applications.

♪ Declined: Reduce the scale by quite a bit, this won't be able to restrain boss summons lol or anything close to that size. Specify that the barrier must be maintained by the user if you want it to have any sort of paralysis effect on the opponent. ♪

(Fūinjutsu: Arashi Monshō) – Sealing Technique: Storm Crest
Type: Defensive
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. By crossing the user’s arms the user produces a barrier which emerges from their arms as a hemisphere/half-dome construct in front of them, protecting them from frontal attacks. The barrier is incredibly durable, only being able to be broken by A-Rank attacks, playing neutrally to elemental techniques. The advantage created through the use of Storm Crest is its potent speed, enabled simply by the user crossing his arms; this makes the technique very potent and possible to use, even in close quarters combat. When activated Storm Crest can be sustained at a minimal chakra cost per turn. Because the barrier is sustained by the user they are able to regenerate the barrier retroactively from its creation. As such attacks which lack the strength to destroy the barrier simply cause the barrier to return to full strength (at the cost of a move), requiring that the barrier be overpowered completely by an attack in order to neutralize it. Storm Crest can be used three times per battle with a single turn in between applications.

♪ Approved: Made edits. ♪
 
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pop123

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Resubmitting from here


(Daishi no Me) - The Fourth Eye
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The Fourth Eye is a more advanced version of the existing Third Eye technique developed by the Fourth Kazekage. Unlike the original technique, it allows the user to create two eyes out of sand capable of levitating. Both of these eyes maintain an invisible link with the optic nerve, thus allowing the user to see with these eyes. Naturally, it results in the user being unable to use both of his natural eyes however it allows the user to severely restrict any possibility of a blind spot and to observe multiple areas at once even if the users main body is restricted. The user can alternatively utilize the technique for long-distance spying, depending entirely on how the user chooses. Because the eyes are constructed entirely using Sand and are not truly connected with the users main body, it negates the possibility of any visual Genjutsu targeting the user (through created eyes).

Note: If the user chooses, he may create an additional two eyes (total of four). Doing so however halves the duration of this technique.
Note: The eyes can be destroyed by the enemy, or the technique itself can be deactivated by the user. When this happens, the user will be able to use his natural eyes again
Note: Once activated, the eyes remain passively active for 4 turns or until destroyed

♪ Approved ♪

Resubmitting from here

(Bunpuki no Jesshi Keitai) - Bunpuki's Embodiment
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Mid
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: The technique is based on Sand Attack Heaven Burial, and is a much more advanced variation of the original technique. It allows the user to create constructs anywhere on the field upto Mid-Range from the user, matching a specific part of the users body, such as the creation of a large arm or a leg. By compressing and hardening the sand to withstand damage whilst carrying a lot of force, it allows the user to easily utilize the technique for offensive or defensive purposes. The structure created using the sand carries the ability to perform the exact same action as the user performs, thus a fist created from sand would deliver a punch only when the user himself performs a punch. The physical strength and size of the technique however depends on the chakra focused on each construct, thus making it very possible for one construct to be weaker than the other.

Note: To explain the size per rank, a B Rank construct would be 5m, an A Ranked construct would be 10m whilst an S Ranked construct would be 15m; in terms of length, width and height.
Note: The S Rank version can only be used twice per battle, with a 1 turn break between each use. Moreover, the user may not use above A Rank and above Sand techniques in the next turn if the S Rank version is used.
Note: Only one construct can be created per usage, and it disperses in the next turn following its usage.

♪ Approved, made edits. ♪

(Kōtei Rei) - The Emperor's Edict
Type: Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: N/A
Description: The Emperor's Edict is a technique that exploits the superiority that Sand possesses over Earth Release, and the fact that the Earth can be used as a source to generate and sustain Sand Ninjutsu techniques. It works with either the user directly coming into contact with the opponent's Earth technique or alternatively the users sand doing it. Essentially, the user focuses his chakra into the opponents Earth technique and instantly converts it into Sand by altering the techniques properties; having it grinded, crushed up and then finally dispersed. The user can apply this ability to any form of Earth Release such as normal rocks, mud or swamp; following Sands S/Ws. However, what truly makes the technique interesting is that it can be applied to the terrain as well. This essentially let's the user to instantly transform any terrain that either has the characteristics to be used as a medium to perform Earth techniques or alternatively form a core part of Sand Release (silica, quartz, granite etc) into Sand. Once the terrain is altered, it can only facilitate the perfomance of Sand techniques. Basically, the user and the opponent both lose the capability to perform any elemental technique (excluding Sand) that requires the Earth as a source i.e Doton, Mokuton, Koton etc for the duration that the technique is active.
Note: When applying the technique upon the terrain, the range is directly proportional to the Rank. As such B Rank extends upto Short Range, A Rank upto Mid Range and S Rank is for Long Range.
Note: The technique costs a move slot upon activation, but passively remains active afterwards.
Note: The S Rank version can only be used thrice per battle, and the user may not use any S Rank or above Sand technique in the same turn.
Note: Can only be taught by pop123


Declined: please do not resubmit. The earth-to-sand conversion, such as it has been described, already exists as canon. And to be a bit more precise, it is Earth Release: Bovine Intervention (A-rank). It was a CJ donated by Lili-Chwan.


(Māku no Bachiatari) - Mark of the Accursed
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The technique 'Mark of the Accursed' is a unique technique that allows the user to differ from the usual manipulation of Sand. Generally, Sand is compressed and hardened however this technique brings in a distinct factor that involves the expansion of Sand structures. Basically, the user channels his chakra either into the terrain or any Sand structure present anywhere on the terrain, infusing his chakra into them and compressing them into thousands of 5cm spherical clumps of sand. Once the user has done so, he can manipulate the clumps to expand and instantaneously explode in a synchronized fashion. This results in sand grains scattering across the terrain in an omnidirectional blast ranging upto Short Range from the techniques point of origin, though it's range in terms of height remains an exception as it reaches upto Mid-Range in that case. The sand grains essentially act as shrapnels and pierce right through the targets flesh and bone, as well as any other obstacle present in its course, completely destroying most of the surrounding. If the user somehow happens to be within the blast radius of the shrapnels due to any particular case of scenario, he can choose to utilize a Sand users capability to manipulate sand grains, and can as such alter the characteristics of the blast, changing it from being omnidirectional blast to an outwards 90°, 180° or 270° blast, one specifically targeting the opponent.

Note: Can be used four times per battle with a one turn break inbetween each use
Note: Can only be taught by pop123

‡ Approved ‡

(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 technique costs a move slot upon activation, but can passively remain active for 2 turns.
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 four times per battle and the user may not use any S Rank or above Sand technique on the turn the S Ranked version ends.
Note: Can only be taught by pop123
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Declined: this seems like a stretch, and more likely S/T. There are two primary issues, and they aren't mutually exclusive. First, the portals being passive can't happen. In a departure from the two Doton examples, this submitted technique isn't a one-and-done. And by that, both open and close portals within a single turn instead of over the span of multiple turns. In order to keep the portals open, a proportionate amount of chakra would have to be spent during subsequent turns. Now, the other critical issue is deciding which abilities would still be usable while the portals remain active on the field. Again, unlike the two Doton examples, you aren't merely dropping something onto the field and letting gravity do the rest. On the contrary, the chains of sand would be constantly manipulated. As such, you would be limited in regards to your chakra nature manipulation so long as the chains of sand are sustained. Ergo, at best you'd be able to use Sand and its composite natures, Earth and Wind. In addition, all three fields would be limited to A-rank and below usage while any of the portals remain. A couple of other issues would be the lack of usage restriction for the A-rank level, and also reducing the total number of times the S-rank level can be used. Given the S/T concern, I will double-check with another RP mod.

Edit: I checked with another mod, and yes, it does seem to be too much like S/T. Resubmission will require great changes.

(Māku no Bachiatari) - Mark of the Accursed
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The technique 'Mark of the Accursed' is a unique technique that allows the user to differ from the usual manipulation of Sand. Generally, Sand is compressed and hardened however this technique brings in a distinct factor that involves the expansion of Sand structures. Basically, the user channels his chakra either into the terrain or any Sand structure present anywhere on the terrain, infusing his chakra into them and compressing them into thousands of 5cm spherical clumps of sand. Once the user has done so, he can manipulate the clumps to expand and instantaneously explode in a synchronized manner. This results in sand grains scattering across the terrain in an omnidirectional blast ranging upto Short Range from the techniques point of origin, though it's range in terms of height remains an exception as it reaches upto Mid-Range in that case. The sand grains essentially act as shrapnels and pierce right through the targets flesh and bone, as well as any other obstacle present in its course, completely destroying most of the surrounding. If the user somehow happens to be within the blast radius of the shrapnels due to any particular case of scenario, he can choose to utilize a Sand users capability to manipulate sand grains, and can as such alter the characteristics of the blast, changing it from being omnidirectional blast to an outwards 90°, 180° or 270° blast, one specifically targeting the opponent.

Note: Can be used three times per battle with a one turn break in between each use

♪ Approved ♪
 
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Awkward Linguist

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(Fuuton: Nakigoe Touhou Ato Ookawa) - Cry Me A River
Type: Offensive
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: A simple and useful technique the user can do to cause inconvenience and displeasure to their opponent. The user will begin by focusing his fuuton chakra on the air surrounding the target and will drastically increase the airflow - especially around their face. This increase in the flow of air will mean that the target will feel the air become a lot colder. Since this is focused around their face, their eyes will become drier causing them to blink faster as their tear glands release a lot of tear fluid in attempt to remoisturize the eyes. Overtime their eyes will become red & itchy and the opponent will be fighting the urge to rubbing them.

Note: Usable a total of 5 times.

♪ Declined, DNR. ♪

(Suiton: Ho-rudo Roppou kimitachi) - Hold up fam
Type: Offensive
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: A handy jutsu that the user can perform at any situation. The user will capitalize on the moisture in-between the targets fingers by focusing their suiton chakra on it and causing sticky liquid to rapidly form. Their fingers will quickly become stuck together - making it difficult to perform hand seals. The user can use this jutsu when the opponent is performing a series of long hand seals, causing them to stop.

Note: Usable thrice.

♪ Declined, DNR: This would, by nature, result in timeframe breaches ♪
 
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(Ensui Katatsumuri Kuchiyose: Oushiza) Cone Snail Summoning: Taurus
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Taurus is considered one of the two strongest of the cone snail family. Being a major brute and considerably unique. Taurus is the only one who loves to be used as a weapon. Thus the only one who is able to aid his master in more than just summon form, being able to turn into a weapon. Taurus is roughly two times bigger than a normal human (The shell is included in the size) and is the only summon that can be summoned in weapon form. Even though he can be summoned in weapon form. Very similar to king enma where they studied this technique from, he can move by himself to aid the user in anyways. His regular body is back though you can never see his full body as its attached to the shell, you can tell by his eyes as they stick out from the shell along with his mouth. His Shell is a midnight black Taurus symbol (♉) on the middle of his shell. Taurus has a very gruff voice while often times talking with his summoner casually and often like to think of himself as the users protector and trusted adviser. Helping him in anyways, but his friend most of all. The shell takes the shape of a cone and is very sturdy, strong, and durable, giving him immunity to A rank and below elemental techniques (Can defend against one S rank) and up to S rank Taijutsu (Excluding EIG Techniques) when he withdraws into his shell, this being his defense (This is excluding all techniques that come from below due to her shell not covering her bottom half unless fully withdrawn). Just like every cone snail he has a harpoon for a tongue being the size of a rope. Allowing him to launch the harpoon (Tongue) towards an opponent in haste but noticeable (Similar to a throw kunai) The poison with this cone snail is one of the average ones. This cone snail harpoon is coated in toxins instead of it needing to be released. The toxin from the harpoon is a fast acting toxin which cause the opponents body to work double, simply to keep from passing out. The toxin isnt meant to to be fast acting, but to slowly exhaust the opponent out, causing all of their chakra for jutsus to be doubled until the toxin is free from their body. Depending where the harpoon is shot it can be lethal (Piercing through the head, or heart) Taurus can then withdraw the harpoon bringing the opponent with it, or release the harpoon from the opponents body retracting the harpoon it itself. This is all cone snails way of fighting. Withdrawing into the cone shell for defense and extracting the harpoon for offense. Just like every cone snail, he has a special ability. but his is very unique in a way that he is the only one able to turn into a weapon. When he turns into a weapon, a puff of smoke appears revealing a two sided blade axe with the taurus symbol in the middle of it. This technique was studied from the 3rd hokage and king enma, replicating ways on how they function. The Axe is majorly heavy and sturdy thus only allowing those who have tai as a specialty. Taurus is able to see through the axe via "sense" or he could simply open his eye revealing an "eye" on the axe. Taurus is able to act on his own whim thus being able to expel his harpoon from the axe to strike, constrict, or anything they can use their harpoon for. The special thing about Taurus in this form is he able to cut through one jutsu per turn A rank and below (Can cut through one S rank but must wait 1 turn to cut through another technique) by coating itself in chakra dispersing the technique or dismantling the technique once its cut in half. While easily being able to deal slicing damage with ease adding a +20 to all kenjutsu techniques.

Note: Can only be used once and last 4 turns
Note: Must State what form he is summoned in, if not, then default is animal form
Note: Striking the opponent with the harpoon counts as one of the users 3 turns
Note: Transforming the summon into an axe dont count as a move but effects time frame
Note: Cutting through techniques count as one of the users 3 turns
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Declined: kinda similar, albeit to a fairly lesser degree than reverse summoning, the ability for an animal to transform into a weapon is something several other contracts already do. That the submission includes mention of both Hiruzen and Enma just means this snail's most notable ability is nought but an imitation—nor is it the first occurrence, second, etc..​


Summoning Animal: Squids
Scroll Owner: Teno
Other Users who have signed contract: None
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background:
Squid are cephalopods of the order Teuthida, which comprises around 304 species. Like all other cephalopods, squid have a distinct head, bilateral symmetry, a mantle, 2 tentacles and 8 arms. Squid are strong swimmers and certain species can "fly" for short distances out of the water .The main body mass is enclosed in the mantle, which has a swimming fin along each side. The skin is covered in chromatophores, which enable the squid to change color to suit its surroundings, making it practically invisible. The underside is also almost always lighter than the topside, to provide camouflage from both prey and predator. At the front of the mantle cavity lies the siphon, which the squid uses for locomotion via precise jet propulsion.In this form of locomotion, water is sucked into the mantle cavity and expelled out of the siphon in a fast, strong jet. The direction of the siphon can be changed, to suit the direction of travel.

Squids in the narutoverse are very similar to how they are in the real world. Each squid in the contract contains 8 legs and 2 tentacles that is larger than the legs. The tentacles unlike the legs only have one sunction which is located at the end of their tentacles with a tooth which makes all of the tentacles from the squids have a slicing effects. Squids are awesome swimmers, being able to maneuver under any harsh conditions underwater but are also able to be summoned on land. Though they are the strongest in water. Each Squids have an ink sac which can be released in a gaseous state or liquid state. The ink in most cases are used for supplemental purposes (Blinded the opponent, etc) but in some cases can be used for offensive purposes. The suctions on the legs of the squids have incredible force and depending on the summon, the suction can feel impossible to break from unless the squid let go (This differ upon summons, the weaker ones have a weaker grip, while the stronger ones have a stronger grip)

♪ Approved ♪

(Ninjutsu: Teno no Jutsu ) - Ninja Art :Teno Technique
Type:*Supplementary
Rank:*A
Range:*Short
Chakra Cost:*30 (-5 per turn)
Damage Points:*N/A (+15 to technique)
Description:*is a unique variation of the existing Shadow Clone Technique. The technique involves the user creating a miniature shadow clone which then proceeds to fuse with the user in a similar manner to the Amphibian technique utilized to merge with Ma and Pa. The clone essentially serves the purpose of fueling the user with a particular elemental chakra, which can then be infused with the user's techniques. This allows the user to perform elemental techniques that possess the characteristics of two different elemental natures, that of the technique itself and the element selected by the clone. This infusion is not complete however as the users own technique will retain precedence, as such, for example a Suiton technique infused with Earth will not take the form of an Earthen technique but will rather adopt certain traits of Earth techniques i.e high density, impact force etc. It is important to note that the chakra systems of the user and the clone do not merge directly, as such, it allows the user to freely access any one of the Five Basic Elemental Natures via the clone fusing similar to when naruto infused wind chakra into the toads water technique.

Note: This technique last 3 turns and can infuse into the user once per turn
Note: Can only use three turns and must wait 2 turns before use
Note: Each infusion counts as a user turn

♪ Declined, DNR: This would have to abide by the clone rules (meaning if you used it, you'd sacrifice half your chakra), and the type of infusion (depending on the element) would have potential to clash with numerous other infusions/techniques. The name is great though. ♪
 
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Vegeta

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( Hebi Kuchiyose - Boitatá ) Snake Summoning - Boitatá
Type: Attack/Defense/Supplemental
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Boitatá, the most proficient of all Snakes in usage of Katon, is a personal summons of Vegeta Valentine. He is comparable in size to Manda with bull-like horns on his head. From just behind the top of his skull, fire runs down his back all the way to his tail and what looks like quills come off him in a staggered pattern down his body, his tail is pointed, having an ax shape to it with a spear tip in the center. The razor sharp horns as well as heavy blunt/sharp tail can be used for striking and would also carry burning damage from him always molding his Katon. Its eyes are stunning and bright, its stare can possibly blind as it rivals Fire Style: Fire Whisp jutsu in brightness if he focuses his gaze upon someone. Boitatá is very strong even by large Snake summons standards, a fierce powerful menacing minister of death whom, despite his natural affinity to Katon and burning things, loves nature and especially the forest, and even resides in a river that runs deep underneath Ryūchi Cave. He is an avid swimmer moving as fast as he can on land (Kage rank Taijutsu Master). He could usually be seen rising from the depths of the river, as the fire running down his back would boil the water around him making bubbles and steam appear on the surface of water as he got closer. This fire on his body was so condensed and so much a part of him from birth that it would not be extinguished by anything less than death. He was trained by none other than the White Snake Sage, training for 50 years in usage of Ninjutsu, Senjutsu and Katon. After many years residing in the depths of the Cave's inner networks of tunnels and rivers, he sensed a unique entity above near the entrance of the cave. Sensing Vegeta's burning desire and the Natural Energy coming from him, he watched Vegeta's Sage Mode training from afar with great interest, using Hiding with Camouflage to blend in to his surroundings as he watched, refusing to interact with Geets until he could master entering and sustaining Sage Mode, seeing anyone unable to use Senchakra as unworthy of his presence whether they had signed the blood contract or not. After quite some time had passed, Vegeta was finally able to enter and maintain Sage Mode like 2nd nature. This was when Boitatá made his grand entrance. Signing a special blood contract with him, Vegeta trained with him further at the cave, honing their combination work perfectly allowing Vegeta to better use him in battle. After sometime the 2 were in perfect sync, and Vegeta left for home once more. He vowed only to summon Boitatá, his most trusted of Snakes, in times of dire need. He did not enjoy the likes of what he considered unworthy people and becomes fierce and battle ready when summoned, he's not the type to simply be called for simple errands transportation, as he would probably laugh and auto disperse upon being asked to do so...by anyone but Vegeta that is.

Abilities:
- Can communicate with humans and snakes alike, mentally with his summoner
- Uses Basic Senjutsu, Ninjutsu (No scrolls), Snake Ninjutsu and Katon with no seals
- Solar Flare: Able to glare at any one on the field focusing his Katon to his eyes like Fire Release: Fire Whisp, blinding the enemy for 1 turn
- Can sense with heat/scent/vibration) and can also sense things thru their Life force and natural energy, also able to detect intent
- Can access Natural Energy and can use Sage Art: Inorganic Reincarnation and can use the Chakra Transfer technique to dispel the user from Genjutsu up to A rank, or to help the user enter Sage Mode or extend Sage Mode by 2 turns using the same method, however doing so will make him immediately disperse
- Cannot be harmed by his own or his summoners Katon chakra or Senchakra and is impervious to B ranks and below

~Notes~
- All abilities cost a move
- Only those allowed by Vegeta may summon Boitatá
- Must know Snake Sage Mode to summon Boitatá
- Cannot be summoned to the field if Manda is present, unless Manda was summoned by an opponent
- Can be summoned 2x per battle, however only stays for 3 Turns and has a 2 turn cool down.

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Declined: unreasonable, with far too many abilities. And being summonable twice, at S-rank, isn't happening.

 
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Goetia

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Bakudō #79. Kuyō Shibari / Way of Binding #79. Nine Sun Bind
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (+60, +x amount per technique)
Damage: N/A
Description: Drawing chakra from their circulatory system, the user will flow it through one of the Dark marks on their hand. Then, raising their arm and bending it at the elbow, holding it before their chest with the palm facing the opponent, the user will create 9 orbs of Dark chakra which surround the opponent within close proximity. These orbs exhibit rather strong suction power, which, due to being from 9 different directions of the opponent, will prevent them from moving to a great extent. Small and minor movements and accomplishable, but nothing more. These orbs will all absorb the target’s chakra over time at a steady rate. The orbs can be broken if their threshold for absorption is exceeded, according to the S&W scheme of elemental interactions (F-Ranks for elements weak to Dark, B-Ranks strong to Dark). Any technique used to destroy the orbs that are within their capabilities of absorption will be nullified, due to the chakra being sucked from it.

⇒ Technique lasts during whole turn of use
⇒ Orbs must be created within short-range of target
⇒ Usable 4 times

Declined - this is beyond dark release. Dark chakra orbs that have suction that stops them from moving? Please.

Meiton: Dākugoddo no Kaiten Ha / Dark Release: Dark God’s Revolving Blade
Type: Offensive / Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn, +10)
Damage: 80
Description: Gathering Dark chakra from their reserves, or by manipulating pre-existing Dark chakra on the field, the user will summon a series of blades composed of Dark chakra around their being, which remain anywhere within short-range around the user. These blades will remain stationary around the user, but upon mental command, can be triggered to spin violently around the user at an extremely fast rate, allowing nothing to breach its pattern. The spinning swords will encompass a maximum range of 5 meters around the opponent whilst spinning constantly, to prevent enemies from getting close and attack from afar whilst limiting close quarters engagement, and will follow the user if they begin to move around the field. Each of these blades can be mentally manipulated freely by the user, allowing single swords to break off from the pattern in order to defend from smaller projectile attacks. Further, the blades can be flung at the opponent at high speeds individually, in groups or as an entire collective. Unless the swords have been destroyed, the user is capable of manipulating them from anywhere on the field, either returning them to their state of surrounding the user, or swarming the enemy with them. Another usage of this technique is to skewer a sword within the ground, where the sword will then emanate Dark chakra within a square area of 5 meters. If the opponent passes within this area of the sword, the blade’s Dark aura will leech chakra from the target and store it within the blade. Upon doing so, the user may either use the chakra within the blade to partially restore their Dark reserves, or detonate the blade, causing an explosion.

⇒ Lasts for 3 turns
⇒ Usable 3 times

Declined - Having spoken with Lok, he agrees with me on this, please clarify that by "Dark chakra" you mean the released dark flames, which is the form of dark release that you will be allowed to manipulate in such a manro.


Meiton: Kurai Kami no Fukkatsu / Dark Release: The Dark God’s Resurgence
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (+x amount per technique reabsorbed)
Damage: N/A
Description: This technique is unique amongst the library of jutsu under Meiton, for the simple fact that it is not designed to attack, defend, or steal chakra from the enemy. But rather, it is to increase the utility of the user’s Dark techniques and ensure greater resource efficiency in battle. By making slight configurations to the Dark seals on each hand, any Dark chakra the user subsequently generates will be affected by this modification, which takes effect once a technique is released on the field. Normally, when Dark techniques are released and used, they do not last and thus die out once they have served their use. However, after using this technique, by altering the nature of the seals and thereby the nature of any Dark chakra that is stored within them, the user’s Dark techniques can be reabsorbed at any point in time while they are on the field, returning to the user and restoring their Dark reserves. This can also be used on techniques which have just been used, are self-sustaining or otherwise linger on the battlefield, allowing the user to restore their lost chakra from surviving techniques which did not have any effect. Using this jutsu to manipulate Dark techniques on the field does not require physical contact or for the user to be nearby the technique, as the chakra will instinctively be drawn back to the seals on the user’s hands. This reabsorption is passive in nature, and does not affect timeframe.

⇒ Can only reabsorb 2 jutsu per turn
⇒ Usable 4 times

Declined - 1. you would need fuuin/med mastery as you're altering a seal on your body to create such an effect 2. I wouldn't allow you just absorb your attacks back like a yoyo. Defeats the point of dark, your offensive power comes from you absorbing another's power. Not your own.
 
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System001

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Updating

Suiton: Yakkaina Jōkyō | Water Style: Sticky Situation
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will slam their hands on the ground and send a absurd amount of suiton chakra into the ground, channeling it beneath a target. They will draw the moisture from underground and create water. Then by performing the ‘Dragon’ hand seal the water will burst from underground from all around the opponent. The water erupting in the form of eight dragon headed shaped water tendrils that are fairly dense and have a sticky quality that enables them to cling to the opponent, as well as a having a high piercing rate. Once the tendrils attach to their target, the user can preform the ‘Dragon’ handseal causing the tendrils to implode, if the tendril was completely wrapped around a limb, severe damage would be caused rendering the limb relatively unusable. The the tendrils will home in on and swiftly attack any enemy or foreign substance that enters within short range of their position. The tendrils can be long enough to restrain large summons such as Gamabunta

Restrictions
- Can only be used 2x
- No suiton jutsu S rank or above for the rest of the turn and the next turn.
- Alternatively this technique can be conjured from a water-source
- Can only be Taught by -Scaze-

Declined - gamabunta scale is too much for this, as he is 100m tall. So these could be up to 100m long, and with that anything would be within short range of these and so they would just home in on anything and everything. Keep the original.

 
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Ańbu Juniør

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Ōkami No Dappi | Molting of the Wolf God
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A branch technique of Fenrir's Armament that was created on the same concept of fur manipulation, but for offensive and supplementary purposes rather than defensive ones. During his constant battles, Kotetsu realized that while his ninken could repel incoming attacks, they were susceptible to techniques that would latch onto their body, and they would also be at risk when unable to move. Similar to the parent technique, a Ninken would cause all of their fur to stand on end by channeling chakra throughout their body and into their skin and, through the use of chakra, harden it to the point where it could be comparable to steel wire. In the case of a fused Ninken, they will be able to replicate their own fur onto the body of their Inuzuka partner by utilizing the effect of Fenrir's Lesser Oblige, which allows an Inuzuka to host characteristics of their Ninken onto their own body. The Ninken will then release the hardened, needle-like fur in either a particular direction or in an omnidirectional manner at incredible speeds. The power of the spikes of fur would be able to pierce through solid defenses of the same rank and below and can be released quick enough to take most opponents by surprise. After the fur has been released the Ninken will then saturate their skin with chakra and regrow their fur entirely after two turns. High Breed Ninken however, as a result of their enhanced constitution will be capable of immediately growing their fur back by spending -20 chakra. Additionally, the newly grown fur will have a thickness to it due to the aforementioned saturation of chakra that increases its defensive capabilities, granting one rank to all S-rank and below Inuzuka techniques that utilize a Ninken's fur for two turns.

Notes:
- This technique can only be used two times per Ninken and 4 Times max, and a Ninken must wait two turns before using it again.
- No S-rank or above Inuzuka techniques can be used in the same turn.
- Fenrir's Armament cannot be activated in the same turn this technique is used, and if it is active while this technique is used, then the armor will fall away along with the released fur.
- Instead of firing the entirety of their fur, a ninken can instead choose to shoot fur from different parts of his body.
- Can only be taught by Ańbu Juniør.

Approved

Fenriru Kōtakunoaru Gōon | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: This technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. The Ninken will open their mouth and manifest a massive amount of chakra before them and condense it to form a large sphere which, despite being incredibly dense and massive, travels at an incredible speed once released through a roar, howl, or bark. Once the sphere comes into contact with its target it will unleash its massive power in the form of a dome-like explosion, engulfing anything within short range, and due to the amount of compressed chakra that is used to shape the sphere, it's equivalent in strength to elemental techniques of its own rank. Alternatively, a Ninken can swallow the earlier created sphere and then release it as a massive beam of chakra that moves even faster than the projectile version. However, instead of the explosive nature the technique holds when released as a sphere, the beam solely focuses on its ability to pierce objects of the same rank, and is also equivalent in strength to elemental techniques of its own rank.

Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use, and no S-rank or above Inuzuka techniques can be used by the Ninken in the same turn.
- If two or more Ninken collaborate in the creation of the sphere it will count as a single usage, but the power of the attack doubles.
- Can only be taught by Ańbu Juniør.

Declined, rip of TBB. At least make it somewhat different next time.

Ōkami No Kaminoikari | Wrath of the Wolf God
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 50
Damage: 90
Description: Existing as the pinnacle of Gatsuuga or Gatenga variants, Wrath of the Wolf God requires the expenditure of vast amounts of chakra so as to reach staggering gyration speeds. Initiated by channeling chakra throughout the body so as to cushion internal organs and heighten muscle, bone, and connective to place the body in an above peak state, Wrath of the Wolf God will have the user then begin to spin just as they would when utilizing a Gatsuuga or Gatenga technique. The difference, however, lies in the immense amount of chakra that will flow through, and seep out of the user's body. At times the chakra will spin in the same direction as the user, at other times it will spin in the opposite, adjacent or random angles that will generate increased traction for even greater rotations per minute. Regardless of the manner in which the chakra spins, one thing will be certain, that the user's physical spin will far surpass that of any Gatsuuga or Gatenga technique ever demonstrated. So fast in fact, that the air will visibly ripple in the wake of the user as they move, as the user will easily achieve the tops speeds of Dance of the Wolf God, and a howl - said to be that of Fenrir himself will emanate from the user's position. The flaw of this technique, however, is that it is not immediately invoked at its full power. On the turn of its creation Wrath of the Wolf God will only possess the power of an S-ranked attack (it is considered neutral to elemental techniques), however, as the user's rotation speed continuously increases it will, by each passing turn, receive a cumulative +10 damage boost that will allow it to reach its full powered forbidden ranked damage by the turn after it is used. Once Wrath of the Wolf God is started, it can only be stopped by the user or a technique of equal or greater power, against anything else the Gatsuuga/Gatenga will merely momentarily lose momentum, and then immediately recover by the beginning of the next turn, it may be vital, then, for an opponent to stop it in its initial stage, before it can ramp up in power.

Notes:
- This technique can only be used once per Ninken or Inuzuka. If an Inuzuka uses it, then the Ninken cannot use it, and vice-versa.
- The backlash when this technique ending is severe, once stopped the restrictions will take a turn to kick in. On the next turn, the user will, on account of achieving such immense rotation speeds, experience severe dizziness to such an extent that they will not be able to walk properly, halving their speed, and their vision will also be severely impaired as everything will appear blurry. On account of motion sickness, the user will experience severe nausea that will prevent then from using any technique that involves spewing a substance from the mouth for a turn, and their extremities will be racked with pain for two turns.
- If canceled before Wrath of the Wolf God can reach its forbidden ranked power, then the user will only experience the pain backlash, and for only one turn.
- If the complete version is achieved the user will, upon receiving the backlash, be barred from Inuzuka or taijutsu techniques above B-rank for two turns.

Approved, added parts.
 
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Alyx

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Resubmitting edits made in bold, removed some parts.

(Teigu: Murasame) Imperial Arms: Murasame
Type: Weapon
Rank: S-ranked
Range: N/A
Chakra: N/A
Damage: N/A
Description: Murasame is an ancient katana that was said to be forged from blood of many people it has slain over in a lifetime. Some said it was cursed by a demonic force, though most of these stories are simply folklore created in the many generations that has passed. The blade eventually fell into the hands of a young swordsman - embedding their power into the sword and thus caused it to evolve as the years go by. Murasame’s nickname “The One Cut Killer” is not simply some cosmetic name, but rather a twist on it’s actual ability.

The structure of the blade’s metal was crafted with a metallic core, one that allows the blade to accept chakra being flowed into it as a chakra conductive weapon much like kunai and shuriken but also this design allowed the blade to be unbreakable in nature. This allows it to be immune to rusting, corrosion , snapping under massive amount of pressure etc however this doesn’t translate into the blade being able to counter ranked techniques(meaning defending an A rank jutsu with just the blade alone). In free form clashes however, it means the sword is able to have the upper hand as it would not break under these circumstances while in situations where another indestructible weapon may clash with it, it will simply do nothing but clash like normal . The blade is laced however with summoning seals along its outer structure - The blade is laced however with summoning seals along its outer structure - allowing for it to summon poison from it at the cost of -10 chakra per turn but not taking a move slot

This begins the first part of the blade’s powers, and thus where it earned the name “One Cut Killer”. The summoning seals on the blade, are colored in a similar fashion to that of the sword thus can’t be seen with the naked eye but upon closer looks, one can see a translucent liquid dripping along the blade. This liquid is the poison produced by the user, who needs to be a Medical School Poison Release user to do so as the blade’s poison carries the same effects as the Poison Release: The Plague Technique resulting in the death of a slashed target in three turns should the poison be allowed to spread. The effect is achieved through direct contact and using only the normal toxins and byproducts of the enemy's metabolism as source. The chakra will potentiate these toxins and multiply them, creating a cascading effect of increasing toxicity which can culminate in the enemy's death if he doesn't stop the spreading of the technique or receives treatment. The only difference between the two poisons is the coloration which Murasame itself changes in order to hide the poison better.Once the target has been affected, cosmetic formulas will also begin to spread across the surface of the skin,though as mentioned this is purely cosmetic.


The other ability of Murasame is its form of sentience. This sentience is very limited in the sense that it doesn’t have any sort of acute senses but similar to Samehada, the blade has the ability of recognizing its master. This in turn allows for the blade when an unworthy target tries to infuse their chakra into the blade, Murasame will nullify this chakra thus preventing any usage of chakra based techniques through it as well as shutting down its seals and preventing any more poison from leaking out. This sentient ability has an active and passive effect in which passively Murasame due to having its own chakra source acts as an outside augmentation to its user. The user will passively apply their natural elemental affinity be it primary and or secondary into the sword or even an Advance Element(CE not included), allowing Murasame to “adapt” this chakra into itself and when the user utilizes selected element, Murasame will passively infuse chakra into it’s owner increasing the power of jutsus by +10 in damage, acting similar to Chakra Transfer Technique. This ability however has its own restraints, as it prevents the user from fueling elemental chakra other than the desired adapted on into the blade. Meaning if one should infuse lightning into the sword, wind chakra can't be fueled into the sword for the rest of the battle as it can't be changed later on. The active ability is that by allowing Murasame to become the source of a technique that is actively being produced by its user such as a mode , familiar etc of the desired element the user infused into the blade. This can be applied to up to three techniques per event, once per battle when in the NW but only twice per battle in general areas of conflict(such as BA, Tournaments etc). This active ability is B -ranked in nature, requiring 20 chakra in order to apply it and can be done within the same time frame of the technique, and allows the technique to remain active indefinitely. It also removes the user’s need to constantly focus chakra for said technique and can now use elements they normally couldn’t due to the restriction of the technique; that is if any of restriction of the sort existed. The sword can only be used by Nakiri and those whom he/she allows to wield, though Mastery of Medical Ninjutsu and Poison Release is required to use it.


Pending - i'd like vex to check this as he checks all other medical customs.
You must be registered for see images
Formulas Spreading as the Poison Does in the body
You must be registered for see images
Dropping CW:
Completed Poison Here:

♪ Declined: Defending against A rank jutsu with just the blade? Wew make that cost a move. In freeform clashes, it should clash with any weapon the same way, regardless of denseness. The poison ability is fine, and I'm cool with it. However, I'm not going to approve that as well as the elemental infusion, and passive damage boost. Remove those, and the sword should be fine. ♪

(Bakuton: Ten no Geijutsu) – Explosion Release: Art of the Celestial
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A rather unique technique in the sense that compared to other Bakuton based or influenced techniques this technique is rather tame for its nature. It doesn’t focus on the damage output nor anything of an offensive sorts, as a matter of fact its more passive to it nature in which this technique allows the user to influence the color of their explosions. The concept is based on traditional fireworks, thus when exploding release a range of dark and bright coloration to them, in which this technique seeks out to do by allowing the user when utilizing a Bakuton technique to mimic this. This takes up no chakra and is rather personal choice of preferences based on the user ranging from blue, green, red , yellow , white , purple etc of all sorts of shades. This is a cosmetic ability and must be mention in the user’s bio in order for it to be applied to his Bakuton based techniques or mentioned at the beginning of a battle.

Declined - seriously? Like are you being serious? No chakra to change how a jutsu works? Don't bother filling out the template, that's cool. Anyway, no more passive shit, we have enough of this, instant declines from now on. And once again you have given no logical reasoning for the effect? WHat changes the color of the blast? For the most part you would need the cause of this to be something you infuse into what creates the blast, much like the powder in fireworks, but this would be CE pretty much, now apart from that the only other way would be through YY to change it to this extent. Anyway, DNR.
Resubmitting: Removed stuff based on the previous check and some redundant lines, bolded minor edits

(Teigu: Murasame) Imperial Arms: Murasame
Type: Weapon
Rank: S-ranked
Range: N/A
Chakra: N/A
Damage: N/A
Description: Murasame is an ancient katana that was said to be forged from blood of many people it has slain over in a lifetime. Some said it was cursed by a demonic force, though most of these stories are simply folklore created in the many generations that has passed. The blade eventually fell into the hands of a young swordsman - embedding their power into the sword and thus caused it to evolve as the years go by. Murasame’s nickname “The One Cut Killer” is not simply some cosmetic name, but rather a twist on it’s actual ability.

The structure of the blade’s metal was crafted with a metallic core, one that allows the blade to accept chakra being flowed into it as a chakra conductive weapon much like kunai and shuriken but also this design allowed the blade to be unbreakable in nature. This allows it to be immune to rusting, corrosion , snapping under massive amount of pressure etc however this doesn’t translate into the blade being able to counter ranked techniques(meaning defending an A rank jutsu with just the blade alone). In free form clashes however, it means the sword is able to have the upper hand as it would not break under these circumstances while in situations where another indestructible weapon may clash with it, it will simply do nothing but clash like normal. The blade is laced however with summoning seals along its outer structure - allowing for it to summon poison from it at the cost of -5 chakra per turn but not taking a move slot

This begins the first part of the blade’s powers, and thus where it earned the name “One Cut Killer”. The summoning seals on the blade, are colored in a similar fashion to that of the sword thus can’t be seen with the naked eye but upon closer looks, one can see a translucent liquid dripping along the blade. This liquid is the poison produced by the user, who needs to be a Medical School Poison Release user to do so as the blade’s poison carries the same effects as the Poison Release: The Plague Technique resulting in the death of a slashed target in three turns should the poison be allowed to spread. The effect is achieved through direct contact and using only the normal toxins and byproducts of the enemy's metabolism as source. The chakra will potentiate these toxins and multiply them, creating a cascading effect of increasing toxicity which can culminate in the enemy's death if he doesn't stop the spreading of the technique or receives treatment. The only difference between the two poisons is the coloration which Murasame itself changes in order to hide the poison better.Once the target has been affected, cosmetic formulas will also begin to spread across the surface of the skin,though as mentioned this is purely cosmetic.


The other ability of Murasame is its form of semi-sentience. This sentience is very limited in the sense that it doesn’t have any sort of acute senses but similar to Samehada, the blade has the ability of recognizing its master. This in turn allows for the blade when an unworthy target tries to infuse their chakra into the blade, Murasame will nullify this chakra thus preventing any usage of chakra based techniques through it as well as shutting down its seals and preventing any more poison from leaking out. This sentient ability has a passive effect in which passively Murasame due to having its own chakra source acts as an outside augmentation to its user. The user will passively apply their natural elemental affinity be it primary and or secondary into the sword or even an Advance Element(CE not included), allowing Murasame to “adapt” this chakra into itself and when the user utilizes selected element, Murasame will passively infuse chakra into it’s owner increasing the power of jutsus by +10 in damage, acting similar to Chakra Transfer Technique. The selected element however cannot be changed for the remainder of the battle. The sword can only be used by Nakiri and those whom he/she allows to wield, though Mastery of Medical Ninjutsu and Poison Release is required to use it.

♪ Declined: By request of user. ♪
 
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Penguin

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Resubmissions!



(Increased the rank of an attack and added a cool-down use)

Forculus no Mittsu Unmei ▽ Three Fates of Forculus
Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: After becoming a notable user of the shark summoning contract, Mand'alor the Indomitable had set out in making the final ninjutsu to complete his already monstrous arsenal. In one fight with an old ninja named Kakuzu, Mand'alor the Indomitable noted the usages of the threaded man's hearts, each proving to be formidable and useful in their own way. Using Kakuzu's masks as a concept, Mand'alor the Indomitable underwent this overwhelming task on creating the ultimate shark ninjutsu. After surging copious amounts of chakra throughout his being, the Mand'alor would produce three shark heads that protruded out of his back and armor with each had different and unique abilities to aid him during combat, with all three being able to mentally communicate with their summoner and each other whilst having access to the Mand'alor's chakra pool. Due to the shark's heads and neck's being made of purely cartilage as well as being sentient, they would have a full range of motion to cover many different areas around the battlefield at once.

First Fate; Freyr ▽ Freyr, The First Fate, is a team player, not having any offensive abilities yet still being possibly the most useful of the three fates. The First Fate has the ability to smell chakra opposed to blood, but only within short range of it's location. While not being terribly useful on it's own, the First Fate couples this sensory mimicking ability with the ability to use the Mand'alor's chakra pool to help him from falling under illusions. If Freyr would sense the Mand'alor fall into an illusion, The First Fate could surge enough chakra for the Mand'alor to be freed from any illusion up to and including S-rank. This however, does not extend to MS level illusions. This ability can only be used twice and mimics Genjutsu Kai.

Second Fate; Fabulinus ▽ Fabulinus, The Second Fate, is rash and offensive in nature. The Second Fate's main ability is that of being able to regurgitate sharp teeth from his stomach in excess, then manipulate them in battle. In other words, The Second Fate's ability is that to grow excess teeth and by the usage of chakra, cause these teeth to attack an opponent or defend from an attack. This ability varies in power from C to S rank, and the creations of these toothen structures are quite limited. The shark can only manipulate the teeth to form walls, waves, and weapons only. The size of these structures, however, cannot exceed that of ten meters in length or width, and can only be used twice per battle. This technique also has a two turn cool down before re-use when using the S-ranked variation.

Third Fate; Faustulus ▽ Faustulus, The Third Fate, is explosive in personality, much akin to your average loudmouth. However, The Third Fate has quite a unique ability, that ability being to transfer part of the user's primary elemental specialty in shark ninjutsu (relating to teeth the user or his allies produce). While channeling this chakra into shark ninjutsu, the teeth would then take on properties of whatever primary elemental specialty the user has at that time. When these teeth make contact with opponent, they would not only have cutting damage, but the affects of the elemental chakra would be very similar to the Dragon Beast Kaito Tai techniques as well as being capable of defending against twenty more damage points than usual. This in no way adds damage to the teeth, however, just extra affects when the teeth make contact with other beings. This ability is B-ranked and can only be used three times per battle. While being instant in activation, this technique does take up a move slot and the user's chakra.

▽ Can only be taught by Penguin
▽ No shark ninjutsu for two turns after this technique is completed
▽ Lasts four turns
▽ Can only be used once
▽ All chakra costs are appropriate to the ranks of the abilities and get deducted from the user's chakra pool and count as a move in the user's moveslot
▽ Must have been taught Kaito's Taijutsu for the last Fate's ability

♪ Declined: Keep the Original ♪






(Made a reference for a boost)

Himitsu Same Kuchiyose: Dīpuburūsu ▽ Secret Shark Summoning: Deep Blues
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After creating several versatile and powerful techniques from the shark contract, the Mand'alor began exploring the world with new friends and allies. Around Kirigakure, specifically the Shivering Sea, lived a secluded and unknown type of shark that dwelled deep within the ocean. They were so deep in the ocean that the light from the sun and moon would never reach them, keeping them within eternal darkness and away from humanity. Their habitat was fierce, as were the predators and prey that lived in the unexplored waters. As chance had it, on his way to Nagi Island, the Mand'alor found one of these sharks and from it's uniqueness and individuality, took it into one of his labs at Concord Dawn for further investigation. The Mand'alor dubbed these sharks "Deep Blues" due to their dark blue bodies. One could even mistake that color for black, even with their white undersides for comparison. The reason these sharks were so special was their adaptation to the ocean's water pressure and the predators deep within the sea, giving them enhanced durability opposed to other shark summons within the Mand'alor's arsenal. The added durability would equate to shark ninjutsu in conjunction with this technique being able to play on the terms of elemental ninjutsu (twenty points of damage for reference). The Deep Blue's teeth were sharper and stronger than any shark's recorded best yet, their speed in the frigidly cold water was double that of regular sharks from adapting to the water's cold and pressure, and their sense of smell was far beyond the limits of normal sharks. However, the species was not perfect. Due to years and years of breeding and evolution, these selective species of sharks were robbed of their eyesight from all their years without the sun or moon lighting up the world or them. They were truly brutal creatures and savages for blood - the perfect companions for the Mand'alor.

▽ Must be posted at the beginning of a fight and in the user's biography
▽ Can only be taught by Penguin
▽ Can be applied to shark ninjutsu the user knows, but not shark summons themselves
▽ Must specialize in Shark Summonings/Ninjutsu to learn/use
▽ An additional ten chakra would be used to summon this variant of shark in conjunction with shark ninjutsu

♪ Update Approved ♪






(Changed the name and what it buffs)

Same ya Pengin no Kyōtei ▽ Pact of the Shark and Penguin
Type: Defensive/Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Same ya Pengin no Kyōtei ▽ Pact of the Shark and Penguin is a very simple yet innovative jutsu that Ashitaka Emishi created shortly after Lancer, the Mizukage, taught Ashitaka the shark summoning contract. The user would first draw blood from themselves, then wipe the blood over their summoning tattoo as they release a surge of chakra that will activate a very unique summoning ability for future occurrences. This certain ability is to be able to summon a layer of countless, tiny sharks with wider heads that coat water release techniques as well as shark ninjutsu produced by the user. When techniques produced by the user that are coated by these miniature sharks come in contact with opposing jutsu, the sharks would begin to do two simultaneous actions to decrease the opposing jutsu's strength by twenty damage points. The first action the sharks perform is to begin detaching themselves from the techniques they coat, taking the brunt of the opposing jutsu head on, using their durable bodies as a pseudo meat shield. While this is occurring, the wide headed sharks use their tremendous jaw strength and superb enamel to eat tiny parts of the jutsu away before they would become de-summoned. In turn, the rest of the incoming jutsu would de-summon the wide headed sharks, returning the sharks back to where they were summoned from. The reason this jutsu is instant is because there would be blood already smeared on the tattoo and chakra being passively released for summoning "basic" sharks. However, if someone Ashitaka Emishi taught this jutsu to that did not have a shark summoning tattoo, they would have to perform the basic summoning ritual instead and it would not have an instantaneous affect.

Note: Lasts four turns but can be deactivated at any time
Note: Must wait three turns before using again
Note: No shark ninjutsu techniques for two turns after this technique ends
Note: Must have signed the shark contract and have mastered water release
Note: Can't be used in conjunction with forbidden ranked water techniques
Note: This technique cannot be used in conjunction with other infusions
Note: Must have a shark summoning tattoo on the bio for instantaneous activation
Note: Can only be taught by Penguin

♪ Declined: I would rather this remain limited to either water OR sharks; not both. And, if you wish for it to be used with Shark Ninjutsu, you'll need to include the note that it can't be used with Shark Ninjutsu S rank or above. ♪
 
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Hell Autarch

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Link to permission to submit variations of the original technique;
Link to predecessor technique;

(Katon: Ifurīto no Zaiko) | Fire Release: Ifrit's Inventory
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: A technique in which the user is capable of materializing flames from near their body through the rapid release and conversion of fire chakra and performing the Tiger hand seal. These flames are often made to form into desired objects, and therefore are manipulated to be dense and almost solid in nature so as to hold a specific form. Utilizing this technique the user can create a plethora of weapons, or constructs such as walls, pillars, spikes and shields, that can be launched into Long range as projectiles should the user wish. The created constructs are generally created with a set property, the first option being to simply create dense solid flames capable of punching through concrete, the second to create dense flames that explode - with said explosion always being angled away from the user to prevent self-harm, with the last option being to create dense and thick flames that aren't solid in a manner that they're forced to hold a specific shape, but rather can be made to bend meld and flow into different forms as long as the user maintains control over the technique, sometimes doing so through the use of hand movements.

Note:
- Flames can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze
(Katoni: Minami Reiji) | Fire Release: Corona’s Compendium
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Brother technique to Ifrit’s Inventory, Corona’s Compendium also allows for the materialization of constructs through the rapid release and conversion of fire chakra. Corona’s Compendium however is far more specialised than Ifrit’s Inventory. For starters, the released chakra does not form into the normal flames of fire release as it instead opts for a more incorporeal form of pure fire chakra. The constructs, typically orbs but capable of adopting any shape, whether it be that of tools, shapeless blasts, spikes, shields or so on, do not interact with tangible matter on a physical level but instead phase into them on account of their lack of a physical form. However in wake of their phasing the original substance is not left untouched, but is instead turned to ash (or vaporized into gas in the case of water-based liquids). In the case of energy based elements that Corona’s Compendium cannot phase into, it simply interacts normally as a fire-elemental chakra clash. The constructs created by Corona’s Compendium can be utilised for attack or defense, sustained and freely controlled. Alternatively, the user can utilise Corona’s Compendium before their next fire jutsu so as to alter its properties to that of Corona’s.

Note:

- Flames can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
- When clashing against stronger constructs, Corona’s Compendium will merely deliver internal damage that reduces the structural integrity of the object, rather than turning the entire entity to ash/vapour.
- Constructs can only be created through Corona’s Compenium 3x, and it can also be used as an infusion 3x. Once one version is used, the user cannot use the other for a turn, and this technique has a maximum of 4x uses total.
- No Fire techniques above S rank for the rest of the turn.

♪ Declined: Remove the infusion aspect, reduce the usage limit to three, and add a proper restriction; the last one is simply filler. ♪

(Katoni: Minami Reiji) | Fire Release: Thanatos’ Treasury
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: Brother technique to Ifrit’s Inventory, Thanatos’ Treasury also allows for the materialization of constructs through the rapid release and conversion of fire chakra. Thanatos’ Treasury however differs in that it does not produce flames as the original does, but rather explores the functions of ash. The created constructs, typically weapons of some kind but can distort, shift shape and take a variety of forms ranging from shields to orbs and even waves.The ash, extremely hot to touch (the user however can freely interact with the ash without drawbacks as it is their own technique) is capable of searing through opposing structures, or delivering blunt or piercing damage in accordance with its current form. Despite this Thanatos’ Treasury still lacks the pure offensive power signature to fire techniques on account of being made of ash, however this lack of offensive potential is somewhat remedied by the fact that these structures will passively turn weaker inorganic structures to ash upon contact - which serves as its own unique mimicry of fire’s raw, innate ability to burn and set objects that it contacts alight. The constructs created by Thanatos’ Treasury can be utilised for attack or defense, sustained and freely controlled. Alternatively, the user can utilise Thanatos’ Treasury before their next fire jutsu so as to alter its properties to that of Thanatos’.
Note:
- Ash can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
- Constructs can only be created through Thanatos’ Compendium 3x, and it can also be used as an infusion 3x. Once one version is used, the user cannot use the other for a turn, and this technique has a maximum of 4x uses total.
- No Fire techniques above S rank for the rest of the turn.

♪ Declined: Similar to existing techs. ♪
 
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Nathan

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Jashin bio

(Jujutsu: Daten no Kugi) - Curse Technique: Sacrificial Animal of Fallen Heavens
Type: Offensive, Supplementary
Rank: S
Range: Short (Activation) - Long (After-effects)
Chakra: 40
Damage: 80
Description: Sacrificial Animal of Fallen Heaven is a curse technique to those who worship Jashin. However, it is a technique created, and practised, only by Mysterious Heroine X (Artoria Pendragon). Like most of the techniques, this technique requires dual blood offerings - from the user and victim - in order to be activated. Upon gaining these offerings, the user is capable of using their faith in Jashin to bring about its evil chakra on the victim's body, provided that a sacrificial pentagram is used. Unlike the other techniques, the Sacrificial Animal of Fallen Heaven requires a slightly more unique pentagram, which also employs numerous dots within the spaces the lines provide, in order to cement its effect. The said effect of the technique is quite hazardous. Upon the spiritual link to Jashin's chakra being placed onto the body, the technique causes their body to be slowly infected with it, in a similar manner to a parasite. While the effects are hardly noticeable at first until the effects are taking place, so it is most notable to distract the target first. What is most noticeable is that a black shroud of chakra envelops the wielder, making them unable to comprehend the situation, inciting further confusing and allowing the technique to further progress. Herein, the victim has a black, viscous liquid pour out of their mouth, which proceeds to suffocate their bodies until they turn into ash. In its entirety, the technique has a sole purpose, to incite more to become devotees of the Jashin, which is what the technique's offspring precisely do. Notably, the technique is quite difficult to execute under standard conditions, therefore forcing the user to be strategic in its use.
Notes:
- Once the technique is activated and in progress, the user is unable to use any other Jashin based techniques, until the technique is complete.
- The technique lasts for four turns, unless countered, or the blood isn't claimed.
- Only usable once per-match.
- Can only be used by Nathan.
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(Jujutsu Kuchiyose No Jutsu: Zokunen Purotekutaa Bachiatari) - Curse Summoning Technique: Unholy Protector of The Cursed
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short (Activation) - Long (After-effects)
Chakra: 50 (-30 per-turn from the user)
Damage: 90 (-10 per-turn from the user) (-30 damage after technique is done)
Description: is a Jujutsu restricted to the Jashin Cult and those who worship Jashin. This technique is also limited to MHX .This technique requires that Heroine X place a Mark of Jashin; from her own blood onto her stomach. Then; by piercing the Jashin symbol on her stomach, a piece of her spirit/soul along with a variation of her chakra becomes born. Grey in color and smokey wisps glower it's form, orange clothing with tassles go over it's head, shoulders, elbows, wrists, and waist. A bat-oni face, but lacking an upper-forehead, revealing three gleaming orbs for eyes on the hollow if it's banshee skull, along with four eyes in it's ribs. This creature has one goal in mind; to protect itself (& X) against any threat, acting as a seperate body and pair of arms/eyes. The Unholy Guardian rarely leaves it's side from the user; looming behind her as a death angel. Having several abilities; these can be noted. The creature is exceptionally strong against physical attempts; as the attacks that are physical/objects/people can phase through the spectre.

  • Chakra Disks: Producing chakra in it's hands as disks (hollow inner middle), these disks deal high damage, and can cut through many objects and through stone. Two variation of the attacks are known. The blue/black disks are intended to harm the foe through physical means, and are affected by physical opposition (Trees, Rocks, Attacks, etc...). The other type of disks are a bright red with eerie orange glow. These disks are chakra damaging, and can slice chakra influenced abilities easily (Fire/Water/Chakra flow, etc...). These disks of both types may be produced rapidly and are it's primary long range offensive. Each are S-rank in terms of damage, and can only be used once each.
  • Dark Prison: By alligning the chakra around the enemy, Guardian will create a simple sphreical cage around the enemy. This cage if touched by physical means violently burns the enemy. If attempt to break out with chakra; the chakra used is tripled and recoils at the trapped foe. Is A-rank in terms of damage, and can only be used once also.
  • Cursed Claws: Using it's talons on it's fingers, Guardian will scratch the enemy, and obtain their blood; when this is done, Guardian grows in size majorly. Also; the if the blood is obtained, it also counts as the user obtaining the blood for her Jujutsu techniques. Counts as one of the three moves per turn.
  • Seed of Corruption: When Guardian 'dies' a side-effect occurs onto the foe. This seed will grow within said person; forming at the center of their chest, an eerie green and utter darkness for it's colors. The Seed will devestate the foe; as it places a 'timer' on their very being. Being stuck in place, more effort to pull/burn it off will only cause it grow faster. As the timer grows to it's end, five effects are felt. The first effect being that the foe slowly begins to lose their senses, waning over time, affecting vision, smell, touch, and the like. The second effect affecting the muscles and nerves, shutting them down; limb by limb. The third effect causes the areas in the lower cortex (pain segment) to 'light on fire', causing an unbearable amount of pain. The fourth effect is that the foe will be given illusions of being ripped apart to a gruesome extent, showing ever centimeter of flesh and bone, all the while the foe having to endure both physical and mental pain. The last effect is meant to take down the foe; as it shuts down the Chakra Network; allowing only either a small amount to trickle through to allow the foe to live, intended for a capture. Is considered a Forbidden ranked technique, and can only be used under the explained above conditions.
Notes:
- The being is summoned onto the field and only lasts for three turns.
- Once the three turns are up, it dies and thus it's last ability is activated.
- Once over, the user will receive 30 damage and a speed drop of three levels, from this technique, and is unable to use any Jashin related techniques for five turns.
- All the abilities explained above count as one of the three moves per-turn slots.
- Only usable once per-match.
- Can only be used by Nathan.

♪ Both Declined, DNR: Checked with LoK, these would technically be Kinjutsu customs (which aren't allowed). ♪
 
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Summer

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Kuchiyose Goat Gogoat/ Goat summon Gogoat
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gogoat is a quadruped, hoofed goat summons. Covered in fluffy, brown fur that is dark across the back and light around the belly and legs. Around their neck, he has a thick, green leafy mane that extends down their spine and ends in a short tail. The fur on their face is white with fluffier fur on their chin. He has a black nose and red eyes with white pupils. The eyes are surrounded by a black marking. The top of their head is dark brown and has two long, curving, black horns that extend over their back. The fur on their legs is shorter than the rest of their body, dark brown on the upper leg, and white around the feet. Each foot aends in a cloven, brownish-orange hoof.
Gogoat has the ability to sense the feelings of whoever grips its horns; this ability is so acute that it can move as if it and its rider were one being.

Sun Spore:
This ability allows Gogoat to utilize the leaves on his body charging them lightly with electricity. The leaves will then detach from the body and float around the field until falling to the ground. The leaves have minimal electrical capabilities but possess a very strong lightning paralysis to them. If you get touched by a single leaf it can leave that portion of the body touched paralysed for one full turn. These levels once they touch the ground will lose their charge and be normal leaves again. The leaves while charged will float for one full turn in mid air and then descend like normal leaves. These leaves can be released up to mid range on the field from the summon and can only be used twice per battle.

Resemblance staff:
While Gogoat has been summoned to the field he has a staff draped a crossed his back upon being summoned. This staff was a sage tool passed down to the Supreme goat master. It grants the holder the ability to use any lightning jutsu that the summoner knows up to A-rank without the need of handsigns. This is achieved through a special lightning medium of chakra metal that has been embedded into the staff. Gogoat has a lightning specialty and through using the staff, gives it a +10 boost to all lightning jutsu A-rank and below. Gogoat not being able to make handsigns will rely on the staff to utilize most of the canon lightning jutsu.

Restrictions:
-Can only use resemblance staff once per turn.
- can only be summoned once per battle.
- remains on the field for 4 turns unless otherwise expelled.
- must have signed the Goat contract to learn.



Update Approved: slight edits made throughout.


Contract:
Made slight edits.
Kuchiyose Goat Gogoat/ Goat summon Gogoat
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gogoat is a quadruped, hoofed goat summons. Covered in fluffy, brown fur that is dark across the back and light around the belly and legs. Around their neck, he has a thick, green leafy mane that extends down their spine and ends in a short tail. The fur on their face is white with fluffier fur on their chin. He has a black nose and red eyes with white pupils. The eyes are surrounded by a black marking. The top of their head is dark brown and has two long, curving, black horns that extend over their back. The fur on their legs is shorter than the rest of their body, dark brown on the upper leg, and white around the feet. Each foot aends in a cloven, brownish-orange hoof.
Gogoat has the ability to sense the feelings of whoever grips its horns; this ability is so acute that it can move as if it and its rider were one being. One of the main traits of goats is that once per turn they can consume one B-rank or below Lightning technique within reason, every other turn, up to two times.

Sun Spore:
This ability allows Gogoat to utilize the leaves on his body charging them lightly with electricity. The leaves will then detach from the body and float around the field until falling to the ground. The leaves have minimal electrical capabilities but possess a very strong lightning paralysis to them. If you get touched by a single leaf it can leave that portion of the body touched paralysed for one full turn. These levels once they touch the ground will lose their charge and be normal leaves again. The leaves while charged will float for one full turn in mid air and then descend like normal leaves. These leaves can be released up to mid range on the field from the summon and can only be used twice per battle.

Resemblance staff:
While Gogoat has been summoned to the field he has a staff draped a crossed his back upon being summoned. This staff was a sage tool passed down to the Supreme goat master. It grants the holder the ability to use any lightning jutsu that the summoner knows up to A-rank without the need of handsigns. This is achieved through a special lightning medium of chakra metal that has been embedded into the staff. Gogoat has a lightning specialty and through using the staff, gives it a +10 boost to all lightning jutsu A-rank and below. Gogoat not being able to make handsigns will rely on the staff to utilize most of the canon lightning jutsu.

Restrictions:
-Can only use resemblance staff once per turn.
- can only be summoned once per battle.
- remains on the field for 4 turns unless otherwise expelled.
- must have signed the Goat contract to learn.


Approved: edits annotated in pink.


Kuchiyose Goat Cobalion / Goat summon Cobalion
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
Cobalion is a quadrupedal that possesses traits of stags and goats. It is covered in aqua blue fur, and has jagged yellow horns similar in shape to thunderbolts. Its snout is a lighter shade of blue than the rest of its fur, and there a black blaze running from its nose to the back of its head. On its long neck and hind legs, there are small gray spots. It has a white tuft of fur under its neck, resembling a cravat. On its shoulder blades are yellow protrusions that resemble fins. Its tail resembles these protrusions, albeit in the same color as its snout. Cobalion's legs have black bands with lighter fur underneath and large black hooves. Cobalion has a composed demeanor, but dislikes humans that are not associated with him.


Sword of Justice

Cobalions capable of utilizing the water chakra nature and forming that nature into a giant blade on its forehead. The chakra construct will be this element and will work similar to a chakra scalpel. It’s reach is that of 6 feet in length and a nice thick blade width as well for cutting through attacks. This form is only usable once per turn. Water=* water slicer blade

Olympian Harden

This is a form of defensive capabilities for cobalion. He focuses his chakra to allow himself to harden his body without limiting his agility and movements. This is because of the strenuous climbing that goats put there legs through and the constant jumping up and down cliff sides. The hardening attribute is capable of defending against B rank blunt force trauma and up to C-rank energy blasts without taking serious damage. His speed is twice that of basic Kage rank.
White walker

Cobalion is capable of using water from his hooves and flooding a battlefield in near seconds without causing crashing waves or damage of such. The water just gradually fills a barrier like radius of up to long-range around the summon. It works like that of water filling a fish tank up to 3 feet water.

Restrictions:
-****** Each ability usage counts as a move.
- Can only use Sword of Justice three times.
-****** Sword of Justice is A-rank in strength
- Olympian Harden is useable twice per battle.
- White walkers is useable once per battle.
- Summon remains on the field for four turns.
- Must sign goat contract to summon.


Approved: removed the wind element, but also removed some restrictions.


Made slight edits

Kuchiyose Goat Cobalion / Goat summon Cobalion
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
Cobalion is a quadrupedal that possesses traits of stags and goats. It is covered in aqua blue fur, and has jagged yellow horns similar in shape to thunderbolts. Its snout is a lighter shade of blue than the rest of its fur, and there a black blaze running from its nose to the back of its head. On its long neck and hind legs, there are small gray spots. It has a white tuft of fur under its neck, resembling a cravat. On its shoulder blades are yellow protrusions that resemble fins. Its tail resembles these protrusions, albeit in the same color as its snout. Cobalion's legs have black bands with lighter fur underneath and large black hooves. Cobalion has a composed demeanor, but dislikes humans that are not associated with him.


Sword of Justice

Cobalions capable of utilizing the water chakra nature and forming that nature into a giant blade on its forehead. The chakra construct will be this element and will work similar to a chakra scalpel. It’s reach is that of 6 feet in length and a nice thick blade width as well for cutting through attacks. This form is only usable once per turn. Water= water slicer blade

Olympian Harden

This is a form of defensive capabilities for cobalion. He focuses his chakra to allow himself to harden his body without limiting his agility and movements. This is because of the strenuous climbing that goats put there legs through and the constant jumping up and down cliff sides. The hardening attribute is capable of defending against B rank blunt force trauma and up to C-rank energy blasts without taking serious damage. His speed is twice that of basic Kage rank.

White walker
Cobalion is capable of using water from his hooves and flooding a battlefield in near seconds without causing crashing waves or damage of such. The water just gradually fills a barrier like radius of up to long-range around the summon. It works like that of water filling a fish tank up to 3 feet water. He can use all water jutsu up to A rank rank without handsigns.

Restrictions:
- Each ability usage counts as a move.
- Can only use Sword of Justice three times.
- Sword of Justice is A-rank in strength
- Olympian Harden is useable twice per battle.
- White walkers is useable once per battle.
- Summon remains on the field for four turns.
- Must sign goat contract to summon.


Update Approved: but still requires a water source whenever applicable.​


Fuinjutsu Kaijin Naraku - Sealing Arts Ash of Hades
Type: Supplementaty
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage:* (+20 to earth)
Description:
The user places a specific sealing tag onto the ground. Then by Clapping there hands together (does not require the hands to remain together) the tag will activate. This will send out a fire based ash which will work with the organic material throughout the ground. Turning the organic material into a strong B rank fire ash. This can boost the qualities and damage of any earth jutsu used for two turns (from the ground). Melding earth jutsu and the ash together into a combination of strengthening the earth's damage output. It will add +20 Damage to any earth jutsu and will also give those earth jutsu used a fire based attribute as well. This will cause severe burning upon impact of the ash based earth jutsu's. It can be seen by normal methods and doujutsu user's will be able to detect exactly what is happening. You can also feel the heat radiating from the ground as well as smell the burning organic material throughout the battlefield.

Restrictions:
+useable once per battle
+Cannot be paired with forbidden ranked earth jutsu
+lasts for two turns.
+can only use two earth jutsu per turn while active and only one S rank each turn.
+ can only be taught by juha

♪ Approved: Limited the duration to two turns. ♪
 
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JojocIaw

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Link to previous submission:
Permission from Scaze to Resubmit:

(Doton: Sanshōuo no ikari) | Earth Release: Salamander's Tempest
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A technique in which, through the formation of two handseals, the user is capable of causing the ground beneath the opponent to violently break down into earthly materials and burst upwards into a swirling and frenzied earth storm. The dust storm is comprised of unstable rocks, minerals and earthly materials; which are either drawn from the ground, or, if their sourcing is inadequate, the user can produce earth that is easily flammable and liable to explode when ignited similar to that of the 'Molten Earth Wild Eruption Technique'. The airborne earth particles will swirl at immense speeds, and from the friction of colliding with eachother they will generate large amounts of heat - so much so that they become hot to the touch. The storm can ignite rather easily, on account of the nature of the earth and the large surface area afforded by the dust particles, and as such exposure to even the smallest sources of fire or lightning will result in an effect similar to a dust explosion - in which the dust storm will swell to twice its size in an earthy, fiery explosion.
Needless to say, anyone caught within the area of the technique will have their flesh shredded; and should they be so unfortunate as to experience an ignited version of this technique; blasted as the storm furiously combusts and expands to twice it's size, and finally scorched and eroded into a bloody mess.

Note:
- Can only be used 3x
- No Earth techniques above A rank for the rest of that, and the next turn the turn.
- At the sacrifice of a further 10 chakra, the user can funnel their fire chakra into the earth directly after initiating this technique, and through doing so enhance the heat and friction generated by the earth so at to ignite the dust storm without a source of flame. This can be done only once, adds +20 damage to the combo, and eaves the user with minor pain in their extremities and fatigue that lasts for the same and the next turn that lowers their current speed by two points. Furthermore, no iteration of Salamander's Tempest cannot be re-used for the three turns.
- The area of this technique can be large enough to consume large summons such as eos Gamakichi, but not much larger

Declined - i'm sorry i just don't the explosion as possible. The super heated dust from friction is a nice concept, but explosive from friction? Not seeing it really.

New Submissions

(Katon: Sanshōuo no ikari) | Fire Release: Salamander's Tempest II
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A technique in which, through the formation of two handseals, the user is capable of causing the ground beneath the opponent to violently break down and burst upwards into a swirling and frenzied ash storm; achieved by scorching the earth beneath the target through the application of vigorous amounts of fire chakra, which is then used to manipulate the ash into a sporadic whirlwind. The ash storm, comprised mainly of ash, also includes scorched rock and molten earth that is likewise forced up from the earth along with the superheated ash and serves to add to the techniques offensive potential. The intensity at which the ash storm swirls at results in the continuous and sporadic collision of particles, which in turn generates friction that can, and will ignite the highly combustible ash - thus forming a blast-like maelstrom of fire, flaming ash and torn up molten and superheated earth. The storm ignites rather easily under the influence of but a few sparks, as the countless dust particles within the storm provides a large surface area that, combined with the combustible aspect of the storm, creates an effect similar to that of a Dust Explosion.
Needless to say, anyone caught within the area of the technique will have their flesh shredded, then blasted as the storm furiously combusts and expands to twice it's size, and finally scorched and eroded into a bloody mess.

Note:
- Can only be used 3x
- No Fire techniques above A rank for the rest ofthat, and the next turn the turn.
- At the sacrifice of an additional 20 chakra, the user can funnel their Doton chakra into the ground even as the ash arises and by doing so pull forth chunks of earth, large to minuscule, which will combine with the dust storm to create a violent combination of blazing ash and molten earth; capable of withstanding even water due to the addition of earth, granting the combo neutrality to the liquid but in turn making it weak to lightning. This can be done only once, adds +20 damage to the combo, and leaves the user with minor pain in their extremities and fatigue that lasts for the same and the next turn which lowers their current speed by 1 point. Furthermore, no iteration of Salamander's Tempest cannot be re-used for the three turns.
- The area of this technique can be large enough to consume large summons such as Fourth Shinobi WW Gamakichi.

Declined - clashes with something i submitted that was declined for being to similar to something rucken submitted
(Doton: Sanshōuo no ikari) | Earth Release: Salamander's Tempest
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A technique in which, through the formation of two handseals, the user is capable of causing the ground beneath the opponent to violently break down into earthly materials and burst upwards into a swirling and frenzied earth storm. The dust storm is comprised of unstable rocks, minerals and earthly materials; which are either drawn from the ground, or, if their sourcing is inadequate, the user can produce earth that is easily flammable and liable to explode when ignited similar to that of the 'Molten Earth Wild Eruption Technique'. The airborne earth particles will swirl at immense speeds, and from the friction of colliding with eachother they will generate large amounts of heat - so much so that they become hot to the touch. The storm can ignite rather easily, on account of the nature of the earth and the large surface area afforded by the dust particles, and as such exposure to even the smallest sources of fire or lightning will result in an effect similar to a dust explosion - in which the dust storm will swell to twice its size in an earthy, fiery explosion.
Needless to say, anyone caught within the area of the technique will have their flesh shredded; and should they be so unfortunate as to experience an ignited version of this technique; blasted as the storm furiously combusts and expands to twice it's size, and finally scorched and eroded into a bloody mess.

Note:
- Can only be used 3x
- The explosion is possible as the earth particles achieve the four requirements necessary for a dust explosion, that is an ignitable dust, which is provided as the constitution of the earth mimics that of the canon 'Molten Earth Wild Eruption Technique', an oxidant, which is oxygen in the air, a sufficiently high concentration of dust - innate in the technique as it produces an immensely thick dust storm, and finally an ignition source - which friction serves by providing heat that allows dust to reach its auto ignition temperature, and sparks that can easily set them alight. As a side note, even flour grinded in 19th century mills can reach the requirements for this to produce devastating explosions.
- No Earth techniques above A rank for the rest of that, and the next turn the turn.
- At the sacrifice of a further 10 chakra, the user can funnel their fire chakra into the earth directly after initiating this technique, and through doing so enhance the heat and friction generated by the earth so at to ignite the dust storm without a source of flame. This can be done only once, adds +20 damage to the combo, and eaves the user with minor pain in their extremities and fatigue that lasts for the same and the next turn that lowers their current speed by two points. Furthermore, no iteration of Salamander's Tempest cannot be re-used for the three turns.
- The area of this technique can be large enough to consume large summons such as eos Gamakichi, but not much larger

Declined - this is beyond basic earth releasing in my opinion.

♪ Leaving for Pervy ♪
 
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( Sandaime' Torikeshi funōna chūmon XII ) - ( Sandaime' Irrevocable Order XII )
Rank: A
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user begins by making a single handseal to initiate this technique. This action is closely followed by their hands are being released from the handseal position, a black lightning cloud begins to expand from their fingertips to form a circle of considerable width and height. By concentrating black lightning into their fingertips they would be able to cause a dark cloud to form. The dark circle cloud is about 1 foot in diameter, both the user and opponent can see right through the circle since the cloud
is in a round shape. From the dark circle cloud the concentrated black and dull beams comes from the cloud and begin to form a net pattern within the circle. The user then can force the new black lightning net at the target and as the net is thrown it grows largely in size (can grow wide enough to capture an elephant). The dark beams that are provided actually binds and also cuts, electrocute the target once it connects against their skin. It deals high level electrocution damage that can lead to death in case there is contact with it and the target's body.
Restrictions
- Only usable three times per battle with a turn cool down between each use.

♪ Approved: made some edits. ♪


( Sandaime' Torikeshi funōna chūmon VII ) - ( Sandaime' Irrevocable Order VII )
Rank: S
Type: Supplementary
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: The user will proceed to slam their fists together and when they bump both hands, It glows a halo of black hue then simultaneously with the left hand the user will face it towards the ground in any fashion (i.e. directly towards the ground, at an angle (45°, 90° 120° 180° etc) and fire a beam of light that lifts them off the ground to avoid an attack or push back into a different range and with the right hand three dark balls form. Simultaneously they unleashes 3 beams of dark lightning that can be either shot directly in a straight line parallel to each other or they can branch out in an arc to cover more of an area. These beams have the same effect and destructive ability as those from "Chidori" and "Raikiri" causing an explosion of sorts to emit from the area of impact.
- Usable three times per battle with a turn cool down between each use.
- Can only use Lightning in the turn its been used.

♪ Declined: Shooting a lightning beam at the ground wouldn't move your body. It would simply travel through the ground until it lost strength. Also, S ranks are usable maximum twicer per battle. ♪

( Sandaime' Torikeshi funōna chūmon XIV ) - ( Sandaime' Irrevocable Order XIV )
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: One of the strongest black lightning techniques peculiar to the Sandaime. The user will perform a single handseal and once released the user will rise up slightly off the ground with their arms both raised up horizontally. The most noticeable feature that effects the
users body is how both their eyes turn extremely dark as coal, though they can still see. During this time the sky turns dark with storm clouds and a black hue appears around the user. Suddenly the user is completely surrounded by dark clouds, The clouds turns extremely black and then hundreds and hundreds beams of black lightning emit from the user's surrounding clouds. These beams are launched in a 360 degree fashion and are launched like missiles across
the battlefield. The beams go high into the sky and drop down as well as other beams are horizontal above the ground. These beams rain down all over behind, in front, the right, to the left of a target as well as being able to destroy most of the ground and devastate an opponent of left unattended to.
Restrictions
- Usable twice per battle with a compulsory two turn cool down between usage.
- Cannot use A rank or above Lightning in the next turn.
- The user suffers a -10 damage from the effects of his own technique.

♪ Approved: Made edits. ♪
 
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Negative Knight

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Re: Custom Jutsu Submission III



(Iyashii Chojutsu: Yokufukai Boko) – Vile Scripture: Rapacious Hollow
Type: Supplementary/Defensive/Offensive
Rank: A
Range: N/A (Absorption is short-ranged)
Chakra: N/A (+10 chakra to applied techniques)
Damage: N/A
Description: This jutsu builds on Darquesse’s second ability to create dark marks within the user’s Meiton techniques. These replica seals will mirror those created in Mark of the Outsider and will capable of residing in the body of those jutsu without being absorbed or destroyed. The purpose of embedding seals within their techniques varies depending on the type of jutsu it is applied to. The user cannot use techniques from these dark marks.

When applied to Dark chakra techniques that already possess the ability to absorb, those marks will instead become the medium of absorption. The dark marks will siphon and absorb the chakra of techniques possessed of foreign chakra that come within short-range of them. After coming within range and before they clash, the marks will draw in the chakra of jutsu provided it is a technique it can already absorb (e.g. A-Rank Dark can absorb S-Rank Fire). Since it draws in chakra, energy and wind-based techniques will be safely absorbed into the mark similar to Inhaling Maw. In the case of matter-based techniques such as Earth and Water, the physical element will not be drawn in but it will become devoid of chakra the moment it comes within the Dark jutsu's vicinity thus neutralizing it’s damage/power. It should be noted that embedding seals in this manner will not change the power of what the technique can absorb, they simply serve the purpose of storing the absorbed chakra for later use (each technique absorbed enables the use of one Meiton jutsu). These marks are embedded passively and simultaneous to the Dark technique's creation rather than immediately after. These dark marks will be considered an inherent part of the jutsus they’re applied to and any boosts applied will also affect these marks.

In regards to techniques with no absorption capabilities, these embedded seals will bestow them with that property. This will allow them to absorb certain techniques that come within short-range of the jutsu. After coming within range and before they clash, the dark marks will siphon and absorb the chakra of the opposing jutsu into itself. This will render the opponent's technique devoid of chakra, thus neutralizing their damage/power. The absorbed chakra will then be released back into the user’s technique in order to empower it. This will count as an active boost and the damage gained will be equivalent to half of the chakra absorbed (e.g. +20 damage after absorbing a standard S-Rank). In regards to what the embedded marks can absorb, it will follow the rank of the technique it is applied to. The dark marks will be capable of absorbing neutral jutsus of the same rank (one rank above for elements weak to Dark, one rank below for elements strong to it). Unlike the first use, this use must be actively applied and will cost a move (though still happens in the same timeframe). This ability cannot be applied to Forbidden Ranks or techniques which have had their damage boosted. It can also only be used four times per battle.

?????? Approved ??????
 
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Klad

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Hebi Ninjutsu: Chimei Miryoku - Snake Arts: Lethal Allure
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: Lethal Allure allows the user to have a single, medium sized white snake to emerge from any part of his body and act as a sort of protection. The snake is 150cm long. Due to his hardened skin, he can deflect any lower rank based projectiles or techniques thrown against the user and can extend to the edges of short range in order to attack any target while still being in tact with the user. An unique aspect of this technique comes in whenever a punch, kick or any other physical attack is directed towards the user, this snake will coil around it and effectively stop their momentum whilst simultaneously grabbing a hold of their limb. This will lead to the snake stream his poison inside the opponent by biting the grabbed body part of them. This poison will deteoriate the opponent's health and worse their physcial performance to the point that they can't perform Taijutsu attacks in the same turn and next. The snake will continue on biting the opponent indifinitely unless he does something about it and gets rid of it. In the second turn, if the opponent still hasn't done something about the snake, the poison will affect his chakra usage performance, making him unable to use any A-rank or above technique. In the third turn, the target will find death.

Notes:
Can only be used twice in a battle and the snake will last four turns externally. This means that once emerged, he can freely travel from one body part of the user to the other in a fast manner. It requires two turn cooldown to use again. Whilst the snake is active, the user cannot have any other snake summon or peform any other snake techniques. Can be deactivated at will and can only be taught by Klad

Declined - how does the poison work? How does this snake work on EIG tai or elemental tai?
Hebi Ninjutsu: Chimei Miryoku - Snake Arts: Lethal Allure
Type: Supplementary
Rank: A-rank
Range: Short
Chakra: 30
Damage: 60
Description: Lethal Allure allows the user to have a single, medium sized white snake to emerge from any part of his body and act as a sort of protection. The snake is 150cm long. Due to his hardened skin, he can deflect any lower rank based projectiles or techniques thrown against the user and can extend to the edges of short range in order to attack any target while still being in tact with the user. An unique aspect of this technique comes in whenever a punch, kick or any other physical attack is directed towards the user, this snake will coil around it and effectively stop their momentum whilst simultaneously grabbing a hold of their limb. This will lead to the snake stream his poison inside the opponent by biting the grabbed body part of them. This poison will deteoriate the opponent's health and worse their physcial performance to the point that they can't perform Taijutsu attacks in the same turn and next. The way it does this is that the poison has a negative effect on the target's muscles and mess up his chakra system, progressively deteriorating them.The snake will continue on biting the opponent indifinitely unless he does something about it and gets rid of it. In the second turn, if the opponent still hasn't done something about the snake, the poison will affect his chakra usage performance, making him unable to use any A-rank or above technique. In the third turn, the target will find death.

Notes:
Can only be used twice in a battle and the snake will last four turns externally. This means that once emerged, he can freely travel from one body part of the user to the other in a fast manner. Cannot do anything against EIG or elemental Tai (although it works on B-rank and below, due to the ferocity of the snake's skin to tank the elemental chakra. Can defend aginst A-rank elemental Tai once before dying) It requires two turn cooldown to use again. Whilst the snake is active, the user cannot have any other snake summon. Can be deactivated at will and can only be taught by Klad

Declined - DNR - Clashes with existing jutsu.
 
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Gobi Gobletsson

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resubmitting;

(Hachimon/Baikingusutairu: Mirenia no Sleipnir no Jigen Chāji) - Eight Gate/Viking Style: Sleipnir's Dimensional Charge of Millenia
Rank: Forbidden
Range: Short - Long
Type: Supplementary/Offensive/Defensive
Chakra: N/A
Damage: 9o
Description: Mirenia no Slipnir no Juigen Chaji is also known as the Time Traveller who comes and passes, a technique which is bestowed only to the mightiest Taijutsu users, such as practitioners of the Hachimon no Tonkou. Through the activation of the Gate of Wonder, also known as the Seventh Gate, the user will utlilize the speed and overall prowess gained, and execute a deceptive downward haymaker punch, while the punch itself is near invisble to the naked eye, by augmentating the limb in use, the target will but see a simple haymaker being made, while in reality the user have already executed and performed Eight in a total, in conjuction with the first. Despite the simplicity in this, it carries high compexity in its desired result. With the tremendous power put in use anywhere on the field pressurized winds are cast, dictated outwards and then in downards direction following the Haymakers' traces.
The speed and the highly compressed air are so extreme that when combined and comes as an aerial attack the space within the immediate vicnity is disorted forming slightly invisible air cylinders, which exceed the speed of sound effectively creating several sonic-booms that explode outwards in a shock-wave like effect following the cylinders. The power released upon impact is strong enough to break the structure of the Earth into bits, essentially affecting and producing an omni-directional crater up till mid range from where the cylinder struck the ground. The blast injury would level every organism that was standing near the vicinity of the attack suffering the penalty, however with the strength of one less rank. Should the user be under the influence of the Gate of Death, the user may decide whether these cylinders are set ablaze nor not simply due the drastic change in strength achieved through such activation.
~Must be EIGm to perform.
~Can be used once per battle.
~Due to the immense stress placed on the users body, he first and foremost takes 15 damage points, and is not able to perform techniques above S-rank on the same and the following turn.
~The Muscles in the users arm will rip after 1 use, and as such he the arm will be limp the rest of the battle (e.g. moving it, punching, hand signs, and any Taijutsu that involves the use of the specified arm will be more difficult) unless he is healed.
~Need to be an EIGm to use and have at least the 7th gate open

Declined - hell no to exceeding the speed of sound. You're fast but not that fast. Also, you word it weirdly, rework to make it clear and to the point.


(Hachimon/Baikingusutairu: Mirenia no Sleipnir no Jigen Chāji) - Eight Gate/Viking Style: Sleipnir's Dimensional Charge of Millenia
Rank: S-Forbidden
Range: Short - Long
Type: Supplementary/Offensive/Defensive
Chakra: N/A
Damage: 8o-9o
Description: Mirenia no Slipnir no Juigen Chaji is also known as the Time Traveller who comes and passes, a technique which is bestowed only to the mightiest Taijutsu users, such as practitioners of the Hachimon no Tonkou. Through the activation of the Gate of View, also known as the Sixth Gate, the user will utilize the speed and overall prowess gained, and execute a deceptive downward haymaker punch, while the punch itself is near invisble to the naked eye, by augmentating the limb in use, the target will but see a simple haymaker being made, while in reality the user have already executed and performed Eight in a total, in conjuction with the first. Despite the simplicity in this, it carries high compexity in its desired result. With the tremendous power put in use anywhere on the field pressurized winds are cast, dictated outwards and then in downards direction following the Haymakers' traces.
The speed and the highly compressed air are so extreme that when combined and comes as an aerial attack the space within the immediate vicnity is disorted forming slightly invisible air cylinders, which effectively matches the same speed as Dawn of the Goat, that explode outwards in a shock-wave like effect following the cylinders. The power released upon impact is strong enough to break the structure of the Earth into bits. Should the Seventh Gate have been opened during the assault it would essentially affect and produce an omni-directional crater up till mid range from where the cylinder struck the ground, and effectively account for F-ranked rather than S-ranked. The blast injury would level every organism that was standing near the vicinity of the attack suffering the penalty, however with the strength of one less rank. Should the user be under the influence of the Gate of Death, the user may decide whether these cylinders are set ablaze nor not simply due the drastic change in strength achieved through such activation.
~Must be EIGm to perform.
~Can be used twice if S-ranked version is used, or once if F-ranked version is used.
~While the F-rank is used, the user willdue to the immense stress placed on the users body, he first and foremost takes 15 damage points, and is not able to perform techniques above S-rank on the same and the following turn.
~if F-ranked version is used The Muscles in the users arm will rip after 1 use, and if the S-ranked version is used the arm will rip after 2 uses, and as such he the arm will be limp the rest of the battle (e.g. moving it, punching, hand signs, and any Taijutsu that involves the use of the specified arm will be more difficult) unless he is healed.
~Need to be an EIGm to use and have at least the 6th gate open

Reference to Dawn of the Goat:


♪ Declined lmao: next time you try to do something like that, it'll be a cycle ban. This won't be approved with any speed boost above that of the normal Gates boost. ♪

Declined - I've read this, and i feel Vex is completely right in his check. What you did, was reword it but in no way toned down the speed, you distort space and time with this pretty much. His decline was completely reasonable.

The pressurized winds exceed the speed of sound, effectively creating a sonic boom which explodes outwards in a shock-wave
 
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Luther

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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.

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 coins to strike the surface surrounding his opponents location , which is done by physically throwing the plates with your hand similar to kunais. Similar to projectiles the coins circle or distance from the opponent feet is up to the user discretion, that is to say it can be 2 feet away or more ,leaving the area quick enough depending on its distance relative to the target location would leave the target unharmed but harmed if entered again.. 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 area the area they encompass that is to that can theoretically move from away from a pa 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 destructive force for defensive purposes following basic elemental advantages and disadvantages or to provide a chakra surge to the user if need be, since the chakra signatures are his own he can at will decide to discontinue the sphere which he himself is encompassed by.

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

Declined - I don't know what you mean by the bold, but i'm not gonna lie, you write things in such a long winded weird way. Like, if i'm understanding this correctly, it could be a simple as:

"Decription: The user will hold a coin in his hand and throw it at the ground to a location of his choosing, releasing lightning chakra into it as he does so. Due to this lightning charge it wills tick to what it hits, like magnetic attraction. The user once having released this coin will perform the "Ram" handseal causing lightning to be releasing around the coing in a X meter radius forming a lightning orb that shocks anyone within range. The user can also use this on the ground at their own location but use the lightning to form a defense rather than shocking themselves.


Reduced rank and added restriction.
Genjutsu - Fuhai no dankai: Illusionary Arts: Stages of Putrefaction.
Type: Offensive
Rank: A
Range: Short -Mid
Chakra:30
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 hand seal 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 two turns unless broken.

Declined - see last check.

Removed genjutsu release
Limited rank.
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 up to S 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 s and that is limited to three times a battle. 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: so, you've removed its ability to transfer chakra but increased its Genjutsu capabilities from A-rank to S-rank... The chief issue is that the binturong has both Raiton and Genjutsu. Trying to downplay the latter by stating Abraham is limited to inducing illusions thrice per battle is quite moot, given that he can only remain on the field four turns. In addition, you've once again submitted a binturong with an immunity to A-rank and below elemental attacks—in spite of both Pervy and myself having told you it needed to be decreased. Each of your summonings ought to have a single field, whether it be elemental or otherwise. Yes, their capabilities can be inclusive of other things, but not other fields such as you've tried.
Note: please remember to include a link to the approved contract, and also update your CJ thread!

 
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(Suberi Yasui no Mai) - Dance of the Slippery Elm
Rank: S
Type: Offense/Defense
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: This is a technique unique to those of the Kaguya clan – the user will begin by slamming their hands on the ground and pooling their chakra in one desired area on the field. Utilizing their KG, the user will create a giant tree made entirely of bone that erupts from the ground at that chosen area within seconds. Upon forming, the tree will sprout innumerable large “branches” that extend in every which direction. The bones that comprise these branches are unique in that they are all segmented and lined with thorny protrusions, just like a Kaguya’s spine when using Dance of the Clematis Vine. Similar to the Clematis Vine, the user can manipulate the bones to stiffen and relax the branches at will so that they can be as flexible as whips and/or as hard and stiff as ordinary bones. By channeling chakra through the branches, the user can remotely control them and have the branches move ‘on their own’ and lash out like whips. With its incredible size, the branches spread out to Mid-Range away from the tree, but when being used as whips, the maximum range of the branches is out to Long-Range away from the tree. To support its size and wide range of movement, the tree cements itself in the earth by spreading bone roots underground – the roots spread out up to Mid-Range away from the tree trunk underground. This is a multi-purpose technique created to combat larger, more powerful foes like boss-level summoning animals and even Susanno. The technique can be used to immobilize and simultaneously injure an enemy by having the branches wrap around and tightly constrict them. Additionally, the power of the whips when used to lash out at an enemy is great enough that they can temporarily open a hole in a complete Susanno’s defenses, similar to Danzo’s Vacuum Serial Waves technique.

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

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

(Suberi Yasui no Mai) - Dance of the Slippery Elm
Rank: S
Type: Offense/Defense
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: This is a technique unique to those of the Kaguya clan where the user will begin by slamming their hands on the ground and pooling their chakra in one desired area of the battlefield. With that area as the focal point, the user will create a giant, 60 meter tall bone-tree that erupts from the earth. Upon forming, the tree sprouts innumerable large "bone-branches" that grow in every which direction away from the tree trunk. The bones that comprise these branches are special in that they are all segmented and lined with thorny protrusions, similar to one's spine when using the Clematis Vine. Similar to the vine, the branches can be manipulated to stiffen and relax so that they can be as flexible as whips or as stiff as ordinary bones. The user can control the branches by channeling chakra through the tree and remotely-controlling them to move or even lash out like whips. With its incredible size, the branches can be used to extend all the way out to Long Range if desired. To support its size and wide range of movement, the trees cements itself in the earth by spreading a network of bone roots underground -- the bones spread up to Mid-Range away from the tree trunk underground. This multi-purpose technique was created for the sake of combating larger foes; the branches can be used to twist, wrap, and constrict around most boss-level summoning animals to simultaneously immobilize and gravely injure them. The branches can also be used in a more aggressive manner where they lash out like whips to form a flurry of powerful attacks with a combined power equivalent to an S-Rank technique.

*The tree itself can only be created once per battle.
*The user can only use one other technique in the same turn that the tree is created.
*The branches can be manipulated three times per battle, with each usage counting as one of the user's 3 allotted moves per turn. The user must post this technique as a reference every time it is used.
*The user must wait at least one turn in between each usage of the branches.
*The user can only use A Rank and below Kaguya jutsu in the turn following the use of the branches.


Declined - 60m is too high, why? Because 25m radius is long range, so even if an opponent said they were long range from you they'd be hit by this i mean, this is nearly three times the size of that. Not only that but it lasts forever which i wont allow. Scale size and use are too much. Even if you can use it once you can control it the entire fight
 
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