Custom Jutsu Submission - III

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Pervyy

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New Cycle: 16/03/2017 - 23/03/2017

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

Summer

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Fuinjutsu Suiton Poseidon/Zeus - Sealing Arts* Water of Poseidon/Zeus*
Type: Supplementaty
Rank: B rank
Range: Short-Mid
Chakra: 20
Damage:* (+20 to water jutsu)
Description:
This was a powerful combination between two brothers Zeus and Poseidon . They were renowned for creating seemingly flawless Co op jutsu's that would boost each other's jutsu's. The user places a specific sealing tag onto the ground. Then proceeds to form two handsigns at any time during the battle to activate this seal. The seal will run a constant surge of electricity to any water source in the nearby vicinity of the tag. This will give the water source a boost of damage strength when any water jutsu is utilized from the water source. It will give off a constant surge of electricity water combo boost without the need to pair it with lightning during* the same turn move. The combo will be capable of paralyzing an enemy for one turn upon contact.* The source will remain infused with voltage until either the tag is remove or the 3 turns have conceded. The lightning being infused into the water source is that of B rank strength which will not be distinguishable through normal methods.

Restrictions:
+useable once per battle
+Cannot be paired with forbidden ranked water jutsu
+lasts for three turns.
+Cannot use water for one full turn after the seals effects have ended.
+ the user can place the tag and simply add the handsigns onto a water jutsu to simultaneously activate while drawing upon the source.
+ can only be taught by juha

□ Declined. Its fine, but I have a few concerns. First, how far away from the tag will the Water source be boosted? Can the surge from the tag be disrupted by disrupting the medium (aka, the ground), and also, the Lightning will be distinguishable by normal means. Other than that, its okay. □

Leaving for another mod



Fuinjutsu Mei Eciture Kagami- Sealing Arts* Dark Eciture Mirror*
Type: Supplementaty
Rank: B rank
Range: Short-Mid
Chakra: 20
Damage:*
Description:
The user of this technique will have to first have any type of active barrier in place before using this jutsu. The barrier in question will be the focal point of this jutsu and will be enhanced or modified due to this sealing tag. The tag once placed upon any barrier will give the barrier a new type of quality. Making anything inside the barrier disappear by using the light to refract and hide anything inside.* The barrier itself will even become hidden to the naked eye. Making it seem like the user just up and vanished. Some might think of it as teleportation but in reality it is a simple mirror trick where the barriers properties are altered slight to hide objects inside it and the barrier itself.
The other quality this tag adds is that anything that comes into contact that is energy based with the barrier. It will redirect back towards the enemy. This will work for energy based jutsu up to and including B rank. Working like a strong deflector to bounce the energy off of the barrier and back at the enemy. The barrier once hit by anything will disrupt the mirror effect of hiding itself and the user however.*
The user inside the barrier can only use jutsu that originated from the ground during the usage of this. As any energy based objects from inside the barrier will disrupt it. However if the user is in sage mode already during or throughout the usage it the chakra being gathered will not disrupt the barrier. As it is a smoother and more pure based energy and it is not being dispersed from the body as a jutsu.

Restrictions:
-Cannot use any other barriers or seals while this is active.
- Cannot use S rank and above jutsu during this usage or it will disrupt the mirror effect.
-This ability will last as long as the barriers last.
- can redirect up to 2 B rank energy blasts per turn or one A rank energy blasts.
-can only be taught by Juha


Leaving for another mod

Fuinjutsu Toku Hercules - Sealing Arts Shield of Hercules
Type: Supplementaty
Rank: A rank
Range: Short
Chakra: 30
Damage: 60
Description:
The user having clapped there hands together (they do not need to remain together) will form a barrier around themselves. However this barrier is a unique type of shielding barrier that the mighty Hercules would wield in battle. It would form a double walled barrier which will cover short range around the user. The outside barrier will be B rank in strength while the inside barrier being closer to the user is A rank in strength.* However the distance between the barriers is 1 foot and both barriers will move together with the user. Between the barrier is B rank compressed wind blades circulating between the barriers. From the Clapping of the hands together the inner of the barriers was infused with the wind element from the clap. The user had to be extremely fast to get the outer barrier erected to hold in the wind. While also slowly forming the inner barrier to compress the wind between the barriers without disrupting the outer barrier. Upon the outer barrier being busted or disrupted the wind will gush outwards in a 360' radius up to mid range, and cutting anything in its path. The inner barrier being the stronger of the two walled barrier will easily maintain and protect you from the wind bursting through it.* Neither the barriers or the wind would be visible to the naked eye.
Because the outer barrier is B rank like the wind. It wouldn't take much effort to puncture and release the wind from the outside.

Restrictions:
: remains active for 2 turns.
: Cannot use any other elements while active
: Cannot use A rank and above Fuin in the following turn.
: The user can still* use jutsu that come from the ground.
: only taught by Juha

Declined - nice idea, but what you have is like 3 jutsu in one. 2 separate barriers and a wind jutsu. Not only this but due to the way you've distributed the ranks, you have the wrong rank for the jutsu, you have A + B + B = S rank in power overall.
 
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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.

( 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, and he 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 certain 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:
- Uses Katon with no seals, and basic Ninjutsu (No scrolls)
- Can communicate with humans and snakes alike, mentally with his summoner
- Cannot be harmed by his own or his summoners Katon chakra or Senchakra and is impervious to B ranks and below
- Can sense with heat/scent/vibration and can also sense things thru their Life force and natural energy, also able to detect harmful intent
- Can access Natural Energy to 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, extending Sage Mode will shorten it's time on the field by 1 turn

~Notes~

- All abilities cost a move other than sensing
- Must know Snake Sage Mode to summon Boitatá
- Only those allowed by Vegeta may summon Boitatá
- Can be summoned 1x per battle and stays for 4 Turns.
- Cannot be summoned to the field if Manda is present, unless Manda was summoned by an opponent

Declined - how can he reside in a river yet be on fire? Not only this but snakes are evil can't have them loving nature ;) Now, these flames that can't be extinguished is a no, he aint having no Amaterasu xd You can remove all the story mode for the summon, that is bio history, it's not really valid to the cj. Basic ninjutsu is a weird one, that means he can make clones and such, which can't have that, and alot of nin needs handseals, so clear up what it can and can't do. And harmful intent, hell no, that clashes with my clan <_< And the extending sage mode has been done before, by korra i think? Need better restrictions, like limit what sage techniques it can use because right now this is still too much:

Summon a snake that:
1. Is massive
2. Can use all fire
3. Can use all ninjutsu
4. can use all sage techs
5. can sense in 3 ways
6. has flames on it's back that can't be extinguished
7. telepathy with summoner <_<


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Sasori

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(Pacili to Sicillian) Palici and Sicilian
Type: Puppet
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Sasori created the Palici and Sicilian who are twin puppets that have the the innate ability to split their body apart. Sicilian was on the left side while Pacili was on the right. Sicilian and Pacili both possess a compartment on their chest which allows for them to summon forth a wide array of swords attached with a string attached that allowed for directional control, and is equal to a D-rank technique. Both of Sicilian and Palici legs hold the ability to spew out pressurized air from the soles of their feet which allowed for easy access around the field, and could even be used to fly in a vertical or linear fashion, this ability was equal to a C-rank jutsu moves up to Mid range,and can be sustained as long as the user uses a move.Also, when Palici and Sicilian separate they each reveal a separate arm and leg of their own hidden inside of them contrary to when they are together when their body parts are hidden inside of each other.

Palici:
Palici has a compartment located on its upper body which holds a medium sized canister for the puppeteer to utilize. This canister would be capable of being launched into the air up to Mid-range, and once it was in the air it would release a bright cone shaped beam of white light up to mid-range which could be used to blind an opponent temporarily, and it because the canister is in a fixed position that it is able to release a cone shaped beam of blinding light at a target without blinding the user. There is also another canister that Palici possess which is capable of being shot into the air as well, but instead of shining a bright light, this time it unleashes a barrage of Shuriken which is fired then and there and once the shuriken are released the canister falls to the ground. Also, the canister stays in a fixed position where it will then spew out shuriken in a wide scale manner in front of the user that prevents them from harm. The shuriken is a C-rank jutsu, Mid range. In her base form she is capable of releasing streams of scorching hot fire from her palms equal to (A-rank | Mid Range)

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

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

(Kasai sutairu: Hadesu no konmei) Fire Style: Kings Dominion
Type: Offensive/Supplementary
Rank: F
Range: Mid-Long
Chakra Cost: 50
Damage Points: NA
Description: The user starts off, by gathering their Katon chakra into their throat followed up by spewing out four enormous fireballs in quick succession. All of the fire balls that are being expelled are aimed at the sky where they will mount themselves at around 30 meters above the battlefield. Now onto the main performance of this technique, the user will begin to use precise chakra control and manipulation to craft each fireball into that of a fire warrior. In mere moments, the fires will be shaped into that of a 30 meter tall warrior of flames. Each warrior possesses in its hands a specific type of weapon as follows: Sword, Arrow, Spear, and an Ax. Immediately, after all of the warrior entities have been created, they will then instantly begin to propel each of their hand held objects down upon the target(s). There will be two arrows aimed at two designated locations on the left and right of the opponent, and will be placed at least five meters away. Instantly, as they make contact the arrows will disperse as they begin to send a wave of heat throughout the ground; heating it to extreme temperatures that makes it standing on it near impossible. This heat will extend up to mid-range, hence why this technique has to be performed at least 10 meters away. With the spear, that is thrown simultaneously, it will be aimed directly towards the opponent(s) and once it reaches at least five meters away the spear will radiate off of it a blinding flare which will encompass everything up to short-range blinding anyone in the vicinity, causing the spear to dissipate in the process. To finish up, the Axe and Sword which are also being thrown will pace towards the target at an incredible rate. Right before the sword hits the ten meter mark, it explodes into a maelstrom of smaller miniature swords capable of hitting any targets Short-range of the target. Meanwhile, the moment the axe makes contact with a solid surface it will manipulate the concussive properties of fire and explode into a precise, on target explosion. It is because of the strenuous pressure this puts on the user that it is considered a F-rank jutsu.

Note: Can only be used once.
Note: Ground stays heated for two turns.
Note: No B-rank or above Fire jutsu next turn.

♪ Declined: The first 9 lines or so are superfluous; why not just create the constructs directly using fire chakra? 30 meters each is also pretty outrageous, I'll allow them to be 2 meters in length each. Also, this should require handseals. And, finally, the ground would only be heated for the duration of the turn that the jutsu is used in. ♪

(Orinpasu no kagayaki) Sealing Arts: Glow of Olympus
Type: Supplementary
Rank: A
Range: NA
Chakra: NA (+200)
Damage: NA
Description: A sealing tag that will be placed on one of Sasori’s puppets that he is currently inside of. Inside of the sealing tag is a plethora of chakra from the user, precisely two hundred chakra points, which will be passively taken from their overall chakra count in the beginning of a battle if this seal is applied then. The seal only activates when the user’s chakra system is targeted directly, specifically referring to chakra absorbing techniques. In response to the attack on their chakra the seal activates and begins to spew out chakra, and instead of having the chakra return to the user, it instead will serve the purpose of taking the place of any chakra that would be taken from the user’s own body. Depending on the amount of chakra that is trying to be forcefully taken this seal will continue to spew out chakra in its place if their is enough present. Let, it be noted that this technique can be prolonged for a span of two turns if necessary, with each turn costing a move. One of the main benefits, of the seal would be how if normally the user would have had a restriction on certain elemental or ranked attacks due to the pressure on their chakra system, those restrictions are gone temporarily for the time being as the user has this seal active.

Note: Can only be taught by Sasori
Note:Can only be used twice and if placing it at the start of a battle then it is passive, otherwise is costs a move.

Declined - DNR. 200 chakra points in a seal. Did you really think we'd allow this?

(Kasai sutairu: Hadesu no konmei) Fire Style: Kings Dominion
Type: Offensive/Supplementary
Rank: Forbidden
Range: Mid-Long
Chakra Cost: 50
Damage Points: NA
Description: After performing three hand seals, the user starts off, by gathering their Katon chakra into the air causing four distinct warriors of flames to manifest above them. In mere moments, the flame entities will be shaped into that of two meter tall warriors of flames. Each warrior possesses in its hands a specific type of weapon as follows: Sword, Arrow, Spear, and an Axe. Immediately, after all of the warrior entities have been created, they will then instantly begin to propel each of their hand held objects down upon the target(s). There will be two arrows aimed at two designated locations on the left and right of the opponent, and will be placed at least five meters away. Instantly, as they make contact the arrows will disperse as they begin to send a wave of heat throughout the ground; heating it to extreme temperatures that makes standing on it near impossible. This heat will extend up to mid-range, hence why this technique has to be performed at least 10 meters away. With the spear, that is thrown simultaneously, it will be aimed directly towards the opponent(s) and once it reaches at least five meters away the spear will radiate off of it a blinding flare which will encompass everything up to short-range blinding anyone in the vicinity, causing the spear to dissipate in the process. To finish up, the Axe and Sword which are also being thrown will pace towards the target at an incredible rate. Right before the sword hits the ten meter mark, it explodes into a maelstrom of smaller miniature swords capable of hitting any targets Short-range of the target. Meanwhile, the moment the axe makes contact with a solid surface it will manipulate the concussive properties of fire and explode into a precise, on target explosion. It is because of the strenuous pressure this puts on the user that it is considered a F-rank jutsu.

Note: Can only be used once.
Note: Ground only stays heated for that turn.
Note: No B-rank or above Fire jutsu next turn

♪ Approved ♪

Vex, sort this out lad.

(Kaminari sutairu: Hōshasei doragon no hōkai) ⌲ Lightning Style: Decay of the Radioactive Dragon
Type: Supplementary/Offensive
Rank: Forbidden
Range: Mid-Long
Chakra Cost: 50
Damage Points: 90
Description: The user starts by performing three hands seals and begins focusing their lightning chakra at least ten meters above them. In just a few moments a large dragon composed out of pure lightning is manifested in the air. As soon as the beast is summoned the dragon begins to coil around itself in swift and fluid movements in order to circle around itself; it will appear as if the dragon is chasing after its tail forming a sort of circular ring. While it is hovering above the field it will expand encompassing a wider width (five meters). Immediately after the dragon has been brought into existence it will release an extremely fast pulse/wave of lightning that appears as a thin purple wave to the naked eye; but due to the speed that it is moving it is nearly impossible to avoid. While the wave does not carry any offensive properties, it serves the purpose of sending an electrical current through the ground from Mid to Long range; avoiding the user’s own area. Similar to: Lightning Style: Stone Avalanche technique the current causes for the structure of the land underneath the target to weaken, and eventually cave in itself. The product of the current is that the ground underneath the opponent will become unstable therefore they will lose their balance as it is lowered one meter. Without delay, as soon as the first wave is released a second, slower one is released. This wave is capable of being traced by the eye and can even allow for a proper counter to be made. The second wave is released over the entirety of the battlefield, and just like the Lightning Release: Lightning Blades Levitation this wave of energy affects any and all physical based weapons such as kunai or swords. It however is only able to affect chakra filled items up to B-rank, but cannot affect weapons on the target, and consequently due to the nature of the technique it also affects the user’s tools even though they still remain control over them. Along with ordinary tools the wave specifically serves the purpose of breaking up small parts of the ground scattered across the field around the size of a pebble. All the weapons that are under this waves control possess free form strength, and the moment they are affected by the current, they all race towards the target aiming to bruise them. On to the finale of this technique, whilst everything else is occurring the dragon positioned in the sky explodes into smaller miniature dragons around fifteen inches long, and begin to rain down upon the field (Mid-Long) Half of the dragons are utilized in order to purposely strike the ground at least five meters away from the target, and as they do so from all angles around the target they diffuse into the ground releasing a powerful electrical current into it; the other half of the dragons are used to strike the target head on, however the user chooses, and upon making contact with a surface they explode.

Note: Can only be taught by Sasori.
Note: Can only be used once.
Note: No Lightning jutsu above B-rank next turn.

Declined - the red for starters. Anyway, what you do here isn't the same as the cannon technique. The cannon technique you speak of uses lightning on a cliff to break the earth of the cliff, so it's unstable and falls due to the effects of gravity. If you just weaken the bonds of solid rock on the field, when there is no holes in the ground below etc, not alot will happen. At best you'd make it a bit sandy? And the second half of this technique about the second wave, is weird. Not really sure what you're tyring to do there. And the last one jsut seems like you're trying for too much in one jutsu.

(Aka himitsu gijutsu: Seigen) Wind Style: Tyranny of Zephyrus
Type: Supplementary/Offensive
Rank: Forbidden
Range: Mid-Long
Chakra: 50
Damage: 90
Description: In order to initiate this technique, the user must first perform three hand seals followed up with focusing their wind chakra into the ground up to Mid-range away from them. In a matter of seconds the ground up to Mid-range and passed it will begin to rumble as a multitude of tentacles composed out of wind erupt from the ground. Eventually, the entirety of the battlefield pass five meters from the user will have thin tentacles of wind sprouting from it. Each tentacle rises up to ten meters in the air, and is placed at least five meters from the target(s) from all angles, essentially trapping them. These tentacles can serve one of two purposes which must be specified the upon activation of this technique: The first ability involves releasing a suctioning wave from multiple tentacles that keep the opponent in an immobilized state, making performing rudimentary tasks such as lifting an arm difficult; the second ability of the tentacles involves unleashing a gust of wind from multiple tentacles that continue to push the target(s) off balance. On to the main part of this technique, the user’s wind chakra will manifest into a 15 meter tall wind creation, resembling that of a mighty Kraken that can be manifested anywhere on the user’s side of the field as long as it's not the area of the field affected by the tentacles. Once it is on the field, the winds that it is composed of will begin to suction/drag in nearby dirt/dust particles until it resembles that of an opaque wall. Once all is done, the Kraken expel four shapes: A Sphere, Pyramid, Cube, and a Hexagon; these shapes are composed of wind with a mixture of dirt/dust inside of them. In one swift movement, each shape will move towards the target in any fashion the user chooses. Let it be noted, that each shape has a specific property as noted: The Sphere contains the ability to release earth based shrapnel empowered with wind chakra in a linear manner towards a target(s), The Pyramid shape when it is at least five meters away from a target it will expand until it ‘pops’ releasing a maelstrom of dust particles which invades the target’s eyesight making it difficult to see while also cutting them with razor sharp winds, The Hexagon shape will immediately or after it reaches a certain distance will explode into a multitude of smaller shuriken sized wind/earth constructs that race towards their target, The Cube constantly unleashes a suction wave rendering objects/people immobile, but the effects are only induced on the enemy when it is at least five meters away, the cube will also hit the opponent with the brute force of the sharp winds and earth when it comes into contact. Let it be noted that the user has complete control over the angle and directions as to where the shapes are launched.

Note: Can only be taught by Sasori.
Note: Can only be used Once.
Note: The user cannot mold Wind chakra above B-rank for one turn.

Declined - the first effect of suction wind to hold them in place has been done alot before. Same as pushing them off balance with gusts of wind, think one of these techniques is "wind dance" that yard owns. You just have alot going on in this jutsu, you don't metntion how many tentacles, what rank each one is. Limit to controlling them etc. Oh and i feel you made this F rank for power rather than it's effect, not only that but you need to check out restrictions for F ranks. These aint gonna cut it.



 
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Jᴀʏ

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(Sennika: Kōtei no Ken) - Sage Transformation: Gladius Carnem, Sword of The First Emperor
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40
Description: This technique allows the user to create a powerful weapon from their own body, quite literally. By applying a burst of chakra to their body the user is able to form two large blades one from each elbow joint that can be used in a malleable fashion as a flail or stiffened for use as a blade, the ability of sage transformation is the medium. These blades have a basic damage resistance of C rank and below making them capable of blocking these attacks with little harm to the user with simple freeform guarding. However the true value of the blades is the sustainable nature and the fact they allow the user to essentially never be disarmed. They function as normal blades would and the user can perform any kenjutsu attacks using them including ones that require elemental input such as chidori katana. The blades themselves if destroyed can be reformed by expending 40 chakra and a move slot, however it should be noted that much like the initial forming of this jutsu it doesn't consume timeframe being an instant formation. Though the technique must be posted for reference in the start of the battle and prevents the user from actively using a custom weapon with this taking its place. The blades themselves are malleable and can reach up to 4 meters in any direction giving them a powerful range advantage should the user need this.

Illustration:
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Note: This jutsu takes the place of a custom weapon meaning the user can't have a cw used in the same battle he uses this.
Note: Due to simply being an activation jutsu this is considered self sustaining past creation requiring no additional chakra cost to maintain.
Note: May only be used by a Sage transformation bio.
Note: May only be taught by Jᴀʏ

Declined - If i'm honest, you can jsut do this with the cannon technqiue:
( Senninka ) - Sage Transformation
Type: Supplementary/Offensive/Defensive
Rank: C-A
Range: Short
Chakra: 15-30
Damage: 30-60
Description: Sage Transformation is an ability wielded by Jūgo's clan, which increases their physical abilities and allows their bodies to perform various shape-shifting feats due to their innate ability to passively absorb natural energy. It is a multifaceted ability that permits them to achieve feats ranging from creating various weapon-like appendages to altering their body structure, as well as a general increase in their physical capabilities. In the experiments created by Orochimaru, this ability is referred to as "Cursed Seal Transformation" (Juinka). The transformation can be used countless times in battle and sustained while the user has enough chakra to do so. The damage the technique can produce is proportionate to the body part altered and the way it was altered. This technique enables the user to produce melee attacks or defenses through the alteration of his body.
Note: Can only be used by Jugo Clan bios

(Kemuri: Aaiki Anemoi) Smoke Style: Alert Of Anemoi
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/a
Description: This is one of the simple, basic, yet effective techniques of the scorch style. Being more of an evasive part to the signature smoke body technique. The user will channel smoke chakra into their whole body while near instantly release it, causing their whole body to turn into smoke and disperse. The user will then quickly reform their body in what seem to be a tornado of smoke anywhere within mid range of his initial dispersing. This technique was designed to cover the weakness of the smoke body by not just turning your body into smoke but gaining distance. This technique is mostly used for a quick evade in tight spots.

Note: Can use a max of 4 turns
Note: Even though the user can only reform mid range, if there is non chakra infused smoke on the battle field, the user can choose to reform from said smoke thus being able to extend the range which they can reform
Note: This technique is not offensive in any way
Note: Cant use this technique back to back

Declined - For one it would be scorch/smoke style. But then i don't get what scorch has to do with this as a jutsu? Unless that's a typo. But apart from that it's just too close to the cannon list tech.

Permission to

(Kemuri: Aaiki Anemoi) - Smoke Release: Alert Of Anemoi
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This is one of the simple, most basic, and yet effective techniques of smoke release. Being more of an evasive part to the signature smoke body technique. After the user manipulates their smoke chakra to turn their whole body into smoke, they will near instantly release it, causing their whole body to turn into smoke and disperse. The user will then quickly reform their body in what seem to be a tornado of smoke anywhere within mid range of his initial dispersing. This technique was designed to cover the weakness of the smoke body by using the smoke body to gain distance. This technique is mostly used for a quick evasion in tight spots.

Note: Even though the user can only reform mid range, if there is smoke on the battle field, the user can choose to reform from said smoke thus being able to extend the range which they can reform
Note: Only useable when in Body of Smoke Mode
Note: This technique is not offensive in any way
Note: Cannot be use this technique back to back
Note: Can only be taught by Jᴀʏ

Leaving for another mod
- removed the turning to smoke part, as this technique is a supplement to the original smoke body technique

‡ Declined ‡ You need to actually specify that your body travels in smoke form and doesn't just "reappear" in mid-range.

(Sennika: Buzoku Itanjinmon) - Sage Transformation: Tribal Inquisition
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: 40 or (+20 to Tai/Ken)
Description: Based on the unique techniques for the sage transformation, specifically the jet booster limb alterations. This variant can be used either with weaponry or bare handed strikes and is considered an addition technique that works along side the jet booster boost canon technique. By focusing additional chakra in to their weapon or fists the moment before impact the user is able to enhance the momentum point and the impact of the ability, while the original technique focuses on simply enhancing damage this technique focuses on increasing speed. This can be used in conjunction with kenjutsu or taijutsu freeform or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question if used without the jet booster canon to enhance damage, if used with freeform it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by +5 in regards to the users speed chart reference. It should be noted that if used alongside the initial booster canon it will not increase damage but will instead double the increase in speed aforementioned but only for the attack that is used and not for movement etc. When used to enhance the Canon ability it is considered an addition that happens in the same time frame but will use an additional move slot.

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jᴀʏ
Note: No sage transformation above A rank next turn. Usable once every two turns

Pending - need to look into this, i feel it's been done before.
 
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Wakizashi

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(Raiton no jutsu: Kaminari Doragonzu Tsubasa)-lightning style: Lightning Dragon's wings
Type: Supplementary
Rank: C
Range: Short-long
Chakra: 15 (-5 per turn to sustain)
Damage: N/A
Description: The user molds lightning chakra and release it from his back in the form of wings with a width of 1m each. With those wings the user is able to move freely around the battlefield and grant the user flight. Since the wings are made of lightning, the advantages and disadvantages applies. If an opposing jutsu disperses the wings the user would have to recreate the wings.
note: wings cannot be used to attack or block attacks.
note: must be taught by wakizashi.

Declined - sorry buddy, but it's just too generic and has been done before.
 
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Atrocitus

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(Senpō: Tenmei) - Sage Art: God's Will
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: A variant of Frog Kata, instead of using the natural energy offensively the user opts for a stronger defence instead. The natural energy that enscapuslates the user will defend the user on it's own accord (meaning the user doesn't need to focus on it). This ability is linked to the sensory part of Sage Mode giving the aura different effects depending on which Sage Mode the user is using. Toad sage users have the invisible aura itself defend from attacks that enter into short range literally pushing them back out. Snake Sages has the aura automatically move their body out of harms way, this is very fast movement and if needed it can send the user high into the sky to dodge certain techniques. Wood Sages has the aura form dense wood in the direction of the attack (act's like Gaara's sand) to block attacks while also allowing them to use that wood for techniques. This technique doesn't use any extra chakra from the users personal supply but just uses the natural energy provided with sage mode and the natural energy in the immediate vicinity.
Note: Can only be used in Sage Mode.
Note: Can only be used twice per Sage Mode activation and follows the "Frog Katas" rules of reducing the user's Sage Mode turns by one (two in the case of Minato).
Note: No other S ranked or higher Senjutsu this turn.
Note: No other Frog Kata techniques or variants used in the same turn.

□ Declined. Hm, its a nice idea, but I don't like it being done passively. Also make it clear up to what rank this can protect the user, also can't be used in consecutive turns of each other nor be boosted with another defense. □

Leaving for another mod.

(Mokuton: Rinne ) - Wood Release: Saṃsāra
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is a very versatile Wood technique that has two similar yet different effects to choose from. The user will perform the Ram hand seal to activate one of two effects. One of the effects allows the user to use pre existing trees and roots the user has created to drain water from A-rank or below Water techniques (the chakra is diffused thanks to the chakra absorbing properties of wood) or water sources rendering them unusable/nullifying the technique (the water can be taken control of once more but the jutsu they use would be negated). If used on S rank or above, the water techniques power would be reduced by 1 rank or 20 damage points. Once having absorbed chakra from water the user can use this application to cause the pre-existing wood used for this technique to grow to larger sizes increasing it's strength by 1 rank or +20 damage if S rank or over. The user can also use this technique on their wood jutsu to draw out water from the wood to produce a water source for the user to use and increases the strength of his next water jutsu by 1 rank or +20 damage if S ranked or higher, this would turn the wood to normal wood with no rank properties. This technique can also be used while a wood technique or water is forming by performing an extra hand seal (two if the first jutsu uses none).

Note: Can only be used twice per battle with two turns in between uses.
Note: No other wood jutsu after this one till the next turn.
Note: Only one water jutsu this turn.
Note: No jutsu above A rank in the following turn

Approved - made a alot of edits


(Mokuton/Fuuinjutsu: Tatchi no kami) - Wood Release/Sealing Arts: Touch of God
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Using the same principles as "Tenth Edict on Enlightenment" Hashirama can use his wood as a medium to place seals. He places his arm outwards and towards the target, and the seal he wants to implant will physically appear on his palm. This allows him to use any wood technique he controls that physically touches the object/person as a medium to place the seal. This technique only works for A rank or under fuuinjutsu and is used in conjunction with another wood technique.
Note: Can only be used thrice per battle with one turn between uses
Note: The fuuinjutsu used with this technique still takes up a move.

Declined - it would let you bypass limits that are in place to restrict how versatile strong seals can be.
 
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Jhin

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(Futon: Futo hebi no kiba) - Wind Release: Wind Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique wind technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to manifest their wind element in the air taking control of the wind currents to form a large torrent of opaque wind shaped as snakes will pour out surrounding a target or targets and wrapping around them. The wind while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense wind in nature making their binding ability quite impressive preventing an enemy wrapped in them from moving freely, the radius of this technique is 10m. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another wind or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting wind technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the wind snakes. This usage is considered as an active boost and follows the rules and restrictions of such. The second application can only be used as a method of boosting not a stand alone technique.


Note: May be used two times per battle overall. Two turns between uses.
Note: If combined with a water technique in it's second form it will be considered a wind/water combo. Combined with a wind technique just creates a stronger wind. Boosting can only be applied to A ranks and below.
Note: No wind jutsu A rank or above in the following turn.
Note: This must be created at least 10m above the opponent
Note: Controlling the direction of the snakes will cost as a move per turn and the user can only use wind release while maintaining control.
Note: May only be taught by Jhin


(Raiton: Raiton hebi no kiba) - Lightning Release: Lightning Snake Fang
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20)
Description: This unique lightning technique can be performed in two ways, as a single stand alone technique which requires two handseals, Snake and Ram followed by the clapping of the hands. Using it in this form allows the user to release lightning into the sky forming clouds at any point in the air that will then release a large torrent of focused and paralysing lightning shaped as snakes will pour out surrounding a target or targets and wrapping around them. The lightning while not sentient can be controlled by hand gestures making it very difficult to avoid. The snakes are dense paralysing lightning in nature much like the Chidori senbon making their binding ability quite impressive preventing an enemy wrapped in them from moving freely, this technique has a 10m radius. The second method of using this technique functions as more of a boosting enhancement performed by clapping the hands. This method of use is performed as a follow up to another lightning or water technique and will cause the snakes to burst forth from the ground for water techniques or forming from the preexisting lightning technique adding to the overall power of the former technique by adding additional chakra to the technique and a degree of versatility to the technique by making it function in a solid way. Essentially the previous technique will experience a change in power and ability by becoming the lightning snakes. This usage is considered as an active boost and follows the rules and restrictions of such. The second application can only be used as a method of boosting not a stand alone technique.


Note: May be used two times per battle overall. Two turns between uses.
Note: If combined with a water technique in it's second form it will be considered a wind/lightning combo. Combined with a lightning technique just creates a stronger lightning. Boosting can only be applied to A ranks and below.
Note: No lightning jutsu A rank or above in the following turn.
Note: This must be created at least 10m above the opponent
Note: Controlling the direction of the snakes will cost as a move per turn and the user can only use lightning release while maintaining control.
Note: May only be taught by Jhin

Both approved - made edits.

(Senpo: Kienzan) Sage Art: Destructo Disk
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra cost: 50
Damage points: 90
Description: Using the natural energy in the area, gathering it in the air above the users hand by raising said hand upwards over their head, the user will compress raw natural energy in to a flat razor sharp edged disk essentially. Being composed of nothing but natural energy the technique can't be sensed or seen by those not versed in senjutsu. Due to the properties of kienzan you can see the air being split around it creating an transparent type of air current like wind blade, however it's effects can be both seen and heard for when thrown the disk is so incredibly sharp it slices through anything and everything between itself and the target including the very air between them causing it to make a distinct buzzsaw like sound that can be heard by opponents within around five meters of it. Ten meters for those with enhanced hearing such as sound users. The disk itself is roughly five meters in diameter being a smaller technique generally speaking. However it makes up for this with its unique nature. Being self sustained once formed the disk can persist on its own for up to two turns and can be controlled by hand gestures, making it a powerful tool in the right hands but a potentially harmful one since once thrown it never stops moving until it is dispersed so a user who becomes distracted could end up harming himself with it. Due to the control of motion the user can't use other jutsu while controlling this.
Note:
- Can only be performed once per battle
- Must be in Sage Mode to be able to use it
- Cuts Sage Mode by two turns
- No other sage jutsu the same turn or following turn.
- Upon formation of this jutsu the users body will automatically be unable to absorb any more natural energy preventing him from extending his sage mode by any means for the sage modes duration, nor can they re enter sage mode.
- Due to the strain the user can't use jutsu above A rank in the following turn.
- Due to shape manipulation this plays on equal terms with all elements.
Approved - made edits, remember to never use this at the right time Krillin.
 
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Korra.

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(Torakkingu-Shi no Chō) - Tracking Paper Butterflies
Type: Supplementary
Rank: C
Range: Short-Long
Chakra cost: 15 (-5 per turn)
Damage points: N/A
Description: The user will create paper butterflies by releasing paper sheets from their body that are connected to their self by their chakra. The user can than have the butterflies attach to opponents or allies by landing on them and sticking to their clothes. The user is able to track/sense opponents.

Note: Only Usable by Paper Users
Note: Must be taught by Korra
Note: Creates 4 butterflies per user
Note: Usable 3 times

Approved - made edits. By the way, if an opponent/ally use a body surge or release a element from their body, this will be destroyed.



(Kami Senpo: Shizen no Norowareta-Shi) - Paper Sage Arts: Cursed Paper of Nature
Type: Offensive
Rank: B-S
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80
Description: The user will combine their Paper Ninjutsu with Sage Mode. The user will control a number of paper that forms from their body or if they have a paper source on the field to cover the opponent in paper. The paper will than merge with the opponent's body so that it is part of it. Than the user will channel their sen chakra into the paper so the paper and the body part it covers turns into stone. The amount of chakra the user puts in than controls of how much of a body part can the user effect. If they use the B rank version they can cover a hand or foot or a small area of the body. The A rank version can cover a whole arm or leg or torso. The S rank version can cover the whole body but requires the opponent to be covered for a full turn before being turned into stone. The B rank could be used 4 times a match, the A rank 3 times a match and the S rank twice a match.
Note: Must know Sage Mode and Paper Ninjutsu
Note: Must be taught by Korra.
Note: The jutsu as a whole can only be used 5 times a match
Note: Using the A rank and above version cuts down SM by 1 turn.

Declined - For one, it should be a single rank. And another, you would have to infuse the paper from your body with sen chakra, then release it onto them and release it into them. But once you do this you will lose a turn of sage mode, even if that paper tag is destroyed.



Bio with Snakes and Fuuin and SM

(Hebi Fūinjutsu: Sunēkuhaipu) – Snake Sealing Art: Snake Hype
Type: Supplementary , Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user will summon a special white snake the size of the one Sasuke used to protect him self against Deidara's clay. The snake will then open its mouth and releases a string of sealing formula (4) that looks like smaller snakes that wrap around the opponent and binds their movement. The snake will than have the formula starts retracting back till it gets into the snake's mouth. The snake will the eat and opponent and complete the seal causing the opponent to be completely sealed inside its stomach. The user could also use this to seal dead corpses to store and use this to store weapons inside the snake the the user can not hold. When unsealing the snake will just spit out the body or weapon with the formula wrapped around it still till its completely outside its body and then retracts the formula only.
Note: Usable 4 times a match
Note: Must know Snake Summoning

Declined - First of all, summons should be summoned 1 time as it's on animal. Secondly this should be summoning short range from you so it can't be abused.

(Hebi Senpo: Shizen no Okurimono) Snake Sage Art: Nature's Power
Rank: A
Type: Offensive/Supplementary
Range: Short- Long
Chakra Cost: 30
Damage Points: N/A (+15 to Snake Ninjutsu)
Description: Using there ability to use senchakra and snake ninjutsu the user while doing any snake related ninjutsu, like Multiple Hidden Snake hands, will mix it with senchakra into the snakes. The senchakra would cause the snakes to grow bigger, three times there size, and make them stronger than before. The senchakra would boost the rank of the snake jutsu used with it up to A rank as they can not boost a S rank into an F rank. The senchakra would cause the snakes not only to get bigger but give their body's more of a protection and more damage which leads to a boost in rank. Even though this uses senchakra the user does not have to be in Sage Mode but have to at least master it.
Note: Must know Snakes
Note: Must be taught by Korra.
Note: Only usable on Snake Ninjutsu and not summons
Note: Usable 4 times a match.
Looks similar to this
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Declined - sage chakra doesn't make snakes bigger xd and the using sen chakra to boost the power and size of some, this exists, it's a cj of mine called Pervy Power xd
Kami Senpo: Shizen no Norowareta-Shi) - Paper Sage Arts: Cursed Paper of Nature
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will combine their Paper Ninjutsu with Sage Mode. The user will channel senchakra into paper sheets in their body. They will then control a number of paper sheets infused with senchakra and release them from their body. The paper will than merge with the opponent's body so that it is part of it. Than the user will have their sen chakra into the paper so the paper and the body part it covers turns into stone. The user can control how much of the opponent's body gets covered in paper from anything of just a hand or foot to a whole arm or even their whole body.
Note: Must know Sage Mode and Paper Ninjutsu
Note: Must be taught by Korra.
Note: The jutsu as a whole can only be used 5 times a match
Note: Cuts down SM by 1 turn.

Declined - Right, how many sheets? Merge with their body is a no, cover their body will work. And you need to proof read these man xd you say "merge with" then talk about covering, make up your mind. To turn them to stone will take the power of one full turn of sage mode and those sheets to make contact. You understand what i mean by this? Like with one turn of sage mode used, that will be spread through the number of sheets you make, if you make 10, the energy you release into them will be like a shock almost, then the less you make the stronger the energy in each sheet until it's like 4 shees = petrify for one turn, 1 sheet = instant turn you stone. Reduce usage and give a drawback.


(Hebi Fūinjutsu: Sunēkuhaipu) – Snake Sealing Art: Snake Hype
Type: Supplementary , Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will summon a special white snake the size of the one Sasuke used to protect him self against Deidara's clay. The snake will then open its mouth and releases a string of sealing formula (4) that looks like smaller snakes that wrap around the opponent and binds their movement. The snake will than have the formula starts retracting back till it gets into the snake's mouth. The snake will the eat and opponent and complete the seal causing the opponent to be completely sealed inside its stomach. The user could also use this to seal dead corpses to store and use this to store weapons inside the snake the the user can not hold. When unsealing the snake will just spit out the body or weapon with the formula wrapped around it still till its completely outside its body and then retracts the formula only.
Note: Usable 1 times a match
Note: Must know Snake Summoning

Declined - fix what we talked about in vms


Bio with paper and snakes

(Kami Hanten Sekai) - Paper Inverted World
Type: Supplementary
Rank: S
Range: Short - Long (Made in short range and expands into Long Range)
Chakra: 40
Damage: N/A
Description: The user will do the Tiger hand sign and channel their chakra into paper sheets inside their body. They will than release sheets into the air and into the ground. The sheets will copy a concept from Mutually Multiplying Explosive Tags where they summon/multiply into more paper sheets. The paper sheets in the air will keep multiplying and just float into the air as it keeps covering a larger range of the terrain. The sheets that are releases in the ground not only start covering the ground in paper sheets but also start merging into the ground and form sheets under ground just like Sacred Paper Emissary Jutsu. This jutsu is made short range of the user and expands into longer ranges as time goes on. When first form the sheets start within short range of the user. After 1 full turn the sheets would reach mid range while after 2 full turns the paper sheets would just reach long range as they keep multiplying. This jutsu gives the user a source of paper across the field be able to form paper ninjutsu across the paper terrain. Once made this jutsu follow the Mutually Multiplying Explosive Tags route where it is self sustaining and keeps going off without the user needing to focus on it.
Note: Usable 2 times a match with a 2 turn cooldown between use
Note: Must know Paper Ninjutsu
Note: Must be taught by Korra.
What it looks like:
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Declined - it doesn't need to be S rank as literally it's just cloning basic paper. Note that this wont copy any sealing formulas and such on your paper or any effects it carries.


Shady permission to use his format for a snake species ^^

(Hebi Kuchiyose: Hakidashi Kobura) Snake Summoning: Selective Species, Spitting Cobras
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
Spitting Cobras are a selective species of snake summonings which were bred and assigned by the Sage of Snakes herself, Korra. These species of cobras are able not only to use venom from just biting opponents but also spitting the venom from their mouths towards enemies within mid range in the form of a blast. The venom when spit out is less powerful then when injected directly thru bites but can cause blindness and pain for 3 turns if they hit directly into opponents eyes. The venom is also flammable and can be combined with fire jutsus to release a stronger powered fire combination. Being from the Cobra family these snakes have there heads attached to a shield like neck. These scales shield necks are dense and strong able to deflect ninja tools and low rank jutsus (C rank and below). Korra also developed these cobra's to have all different but certain patterns on their neck shields that can cause the opponents to fall for a simple optical illusion when looking at their necks. These optical illusions can cause excessive stimulation or interaction with contextual or competing stimuli of a specific type—brightness, color, position, tile, size, movement, etc. making it harder for opponents to decided how big the snakes actually are or which way they are coming from or where they are moving around. The snakes need to have the opponents look into their patterns on their necks for at least one full turn before it starts to take full effect. Just like other snakes, they are able to detect live beings by their heat and smell in order to track and lead their summoners to their prey.

Note: Must be posted within the bio or in the beginning of a fight.

Note: Spitting Cobras can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be Spitting Cobras. Being Sage of Snakes, Korra is the only one able to use these snakes for all her snake ninjutsu instead of the normal snakes. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon these Cobras, having to post this technique along with it but not costing an extra move.

Note: The spitting of venom doesn't count towards the user's move count as its a freeform action which also mean it can be defended from in a freeform manner. The optical illusions also do not count as a genjutsu or a move as they are a natural part of the snakes and can also be countered freely if they are not full caught in them.

Note: Must be taught by Korra.

Declined - We wont be approved any more sub species like this i'm afraid.
 
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Imperfect

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Updating. Previous Submission for both techniques: .

(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique
Type: Offensive/ Defensive/ Supplementary
Rank: B-Rank
Range: Short - Mid (Depending on the size of the Summon)
Chakra: 20 - 40 (Depending on the Rank of the Summon)
Damage: 40 - 80 (Depending on the Rank of the Summon)
Description: Created by a Summoning Jutsu savant known as the Sentō Shōkan (Combat Summoner) with the specific goal of allowing the user to combine both the Summoning Jutsu and Taijutsu together, he was able to create a new form of Close Quarters Combat. In the simplest terms, the Combat Summoner technique takes the basic concept of the Summoning Jutsu and allows them to be performed in conjunction with Taijutsu. As this Jutsu has its roots set in the Summoning Jutsu, this Jutsu requires it's user to fulfil similar conditions as the Summoning Jutsu, with minor differences which are explained below. This Jutsu is primarily responsible for introducing and explaining the concept of "Combat Summoning", and acting as a reference for derived techniques, all of which will logically fall under the category of Nintaijutsu. There are 2 key aspects to the Combat Summoner technique, the first of which is the alteration to and general application of the user's Summoning Tattoo('s). Instead of being a small, easily concealed Tattoo which is utilized for instant Summoning without Hand Seals, the Tattoo is applied to the entirety of the users body. Because of this it functions like an active map of the user's body for the Summoning Technique itself, with each part of the user's body being linked to a corresponding part of their Summoning Animal's body through their Tattoo's. This allows the user to Summon the corresponding body part of their Summon by activating the Tattoo('s) located on that specific body part. The second aspect is the actual application of the technique in battle. The regular Summoning Jutsu works by signing a Contract with a specific Animal in blood, then sacrificing a small portion of blood each time the user wishes to use the Summoning Jutsu, by wiping blood on their Tattoo, then applying both Chakra and pressure to a surface via direct contact. This technique's Summoning steps are almost identical, with the only real difference being a more direct approach to the "Contact" portion. Logically the user must still apply both blood and Chakra to their Tattoo's, and make contact with a surface, the surface mainly being considered the opponent's body, before the Combat Summoning actually occurs.

The following is an example of how this Jutsu would work within a standard combat scenario; A signer of the Toad Contract performs the D-Rank Taijutsu technique "(Kodzuku) Punch" with their left fist which connects with their target, while also meeting the conditions for the Summoning Jutsu. As they channel Chakra through the Tattoo on their left arm, which also has the necessary blood wiped across it, they become able to "Summon" the left arm of their Summoning Animal to reinforce their attack, which for the purposes of this example is the B-Rank Summon, Gamatatsu. Gamatatsu's fist then almost instantly "materializes" in the area surrounding the user's left arm, similar in appearance and function to how users of the Mangekyō Sharingan can partially manifest their Susano'o's arm, appearing in the area surrounding the user, but not "overlapping" it. This means that any harmful Jutsu that the user may have active will not affect the Summoned fist, as they would not be able to make direct contact, unless the harmful Jutsu has an extended range. Gamatatsu's fist also attacks the target, following the same general speed, trajectory, etc as the users attack, creating a two pronged attack, one being the D-Rank (20 Damage) punch the user threw, and the other being the B-Rank (40 Damage) Combat Summoner punch from Gamatatsu, resulting in a total of 60 damage, should both punches successfully land without interference. Upon the completion of the attack, whether either attack was successful or not, Gamatatsu's arm disappears as quickly as it appeared, leaving the user to plan their next attack accordingly.

Note: The Combat Summoner Tattoo's are designed and applied by the user at their own discretion, requiring the user to post this Jutsu in the "Other" portion, and describe the appearance of their Tattoo's within the "Appearance" portion, of any Biography that wishes to use this Jutsu.
Note: Although the damage of this technique is taken directly from the Rank of the chosen Summon, unique effects and abilities for any Summons utilized with this technique must also be taken into consideration, whether they be a result of that Summon's Biology, or some passive ability they possess.
Note: Due to the unique method of Summoning that the Combat Summoner Jutsu utilizes, the partial Summoning method employed by the Combat Summoner Jutsu does not affect the Regular Summoning Jutsu Method. This is because the Combat Summoning method relies solely on the actions and Chakra of the user for it's activation, and thus doesn't conflict with it. However, any Animal that has been Summoned using the Regular Method, and subsequently used up their summoning time, cannot be Summoned via the Combat Summoner Method. This is because when Animals are Summoned using the Regular Method, they expend their own Chakra to maintain the Summoning, and once they run out of Chakra, typically around 4 turns later, they become unavailable to be Summoned afterwords. The Combat Summoner Method adheres to this restriction because it's based on the Summoning Animal, not the method of Summoning.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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‡ Approved ‡

(Nintaijutsu: Ritomasu Fisuto) Ninja Body Art: Litmus Fist
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: Developed as a form of Taijutsu Supplement by a Shinobi who used another one of their own technique's to help himself gain solid footing in the Nin-Tai genre, Litmus Fist carries on the concepts of it's parent technique, Litmus Finger, into new fields of use on a much larger, but narrow scale. Where the parent technique was focused on creativity and speed through lack of any Hand Seals, this technique is solely focussed on collaboration with almost any form or stance of Taijutsu in close quarters combat, especially Free-Form Taijutsu. The user begins by gathering a large amount of Chakra and distributing it equally throughout their body. Once this is done, the user then performs Taijutsu actions, motions, movements, etc, releasing the gathered Chakra in conjunction with them. Just like with the parent technique, but on a much larger scale, these Taijutsu actions and motions are physically representative of the nature of an Element (An example of this would be using friction to perform Fire Release, or loose, free-flowing movements for Wind Release, fluid motions for Water Release, etc.), which cause the Chakra to take on the properties of, and change into, Elemental Chakra. From there, the user applies Shape Manipulation and the same level of creative freedom from the parent technique to perform various kinds of Ninjutsu enhanced Taijutsu actions, either creating the Element they wish to use from their own Chakra, or using their Chakra to manipulate existing sources, like a nearby source of Water, or the ground beneath their feet, however, any and all offensive actions involving an existing Element must originate from within Short Range of the user, same with Elements created by the user. The user can also use this Jutsu to manipulate and control incoming Jutsu, however, the Rank of the users Chakra must be at least one Rank higher than the incoming Jutsu, in addition to the Jutsu having to be within Short Range of the user to infuse their Chakra into it. The user can also perform other Jutsu whilst this one is active, however, the amount of Chakra required to perform them must be equivalent to, or lower than the total amount of Chakra the user has left for this Jutsu. This is because, while the Chakra is gathered and prepared throughout their body, it is yet to be moulded, repurposed and released into an actual attack or action, meaning the user still has the freedom to perform other Jutsu while this one is active. This does not consume the Chakra the user has gathered for this Jutsu, that Chakra simply acts as a "limiter" of sorts, restricting what other Jutsu the user can perform whilst this one is active. Additionally, at the start of each turn the user can expend an amount of Chakra equivalent to the amount of Chakra utilized up until this point, restoring the total amount of Chakra they have for this technique back up to the max A-Rank (30 Chakra). Although this action can easily end up eating through the users Chakra reserves, this ensures they can maintain the Jutsu for it's maximum turn limit, receiving the most from this Jutsu in return for the almost insane cost it requires to maintain it. Finally the user can split the Chakra from this Jutsu into as many attacks they wish to perform, (Within reason of course, so the user can perform 1 A-Rank, 2 B-Rank, 4 C-Rank, or even a combination of different ranked attacks, like 1 B-Rank and 2 C-Rank, Etc.), however with each division of the Chakra used, so too does each individual action logically lose power. However, this drawback is arguably the Jutsu's best quality, due to fact that the Nature of the users Chakra is only changed when released in conjunction with Taijutsu actions. This allows the user to swiftly and accurately shift between Elements, and even perform numerous and extremely unique combinations of Elements, easily creating their own "style", simply by performing a series of basic actions and combing the Elements those actions unleash, for devastating results.

Note: The user can keep this technique active for a max of 4 turns, and must wait 2 turns after it's deactivation before they can use it again. If the user does not use the full amount of Chakra gathered for this technique by the end of the turn limit, they lose the remaining Chakra. Finally, this Jutsu can be used a max of 3 times per battle.
Note: The user is able to utilize more than the standard form of the Elements they perform, for example, if they use Fire Release, they could use ash or flammable mist instead of flames, since both exist within the canon list for Fire Release. A more detailed list of the available variants for the basic 5 Elements is already provided within the parent technique, "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger".



Leaving for NK

‡ Pending ‡ Need to read this when I'm less tired. This version is kind of confusing.

□ Declined. Keep the original. The controlling of someone else's technique while you can still use techniques is a definite no, same with taking control of another technique to that extent and other smaller issues like changing states of techniques at will, etc. □
 
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(Raiton: Denki Michi) - Lightning Release: Electric Avenue
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user releases an extremely tiny and focused amount of electricity through a specific nerve or nerve bundle mimicing the signals sent from the nerves to the brain allowing them to create pain signals in their own body. This allows them to create the sensation of pain without actual damage allowing them to break genjutsu in a more delibrate and less hindering manor. This pain signal can range in severity from mimicking a small cut to the level of limbs being shattered and broken breaking any kind of genjutsu that can be broken with pain. The best part about this jutsu is that no actual damage is suffered the nerves just force the pain on the body meaning immediately after the signal is received by the brain the pain stops working spectacularly well for use against genjutsu. This ability can be used by anyone needing little to no medical knowledge just a rough understanding of the body.
Secondarily by using this alongside taijutsu a medical shinobi can cause an opponent to feel extreme levels of pain just by touching them by sending a pulse of electrcity to an underlying nerve. They can also turn off pain receptors in their own body or others bodies by overloading a nerve with misinformation through a quick precise shock. This is akin to what's done with some anestesia based techniques medical shinobi learn.
Note: Secondary ability requires medical knowledge
Note: Can be used five times per battle

Declined - using currents to control signals that go to and from the brain in any sense would be a medical technique that you'd need to sub in the med customs area. An example of this is Tsunade when she messes up Kabuto's functions in his body.
 
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(Fuuinjutsu: Sabaku no Sakusei) - Sealing Technique: Desert Creation
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage: 60
Description: This technique allows a sand use to easily transport all the sand they would ever need for a battle giving them access to their arsenal even if fighting on an ocean. They will carry with them paper tags with one of four symbols drawn on them: north, south, east and west. Each of these seals contains sand from a desert in each of those regions of the world. These four deserts each gave their sand unique properties. When releasing the sand from the seals the user can create varying effects. By placing the seal on the ground they can create a geyser of sand which can damage an opponent's legs and launch them into the air. Waving the seal in front of themselves while releasing the sand will create a large wave of sand similar to the Sand Avalanche technique. Releasing the seal from above the target can allow it to crash down on them and bury them alive. If the user wishes to remove this desert from the battlefield they must place the correct tag on the sand and draw it in. The deserts and the sand drawn from each are as follows:

North: Gobi - The Gobi desert experiences tremendous winds that over time have infused itself into the sand. This gives the sand a neutrality with lightning which it is usually weak against. The drawback to this is that it gains a weakness to fire. The flames feed off the wind of the sand feeding the flames and increasing its heat. This can let the fire melt sand that would typically be able to withstand it.

West: Atacama - The sand from Atacama is rumored to be the driest sand in the world. The sand is infused with earth chakra which acts as a double edged sword. It prevents the sand from becoming wet, but at the same time it increases its vulnerability to lightning. This gives it a strength against water techniques, but a double weakness against lightning.

South: Sahara - The sands from the Sahara are larger in grain size than typical deserts. This gives sand techniques used when wielding this sand a much stronger punch as well as giving defensive techniques more durability. Sand techniques used with this source gain a +10 damage boost, but due to the size of the sand grains its also heavier and slower making techniques move half as fast, for instance the Shield of Sand technique would only be capable of intercepting taijutsu 1.5x the user's base speed.

East: Namib - This is just some normal ol' sand.

-Only one of these sources can be used at one time.
-Can only switch sources if the original has been completely destroyed or removed from the battlefield.
-Resealing the sand costs a move.
-Can only use up to 2 seals per battle.
- Sand only remains infused with with the element for 3 turns.
- Each source can only be used once


Approved made edits


Replacing:

(Yugudorashiru) - Yggdrasil
Show
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: This weapon was created by Shimura Danzo utilizing the power of his implanted Senju Hashirama cells. Using a standard tanto as the foundation he encased it in the strongest wood he could create while also imbuing it with some of the cells from the Shodaime. The resulting weapon was a cane that stood from the ground up to his hip. The top of the cane is rounded giving him a comfortable spot to rest his hand. From there it narrows as it moves towards the ground ending in a needle sharp tip as deadly as any sword. Aside from that it looks rather unassuming, easily mistakable for a normal everyday cane. Due to the composition of the cane it has several unique abilities.
Show

Qlfussrot: By tapping the point to the ground Danzo can create A-ranked roots from the ground up to long range away. The roots can vary in size being small enough to deal comfortably with a person, or big enough to restrict a large boss sized summon. They're pointed at the tip capable of piercing through the target and have the ability to leech 30 chakra per turn. While a person is having their chakra leeched, the roots grow eventually covering the target from head to toe. Due to the constant loss of chakra during the absorption the victim becomes limited to A-rank and below techniques until they escape.

Niohoggr: Using the roots of Qlfussrot, Danzo is also capable of performing his own version of the wood dragon technique dubbed "Niohoggr". He will stab the cane into the earth and form the snake seal causing numerousl roots to grow from the ground and weave around each other taking a form similar in size and shape to the standard wood dragon technique. This version lacks the ability to suppress the bijuu, though it does carry the same leeching ability as the A-ranked root ability. Niohoggr is S-ranked and can only be used once per battle.

Eikthyrnyr: The final ability the cane is called Eikthyrnyr. Due to the high concentration of chakra and trace amounts of Hashirama's cells within the cane, Danzo can absorb the wood and cells back into his body through his right arm to temporarily increase his abilities. Since the wood is extremely concentrated and laced with the cells of Hashirama, it gives Danzo 120 chakra points when taken back into his body. The sudden surplus of chakra and physical energy from the cells increases the potency of his wood, water and earth techniques (+15, +10 and +10 respectively) as well as his taijutsu (+10) for four turns. The downside to using this is that it destroys the cane for the remainder of the battle. Doing this leaves behind the standard tanto that the cane is formed around, which can then be used for kenjutsu.

-Qlfussrot can be used three times per battle.
-Eikthyrnyr only be used once with the boosts lasting four turns.
-After Eikthyrnyr expires Danzo cannot use wood techniques the following turn.
-Niohoggr can only be used once per battle.
-Can only be used by wood users.
-Must be wielding the cane to use its abilities.

With:

(Sand Spirit) - Sunaseishin
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: This weapon is a legendary item of the Tanuki that live in Hachitakioashisu. The weapon itself is a long staff with a body made of sandstone and a golden ring head. The shaft of the staff is hollow with numerous holes lining it. This structure is what lead to the name of the staff being Sunaseishin, or "Sand Spirit". While the staff remains hollow it releases a howling sound when swung, reminiscent of a wailing spirit. This hollow form of the staff can also be used by ninja as a replacement for techniques that make use of a folding fan. For generations it has been wielded by the Tanuki's Sand Monk to perform rituals in locations where Shukaku had appeared. Its role was to purify the land by removing the remaining essence of the tailed beast, giving the villagers of the area peace of mind. While those unaware may have seen this as a purely superficial ritual, it was anything but. The ritual worked by drawing the trace amounts of Shukaku's chakra into the staff and trapping it within, along with remaining sand that had come from the beast's body. Over generations this has created a powerful energy within the staff allowing it to become a renowned weapon across the ninja world. The sand within it is incredibly compact creating a high density. This makes the staff itself deceptively heavy which makes it impractical to wield for anyone who is not a sand user, while also making it a deadly weapon in close quarters combat. The sand can be formed into A-rank shapes along the staff such as blades and spikes. While the staff itself is not indestructible (durability of an A-rank sand technique), it can be reformed by sand users thanks to its sandstone composition. As the sand and chakra are born of Shukaku, it acts to protect itself through the Shield of Sand technique that similarly acts to protect the Ichibi Jinchuriki, though not at the same level. The shield cannot form the S-ranked version and moves at half the speed of the original technique. The most powerful ability of Sunaseishin is that once per battle the wielder will absorb the infused chakra into their body. Doing this will cause some of the sand from the staff to cover their body in a thin version of the Sand Armour technique with markings similar to Shukaku's body. It carries the same defensive capability as the original technique, but removes the speed decrease. The absorbed chakra makes their sand attacks more powerful, boosting their damage by 15 points while the technique is active. The user can also use the sand covering their body to create a mimic of the "Chakra Arm" technique that jinchuriki are able to use in their various transformations. This technique is fittingly called the Sunaseishin (Sand Spirit), and lasts for five turns once initiated. After five turns the sand armour will crumble away and the staff's sand will lose its abilities. The sand can still be used, but it is just normal sand. This also leaves the user exhausted, preventing them from using sand techniques for two turns after and A-rank and above taijutsu for three turns after.
-Can only be used by sand users.
-Forming blades/spikes along the staff counts as a move.
-Reforming the staff counts as a move.
-When using the Shield of Sand the technique must be posted and counts as a move.
-Sunseishin (technique) can only be used once per battle and lasts for five turns.

Declined - She shikaku's sand shield is unique to Gaara in the rp these days, and so i can't allow you to have that as part of your weapon. +15 is such a weird number, can give it +1 rank instead to keep the rp balanced. No to the chakra arm technique. Give a limit to how much it can be reformed, like if water hits it, you wont be able to reform it.


(Tanuki Kuchiyose no Jutsu: Great Tanuki) - Tanuki Summoning Technique: Daitanuki
Type: Attack/Defense
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: As part of their obsession with the tailed beast, the Tanuki of Hachitakioashisu built a great sand statue of Shukaku in the middle of their village. The statue is around half the size of the real thing and sits cross legged in a meditation position. Signers of their contract are given permission to summon this statue during their battles. Its sandy composition makes it a very durable defense, and its great size is capable of crushing opponents when the statue is summoned above them. As it is made of sand, summoners capable of using sand techniques can use its body as a source. Must be summoned at least 10m above the target.
-Can only be summoned once per battle.
-The statue is a sand technique in terms of strengths/weaknesses.

Approved - made edits.
 
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Meiton: Hikari O Oyogu - Dark Release: Swim in the Light
Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: The user focuses Dark chakra in any of his Dark marks and releases forth a glassy like creature whose size is roughly 1.30m. This creature seemingly has no distinct features and is transparent. When stationary, he's able to blend in with the environment and can't be seen by naked eye from medium range, however, he's easily detectable when he moves. The kid-like being is semi-sentient; it's mindset is solely driven by its extreme hunger for foreign chakra. Having the user's current speed, he's able to roam freely through in a medium radial reach across the battlefield by being constantly fed by the user, which costs him 10 chakra per turn to sustain this being. He also possesses a thin line of dark chakra covering his frame (purple in colour) to emphasis his inherent ability of being able to deal with energy based elements. This said, he can interact with energy based elements up to S-rank; alternatively, he can deal with numerous techniques which collectively make up to S-rank too, though within reason (for example, two A-rank energy techniques). However, his absorbing capabilites differ slightly from that of a normal Dark Release technique. Due to having no real structure and being made of only dark chakra, this being cannot interact with solids, as any equal ranked or higher solid element hit can disperse him away. The unique capability of him is when put against any energy based element. Should one (or more) be present in the battlefield, the transculent dark being will rush towards the chakra source and simply phase through it. The moment he gets inside the technique however, he releases a dark wave of chakra which begins to absorb the technique, albeit not fully. This dark wave will basically act to corrupt the energy technique. The way it does this is that the moment it begins to absorb, the wave self-triggers, making the technique unstable and force it out of the opponent's control (if it is a stream technique), eventually making it explode into a maelstrom of light blue flames which burns anything to ashes within a short range reach. Due to the being's lack of real construct and made of only chakra, he can also go underground or can directly be created from there. Explosions cannot affect this being, as only solid elements can kill him.

Since the wave of dark chakra is basically from the transculent being, the energy element technique in question will basically become a pawn to it and it will get drawn to anywhere the being decides to go. In other words, the being may decide to rush towards the opponent, so re-directing his own technique against him, or just roam around the battlefield with the technique in "hand" for any purpose. But, whenever the being decides to move, the explosion is delayed until it remains stationary.

Notes;
- Cannot use other "Absorption" based abilities in the same turn.
- Lasts for four turns and can only be used twice with a two turn cool down.
- The explosion would occur instantly on the being's will if it remains stationary, obliterating everything else in a 5m radial reach. The being will also need to be short range away from an attack in order to do anything mentioned above to it.
- Can only be taught by Klad

Declined - There are several things wrong with this. First of all it's made of "dark chakra" which isn't a thing, unless it's the Blue flames or the barrier that Hiruko released from his mouth. And even then when you watch this you can clearly see in the video below at 0:46. This is a vacuum type barrier combined with his dark release (was discussed with other mods). Otherwise what you have here is a raw chakra clone which for some reason is invisible when still even though the only invisible chakra in this form would be natural energy like the frog Kata. And the whole sentient side of this etc i don't see working either. If it was fuuin based, where you had some form of barrier attached to something, with the aspect of being drawn to chakra, then absorbing it to some extent, that could work, but not in this form.

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(Meiton: Ureigoto no Kyuuketsuki) - Dark Release: Scourge of Vampires
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: The user will infuse additional chakra into an existing sentient Dark technique, either when it’s already on the field or upon it’s creation, to grant it autonomy and a superior form of ‘sentience’. The sentient Meiton technique will become capable of using Dark Release techniques up to and including it’s rank. This includes techniques which can only be used in Lords of the Outer Night as the creation is already composed of dark chakra. Techniques which require absorptions will not use a mark but rather be absorbed directly into the familiar's body. Every time it absorbs chakra or a technique, the familiar can use it to perform a jutsu or extend it's duration by two turns. If applied to a dark technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. For example, applying this to a B-Rank familiar will enable it to use B-Rank and below Dark techniques.

Note: Can only be used thrice per battle

Declined - First of all, when you mention "Lord of the Outer Night", you should post this for reference so we don't have to chase down cjs to check them. And also, this is declined as it would let you bypass limits set in place for certain techniques. Not only this but techniques just suddenly becoming sentient as you say without any logical reasoning wont be allowed.

Updating

(Meiton: Yami no ka fuka) - Dark Release: Darkness Overload
Type: Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: After having absorbed chakra beforehand, the user slams his marked palm on the ground, sending the dark chakra beneath the target’s feet. With one simple hand seal the user manifests this technique in the form of a giant dark purple orb which traps the target in. The unique mechanism of this orb is that it can absorb the chakra of anything trapped inside. As long as the user can maintain this technique, the orb will absorb 20 chakra per turn. Upon absorbing chakra, the orb will start to take light blue color. Since the user has complete control over the orb, he can move it freely with simple hand swings. When the orb is forcefully slammed against any solid matter (ground, for example), the orb will dissolve into countless tiny orbs. Through the performance of one hand seal, the user will shape them into senbons which are made of light blue flames. They will rain down on the enemy and cause intense burns to areas that are hit.

Restrictions
-Needs prior chakra absorption
-Can only be used twice
-No A-rank or above Dark jutsus the following turn
-It has a cooldown of 2 turns
-Can only be taught by Klad

‡ Approved ‡
(Meiton: Yami no ka fuka) - Dark Release: Darkness Overload
Type: Offensive
Rank: S-rank
Range: Short-Long
Chakra: 40 (-10)
Damage: 80
Description: After having absorbed chakra beforehand, the user puts any of his dark marks in contact with the ground, sending the dark chakra beneath the target’s feet. With one simple hand seal the user manifests this technique in the form of a giant dark purple orb which traps the target in. The unique mechanism of this orb is that it can absorb the chakra of anything trapped inside. The orb will absorb 40 chakra from the target per turn. The orb follows Dark Release's S/W scheme (F-ranks for elements weak to dark; A-ranks for elements strong to Dark). The size of the orb is big enough to fit in a medium sized summoning animal and can be split into other orbs to trap several targets, each split equaling to S-rank collectively. If the user does this, each orb will be slighlty smaller; though they have the ability to join themselves into one single big one passively and vice-versa. Upon absorbing chakra, the orb will start to take light blue color. Since the user has complete control over the orb, he can move it freely with simple hand swings. When the orb is forcefully slammed against any solid matter (ground, for example), the orb will dissolve into countless tiny orbs. Through the performance of one hand seal, the user will shape them into senbons which are made of light blue flames. They will rain down on the enemy and cause intense burns to areas that are hit.

Notes
Can be used only twice a battle with a two turn cooldown. The orb lasts in the field for two turns unless it gets destroyed. During this time, at least one dark mark should be in contact with the ground, however the user is free to use other moves. The user cannot use other S-rank Dark techniques in the same turn this is used.
Can only be taught by Klad


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

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

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

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

Note: Must be in Snake Sage Mode
Note: Reduces Sage Mode by 2 turns
Note: Does not affect Zetsu as they are humanoid lifeforms, but does affect wood techniques if they are of A rank or less causing them to warp their shape/ lose their original form.
Note: Non-Senjutsu wielders/summons will be turned to stone if the energy is absorbed, otherwise it will just cause internal damage and break a few ribs/bones.
Note: Can only be used 3 times
Note: Can only be taught by Nagato..

Approved

(Ototon: Barukan no Tan'ya) - Sound Release: Vulcans Forge
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 40
Damage: (+25 to water release ninjutsu)
Description: A simple but versatile technique that allows the user to generate sound release chakra in conjunction with water release techniques to amplify the oscillation of water molecules and with that, its destructive capabilities. Similar to how lightning can conduct water, sound is good to travel through water. When a water release ninjutsu is formed whether it be from the users body or from a water source etc, the user will simply focus sound waves into said technique to work along side the technique as water and sound work well together for destructive purposes. The water style techniques must be used in the same timeframe, and with water techniques used by the caster only.

Note: Can only be used 4 times per battle
Note: Can only amplify water jutsus up to S rank
Note: Must be taught by Nagato..

Declined - this is basically what all offensive sound release techniques can do when combined with water. Not only this but the +25 boost in today's rp wont be approved.
 
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(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: The user will activate a passive ability designed to conserve the chakra of Dark Release users. While this ability is active, the user will become capable of voiding the chakra cost of Dark techniques by solely using absorbed chakra and not their own supply/pool. However this comes with a certain and glaring disadvantage, namely an increased difficulty in using higher ranked techniques. Normally a single absorption regardless of the rank or chakra of the given technique will enable the user to use high ranked Dark jutsu (e.g. absorbing a B-Rank allows the use of S-Ranks). However with this technique active, to perform a single S-Rank, they user will need to have absorbed 40 or more chakra prior to it's usage. Once that chakra is used, they user will need to absorb another 40 chakra points before they can use another S-Rank. Thus this technique can be seen as an equivalent exchange: gaining the ability of conserving chakra but losing the ease of use Dark users are normally afforded. Another example scenario is if the user has absorbed a greater amount of chakra than the technique they wish to perform. If the user has absorbed 50 chakra and opts to use an A-Rank (30 chakra), that amount will be deducted from the reserve of dark chakra and the remainder will not be wasted or consumed. This technique lasts until deactivated.

Note: Can only be used thrice per battle

Declined - you'd need to use your own chakra to activate the seals to gain access to the chakra you'd previously absorbed.

Permission given by LA to resubmit technique deemed similar to his own.
Link of Technique -
Link to Permssion -


Meiton: Eien no kiga |Dark Release: An Eternal Hunger
Type: Supplementary
Rank: A
Range: Long
Chakra: 30 (-15 chakra per turn to maintain)
Damage: -
Description: This technique requires the user to have absorbed chakra from an opposing technique with the use of "Inhaling Maw" or Dark Release variants able to absorb chakra. Having done so, which ever palm has the diamond symbol is placed against the ground to release the chakra into it. A network of tunnels begin to form throughout the ground, spreading up to long range & covering a majority of the earth. After forming, the tunnels are active for as long as the user supplies it chakra, dispelling completely afterwards. Whenever the opponent performs an Earth Release jutsu or a underground related technique, the tunnels absorb the chakra as it travels through the ground, completely disabling the technique from forming. Though Dark Release is weak against Earth Release, this technique absorbs the chakra on contact with the tunnels, before the technique is able to even develop. For this jutsu to stay active without an opposing chakra source to absorb, the user is required to supply chakra after the first turn.
Any technique used that is A rank or above, is reduced by two ranks (Earth Release one rank). A minimum 15 Chakra is required each turn to keep it active. whenever the user desires, the user places his palm against the ground, absorbing half of the total chakra siphoned into the tunnels. The user is able to use the chakra to perform other Dark related techniques during or after the ban period lifts.
- No Dark Jutsu for two turns after this technique ends
- Can only be used twice.
- Taught by Method

Slacker pirate will check these

‡ Declined ‡ Right now it isn't clear what ranks of techniques this can absorb. Since this is A-Rank, I'll allow it to work on S-Rank and below elements weak to Dark. Also, a drop of "two ranks" is just pretty random. It also clashes with Leeching Network (which weakens techniques rather than absorbs them outright). Make the focus of your technique complete absorption and have no weakening effects on stronger techniques.
Meiton: Eien no kiga |Dark Release: An Eternal Hunger
Type: Supplementary
Rank: A
Range: Long
Chakra: 30 (-10 chakra per turn to maintain)
Damage: -
Description: An absorption technique which requires the user to place their palm which carries the dark marking, against the ground to release chakra into it. The user releases a plethora of chakra into the earth, which reaches up to Long Range. They continue to manipulate the chakra to form dark tunnels that spread underground covering a majority of the earth & connect to the ground. Whenever the opponent performs a technique which requires contact with the ground or forms from the earth itself, the tunnels begin to siphon the chakra & neutralise the technique before allowing it to fully form. The user is able to absorb the chakra within the tunnels by placing their hands against the ground, this counts as 1 of 3 moves each turn. This technique last for up to 4 turns with a requirement of 10 chakra each turn. Following Dark's S&W this is effective against S ranks weak to Dark, A ranks neutral & B ranks strong to it.
- The user is unable to perform S rank or above Earth jutsu while active
- Can only be used twice.
- Taught by Method

Decline - the absorbtion relies on the mark in your hand to draw the chakra into. So this network would fail as soon as you remove your hand. So you have two options:
1. Make this last as long as you have you're hand on the ground
2. Apply the effect through fuuin/dark release

Either way it would be like a vacuum from your dark mark pulling in chakra.



Futon/Meiton: Eien no yoake| Wind Release/Dark Release: An Everlasting Nightfall
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+10)
Damage: -
Description: The user begins by channelling chakra across the palm branded by a Dark Release symbol. Upon doing so they continue to manipulate their chakra & thrust the selected arm forward, releasing an increasingly large blast of wind at high velocity. The wind, beginning from the palm, spreads out & covers a 120 degree angle in front of the user with the wind soon forming a wave as it travels forward. The wind is only strong enough to simply stop an opposing object in it's tracks, objects such as small projectiles, ninja tools & even humans. The wave is only able to travel up to a short range distance (this could range from 5-7 meters) until becoming ineffectual, though is only needed to travel up to short range regardless. Upon releasing the wave, soon after, the user continues to hold their arm up as they activate their Dark symbol, requiring an extra 10 chakra, this immediately begins to absorb the chakra & rapidly pull the blast of wind back toward the user's palm. though unlike a regular absorption, the user is also able to attract an object caught within the wave, forcibly pulling it back toward the user due to the amount of pressure produced by the wind. The pulling effect acts similar to Pein's technique but far less effective, as it does not suspend the opponent, it simply creates a difficult circumstance for them to promptly manoeuvre in enough time as they are dragged in by the wind & forced so in a short distance. The chakra absorbed allows the user to perform a Dark release technique at a later stage.
- Can be used 4 times
- Requires a space of 2 turns between each use
- Taught by Method
- Due to the release of wind and absorption it would take up two of the users three moves per turn.

Approved - made edits, i like it.
 
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Doton | Ekusutorīmuhoīru : Earth Release - Extreme Wheels.
Rank: S
Type: Offensive
Range: Mid-range
Chakra cost: 40
Damage Points: 80
A technique formulated from the depths of one's cognition, the user would execute a single hand seal, and cause the earth to swallow the victim, down from the feet to the base of the earth. As this is done, the user would incorporate shape manipulation and cause the earth all around the trapped victim to separate into three distinctive wheel segments that forms a cylindrical construct. Each segments is buried within the earth, and as such completely oblivious to the victim. The victim is placed at the equidistant (center) of each segments. Perspectively, it would be almost as if the victim is overlapped with wheels, where the main body is plugged into the open space at the center of each wheel. Then, the user would cause the earthen wheel buried within the earth to pull out in different sides. The first wheel itself moves right, the center wheel would move left, and the last wheel would move right, somewhat similar to how pistons moves. As they liberate out from their cylindrical form, the victim's body would be mutilated. This is because the wheel moves at opposite sides, and as a each wheel moves, they drag the victim to their intended direction, creating a multi-directional force that disjoint the body of the victim. While this is a dastardly of way of killing the victim, there's another variation of the technique even more dastardly than the former. This variation brings the victim's body under extreme tension. Unlike its counter part, the user would incorporate shape manipulation and cause four earthen wheels to form around the victim, whilst fastening tightly into their body, emulating their shape and structure. By now, the victim would be already buried within the ground up to base of head with each wheel imbricating the next. Thereupon the first two wheels will begin to spin in a clockwise direction, while the last two would spin in an anticlockwise direction. In the process of spinning, the victim's body is twisted indefinitely, resulting to inhuman consequences on their body. Ultimately the victim's body would be disjointed as the is exceeded.

Note:
  • Can only be used once.
  • No S-rank earth technique up to two turns.
Declined - how big are these "Wheels", it should be no earth jutsu above A rank for two turns, as with how it stands you could still use F rank jutsu. And lastly, please leave out all the coding from submissions, if you want to code cjs, do it in your cj thread.

Katon | Bōru o watasu - Fire Release: Passing the Ball.
Rank: S
Type: Offensive
Range: Long
Chakra cost: 40
Damage Points: 80
Description: This technique was formulated based on a specific sport. The user will execute the tiger hand seal, and form a replica construct of themselves. This construct is completely made of condensed fire and it stands at an adjacent point where the distance is three meters next to the user. Then a diminutive flaming ball is formed on the leg of this fire construct. As it is formed, both the user and the fiery construct would dash towards the victim, passing it to each other in consecutive fashion. As the ball is passed, it gains momentum and strength, growing more larger as it's distributed. This is possible due to both participants channeling their chakra into it once contact is made. In the time of passing, both participants would perform a series of acrobatic stunts whilst the ball is exchanged to inculcate unpredictability. Taijutsu related techniques can also be incorporated into their movements as they dash towards the target. Upon reaching 5-6 meters before the target, the fiery construct would pass the ball one last time, channeling all its sparse chakra into it and as a result would lose its form, dissipating into naught. During this moment, the conflagrant ball would be concentrated, and its density would be fixed. It's diameter would be larger, reaching about 3 meters in width. Now after the ball has been traversed, the user would dislodge its foot backwards and kick the incoming ball with tremendous force towards the target. The ball would move at untold speed, clouting the target with bone crushing force. It's heat given upon contact would burn the victim extensively. As if this isn't enough, the flaring ball would also undergo combustion, glowing divergently before exploding into a blazing spectacle that burns everything within the related vicinity. Furthermore the ball being made of the user's chakra wouldn't cause any damage to them as it's kicked.

Note:
  • Can only be used once.
  • No S-rank Fire techniques up to two turns.
Declined - You make a fire clone, create a ball of fire, and play pass with it. But the end result is you just create a ball of fire and kick it at your opponent. It's not really unique in any aspect apart from you play pass the ball of fire with a fire clone for a bit first.

Bika no sutaffu | The Staff of beautification
Type: Weapon
Rank: S
Range: Mid range
Chakra cost: 40+ (Per turn)
Damage: N/A
Description: Somewhere in the back of our minds, we know that creation and growth must be accompanied by destruction and decline. We understand destruction is an inherent aspect of nature, the yang to creation, the black sheep of the transformation family. We acknowledge the fact it's often associated (and conflated) with evil, even if there is no evil intent involved. Eventually we come to the realization destruction let loose the concept of transmogrification. It could be as a result of a natural interference, or even an outworldly inference, but the effects is invariably constant. The demise of beautification! This was something Asura knew. Something that eclipse his thoughts every now and then. So he decided to channel this particular thought into something that would help him reincarnate beautification.

^^^ Don't need all this in a weapon, just what the weapon does.
It would be a weapon that served as a semblance of this incessant thoughts. This was a staff that stood 2 meters in height. The top of the staff has golden curved metals in each sides connected to a dominant golden metal that forms the number eight. Attached to the curve metals are rings, with the same properties as the metal and the staff as a whole. The staff itself is made from an almost indestructible metal that can withstand Earth based techniques up to A-RANK for obvious reasons and other elemental techniques up to B-RANK. It's coated with Gold foil which symbolizes its grandeur. Now the primary function of the staff is to beautify destruction. What this means is that the staff would cause the destruction of an earthen based construct and beautify it. This is enacted by lugging the staff into the earth, whilst channeling one's chakra into it. Such procedure would be done sporadically between moves. Thereupon, the rings on the staff would begin to chatter unceasingly. During this time a series of earth chakra would be release longitudinally into the earth. The essence of this is to cause any earthen based construct, to de-construct into rubbles through vibration, whilst re-constructing into a neoteric construct. Essentially, one has "beautify destruction." This is somewhat akin to a jigsaw puzzle. A jigsaw puzzle is a tiling puzzle that requires the assembly of often oddly shaped interlocking and tessellating pieces. Each piece usually has a small part of a picture on it; when complete, a jigsaw puzzle produces a complete picture. In this case, the staff would cause any earthen body around mid-range to vibrate exceedingly (We know that when a body is vibrated, it reaches a point where its physical form appears to crumbles. Albeit this is entirely dependable on the intensity of the vibration, which is why the intensity of the vibration caused by the staff is tremendous) and break apart into small pieces, which assembles thereafter and forms a earth construct (Beautification) that closely resembles a Buddha Statue. Naturally, this only works on structures connected to the earth, especially animated constructs such as the earth golem. It should be noted however, the earth chakra the staff releases is ineffectual to other elements with the reasons that their composition in a sense, isn't "solid enough." This doesn't imply other solid elements would get affected as per to the reasons why the functions is limited. Contrarily, solid elements that are just "too solid," wouldn't get affected. Such elements are mostly metals related elements and its variation and also crystalline elements and its variations. This would usher in a bit of irony against the "not solid enough" notion. Additionally, the staff can be used for melee battles to perforate victims as the end of the staff is jagged, thus fulfilling its classification.

Depiction of the (left of the photo)

Note:
• The vibration of the earth makes reference to "World shaking" of our canon Earth techniques.
• The functions of the staff itself requires the technique to be connected to the ground. Likewise the earthen constructs that is dissembled. This implies that any earth based techniques that's on the air wouldn't get affected. The user is also required to be in contact with staff.
• While the user need to be in contact with the staff, they can still utilize Earth based techniques up to B-rank inbetween the moments of feeding it chakra.
• The staff works on all ranks of Earth with the exceptions of forbidden rank. Albeit it would take a time-frame translated to two moves to cause an S-rank construct to crumble. Meaning, it would take a time-frame that would otherwise allow the user to perform two moves. As hinted, it works best on sentient-like constructs.
• The staff is kept in a standard sized scroll that serves as a medium for summoning.
• The passivity of the staff last up to three turns, whereafter it would cease to function.
• Can only be taught by Deoxy.

Declined - remove the story mode from the weapon. We don't need that, it just sevres to make them longer. Just breaking earth like that has been done before.
 
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Fuin/Genjutsu: Izeberu no Junketsu - Sealing/Illusionary Arts: Chastity of Jezebel
Type: Supplementary
Rank: B/A
Range: Short
Chakra: 20/30(5 per turn)
Damage: N/A
Description:
A seal on an object the user is wearing. Closely linked to the user's mind and the key to activating the skill is when the user's mind is being invaded by a foreign spiritual essence, either through prying through or possessing the user's mind. Any which way, whenever and everytime the user's spiritual essence/mind is invaded(except for genjutsu), the seal activates, shielding the mind and putting the invading mind in an illusion. This is done passively by the seal, by creating a spiritual barrier around the user's mind. This barrier is on the other hand, a medium of genjutsu induction to invading minds and spirits. The genjutsu would imprint a false memory into the invading mind IF the mind is only trying to read the memory. The false memory would be directly contrary to what the user is thinking. Say the user is thinking of "white", the invading mind reads "black". After one turn, the genjutsu moves to a new level and in addition to the first effect, the invading mind would begin to see distorted images, brittle(shattering) and elastic, while being overloaded with annoying streaks of abstract images. This makes the invading mind overly distracted thus unable to clearly administer right amount of chakra into his techniques thus his techniques dwindle in strength(1 rank). After the second turn, the genjutsu creates an oscitant sensation that puts the invading mind to sleep. The last level of genjutsu is similar to "Temple of nirvana technique" however different in the sense that, the calming effect of the genjutsu does not come from the allure of soothing images seen, in fact reverse is the case, but the genjutsu affects the mind directly, bringing a sensation of relaxation to the thalamus, making it to seem as if its secreting sleep hormones. This sensation is reminiscent to how one involuntarily become relaxed at night and even if we don't want, sleep would come. Should the user's body be possessed, the mind is surely the first thing to gain access to, thus the seal would shield the mind(only). Although other part of the body are not affected by the seal, the invader would be unable to control the body without the mind itself. The genjutsu would create a false reality of endless void where the invader would infinitely stray if he aims to locate the user's mind. Being alone in an infinite space may become maddening as time goes on thus if the invader remains in the user for 2 turns, he'll become unconscious. For both cases, severing oneself from the user's mind would make the invader free from the genjutsu. Though the seal passively works every time the mind is invaded while chakra is spent accordingly every time. For mind reading, the seal is passive and B-rank, while for whole body possession, the seal is A-rank, passive but count as a move.
The seal is placed on any object of the user, close to the heart or head. e.g crucifix, hat. For a single use of the seal, the mind remain shielded with the genjutsu inducing barrier until the user ends it.
While active, the user is also not able to invade another's mind.
Genjutsu is not affected by this.

Declined - Just saying it's on an object you carry is just a way to bypass the rules that require med to place it on yourself. Now the second thing is this use of fuuin to detect and counter gen has been done before, most recently by kamishiro's weapon. You can't place memories into people with a barrier, the only cannon method we have seen of this was in the Boruto series which required contact, just like the S rank cannon nin, which can remove memories. The rest of this doesn't make much sense, in terms of how genjutsu works. There is way too much going on for one jutsu, i mean a calming effect? Also i've seen in the past cycle or two Lok decline gen/fuuin combo jutsu like this.


Fuinjutsu/Genjutsu: Kyōki no Hachō. - Sealing/Illusionary Arts: Madness Wavelength
Type: Supplementary
Rank: B
Range: (Depends on the barrier)
Chakra: 20
Damage: N/A
Description:
An activation jutsu that is used in conjunction with the user's barrier fuinjutsu. The user passively applies a property to his barrier fuinjutsu, making the technique be used in the timeframe of the barrier ninjutsu. This makes the user's barrier become a medium for genjutsu induction. Except for the user and those he wills, any other within or in contact with the barrier would immediately be induced in a special genjutsu. The genjutsu depicts madness and bring a false reality or paranoia, torment and fear making it seem as if they are running mad. The genjutsu makes the victims see horrific images of deformed objects or being, moving about and disappearing at intervals. Creepy sounds would be heard in tandem to the images. For example, the victim could see a house suddenly crumble to the ground while the rubble become thousands of deformed spiders that crawl towards them. The victim's hair may turn to hundred's of snakes that would bite him continuously or even gorge his eyes out, while worms gush out of the empty eye socket. The genjutsu is not paralysing but it creates a lot of distraction, making it impossible to string any handseal correctly or even run without them straying from their intended path or falling.
Takes the duration of the barrier jutsu
4x per battle
No genjutsu the same turn this is used

Declined - No to passive. And no way am i letting any barrier induce gen. What is wrong with this, is illusions create images and bend the senses to create "fear" and "madness" "paranoia", all these are byproducts of an illusion. For example, a twisted man such as Orochimaru seeing these illusions you mention would just laugh, as that's his vibe. This is too vague, you can do too much with this one illusion, even without it being linked to fuuin. Now, think of it this way as well, if i use the barrier dome method, that is used for sensing, that can't be seen, it's not right you should suddenly bind them in a gen. DNR.


Updating
Fuinjutsu: Shinsei - Sealing Art: Sacred
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object. In other words, the seal blocks and absorbs chakra that is designed to take control of the weapon.
The seal is applied to each and every metallic tools/object/weapons the user has which must be posted at the begining of the battle and cost a move slot and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusion.
Note: Would not apply to weapons created by the weapon clone jutsu.

Approved made edits
Fuinjutsu: Shinsei - Sealing Art: Sacred
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse or permeate through the said object. In other words, the seal blocks and absorbs chakra that is designed to take control of the weapon.
The seal is passive and is applied to each and every metallic tools/object/weapons the user has which must be posted at the begining of the battle. However when used in the middle of the battle, it'll use a move slot although still passive in activation and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusions if they are elemental in nature, S-rank for non-elemental chakra.
Note: Would not apply to weapons created by the weapon clone jutsu.

Declined - keep the original. You just want everything to be passive don't you? If you're applying a seal, it costs a move, due to the jutsu applying the seal at the start of the match it costs a jutsu. Stop with this whole passive thing. If you have to place a seal on an object, it's an active motion as you're active applying the seal.
Updating
Fuinjutsu: Tsuihō - Sealing Art: Banishment
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description:
A sister technique to . This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are NOT metallic in nature. Notable tools that falls into this category are clothing, paper tags, umbrella, crucifix etc. Because most of this non-metallic tools are also prone to be manipulated by someone who has affinity for jutsu which makes them heavy, move without the user willing it or even turn them into something else, the user would have all his tools of this nature be inscribed with the mark "Banish". However, the sealing formulae inscribed only serve to protect the non-metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object or traverse through it. In other words, the seal blocks and absorbs chakra that is designed to take control or permeate through the tool. This would however, not stop a normal technique from hitting or affecting the tool if its a technique that is not doing the aforementioned effect.
The seal is passively applied to a single non-metallic tools/object/weapon at a time that the user has which must post at the beginning of the battle and cost a move slot and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusion if its elemental, S-rank if it non-elemental chakra.
Note: Would not apply to weapons/tools created by the weapon clone jutsu

✦ Approved, made edits. ✦
Fuinjutsu: Tsuihō - Sealing Art: Banishment
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description:
A sister technique to . This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are NOT metallic in nature. Notable tools that falls into this category are clothing, paper tags, umbrella, crucifix etc. Because most of this non-metallic tools are also prone to be manipulated by someone who has affinity for jutsu which makes them heavy, move without the user willing it or even turn them into something else, the user would have all his tools of this nature be inscribed with the mark "Banish". However, the sealing formulae inscribed only serve to protect the non-metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object or traverse through it. In other words, the seal blocks and absorbs chakra that is designed to take control or permeate through the tool. This would however, not stop a normal technique from hitting or affecting the tool if its a technique that is not doing the aforementioned effect.
The seal is passively applied to a single non-metallic tools/object/weapon or a group of tools/objects that are similar in nature at a time that the user has which must posted at the beginning of the battle. It costs a move slot when its then used on another tool/group of tools in the middle of the battle albeit still passively applied, and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusion if its elemental, S-rank if it non-elemental chakra.
Note: Would not apply to weapons/tools created by the weapon clone jutsu
 
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Mellow

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

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

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

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


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

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

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

Note: May only be used twice per battle
Note: When the orb is in the air it's self sustaining, but the user will only be able to use two jutsu per turn until they call this down.
Note: The initial usage costs a jutsu slot, as well as the lowering of the orb.
Note: This jutsu has a two turn cooldown
Note: No wind S rank or above for two turns after the orb detonates.
Note: May only be taught by Mellow

(Katon: Do~umu no bōtoku) Fire Release: The Desecration Of Doumu
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short- Long
Chakra: 40
Damage: 80 (+10)
Description: The Desecration Of Doumu is a unique fire based technique that can be used in both a stand alone version or an enhancing version depending on the users needs. For the first stand alone version, the user will create a small orb of fire chakra with a red flaming hue in their hand after clapping their hands to form it. Before throwing it in to the air. The orb will be comprised of highly concentrated fire chakra in a vacuum style that will naturally draw wind currents in to it over a number of turns that increases the force of the fire. Initially the jutsu will begin at 80 damage and the user must wait at least one turn to call it down from the moment it's thrown meaning the minimum damage it can ever do is 80 damage the following turn it's thrown. However the longer the user waits, the more power the technique builds. In the following turn , as the technique remains airborne it gains an additional +10 damage with an upper limit of 90 damage. The technique can remain in the air for a maximum of three turns. During each turn the technique will grow substantially, os size but not power, before automatically falling on the third turn if not called down prior. Once it begins to descend the technique will be very visible as a flaming meteor but will fall silently, upon impact with a solid surface or opponent the meteor will detonate releasing a devastating 10 meter 360 degree explosion of liquid like fire melting through and destroying anything in the vicinity following fires S&W. The second version behaves similarly to the first, but can be used on any fire technique currently in use by the user, or even on an opponents fire jutsu of A rank and below. When used it will compress the jutsu affected and drag it in to the air, following the pattern as the original, however this variant simply adds +10 to the jutsu and will cause it to fall automatically the next turn and behave as version one, with a +10 increase.

Note: May only be used twice per battle
Note: When the orb is in the air it’s self sustaining, but the user will only be able to use two jutsu per turn until they call this down.
Note: The initial usage costs a jutsu slot, as well as calling down the orb.
Note: No Fire S rank or above for two turns after the orb detonates.
Note: This jutsu has a two turn cooldown
Note: May only be taught by Mellow


(Raiton: Ajisukitakahikone no zetsumetsu) Lightning Release: The Annihilation Of Ajisukitakahikone
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short- Long
Chakra: 40
Damage: 80 (+10)
Description:The Annihilation Of Ajisukitakahikone is a unique lightning based technique that can be used in both a stand alone version or an enhancing version depending on the users needs. For the first stand alone version, the user will create a small orb of lightning chakra with a golden hue in their hand after clapping their hands to form it. Before throwing it in to the earth. The orb will be comprised of highly concentrated lightning chakra in a vacuum style that will naturally draw minerals of metallic nature in to it over a number of turns that increases the force of the lightning via enhanced conductivity. Initially the jutsu will begin at 80 damage and the user must wait at least one turn to call it up from the moment it's thrown meaning the minimum damage it can ever do is 80 damage the following turn it's thrown. However the longer the user waits, the more power the technique builds. Each turn the technique remains underground it gains an additional +10 damage with an upper limit of 90 damage. Meaning the technique can remain in the ground for a maximum of four turns. During each turn the technique will grow substantially, before automatically bursting forth on the fourth if not called down prior. Once it begins to ascend the technique will be very visible as a large rod of lightning but will raise silently, upon emergence the staff will detonate releasing a devastating 15 meter 360 degree rain of lightning spears impaling, paralyzing and destroying anything in the vicinity following lightnings S&W. The second version behaves similarly to the first, but can be used on any lightning technique currently in use by the user, or even on an opponents lightning jutsu of A rank and below. When used it will compress the jutsu affected and drag it in to the earth, following the pattern as the original, however this variant simply adds +10 to the jutsu and will cause it to fall automatically the next turn and behave as version one, with a +10 increase.

Note: May only be used twice per battle
Note: When the orb is in the earth it's self sustaining, but the user will only be able to use two jutsu per turn until they call this down.
Note: The initial usage costs a jutsu slot as well as the calling down of the orb.
Note: No Lightning S rank or above for two turns after the orb detonates.
Note: May only be taught by Mellow
Note: This jutsu has a two turn cooldown

Leaving for another mod

□ Declined. Decide on one, can't have three of the same techniques with different elements. Trust me, you'll regret this later when you need custom slots. □
 
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Penguin

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(Same Kuchyoise: Burūfindo) - Shark Arts: Blue Fiend
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user will upon forming some sort of solid technique, be it offensive or defensive, will layer the structure with shark skin. The skin can also be laid on top of solid structures of allies, and solid structures in the terrain without chakra, the user can even coat their own body with this shark skin. The skin will be shaped to surround the structure completely, and the thickness of the skin can be manipulated. The skin like many sharks is capable of absorbing enemy chakra. Upon clashing with an enemy technique the skin will devour the technique fully, and upon absorbing the chakra of the enemy technique half of the chakra absorbed will be used in order to boost the strength of the technique the skin is coating. Every 20 chakra absorbed translating into one rank. When used to coat the user the chakra is transferred to the user’s chakra reserves. Of course this is not possible when used over structures with no chakra. The skin is capable of absorbing a maximum of 100 chakra per clash, and upon absorbing the technique, the enemy technique will completely dissipate. So if the item coated is a projectile the technique will continue onwards as if the enemy technique was never there to begin with. When coating oneself or a structure the skin is semi-transparent so the thing coated is given a slight dark blue hue. The user is only capable of coating structures mid-ranged around him, however after their coated they can be sustained at long range.

Note: Lasts four turns
Note: One turn cool down before re-use
Note: Can only be taught by Jᴀʏ

Declined - First of all i wont allow just skin to absorb chakra like that. Secondly, due to the way it's summoned as a layer, i'm almost certain it's a rip of Korra's snake jutsu that covers jutsu in snake scales, or who ever owns that, so you'd need their permission for something similar.
Completely re-worked it so omitted the bold. Linked techniques that needed to be linked!







Inner Tide ▽ In'nātaido
Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Upon the formation of a solid technique from the user or ally, the user will convert and release chakra over the intended technique in the same time frame in order to conjure a layer of shark skin around that object. The skin itself is durable like most shark skin, however, it's true ability lies in the consummation of foreign energy and chakra similar to Same/Suiton: Toriton Uragiri Taizu ▽ Shark/Water Release: Treacherous Tides. The layer of shark skin would, upon contact with an opposing technique, begin to leech the chakra out of it and dissipate it instantly. This consumption of foreign chakra only extends to energy based techniques up to S-rank strength (Wind/Lightning), however, solidified techniques of any rank are completely unaffected (Earth/Water). After the conjured layer of shark skin absorbs the incoming technique, the user can via physical touch of the skin, integrate that chakra into their chakra network, replenishing their reserves slightly. While the shark skin does absorb all of the enemies technique's chakra, the user may only salvage half of that for their reserves (happens passively via physical touching of thee skin). If the user specializes in shark ninjutsu (stated in their bio) then they are allowed to integrate all of said chakra into their system opposed to the standard half. This technique does not have to be applied onto a technique per say, but as long as the objects in question are solid it will suffice (except directly on enemies, etc.)

▽ Can only be taught by Penguin
▽ Can only be used thrice per battle
▽ Must have mastered shark ninjutsu
▽ Cannot use in consecutive turns

□ Declined, DNR. This is just a way to gain more chakra easily, and passively too as you stated that it happens in the same time frame. Also, the last part of the technique directly contradicts the initial part of the technique.. □
 
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