Custom Jutsu Submission - III

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Punk Hazard

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( Fuuinjutsu: Ikarusu no daraku ) - Sealing Arts: Fall of Icarus
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user initiates the barrier seal by simply clapping their hands together, serving as a handseal. Unlike other Fuuinjutsu, this seal is unable to effect the vast majority of opponents that the user will face. In fact, the only opponents that this seal will effect are those who are transformed into another element. The Fuuinjutsu would simply consist of a barrier being formed around the user's body before instantaneously expanding outwards up to 25 meters around the user. The barrier rapidly absorbs the element/energy/chakra that the opponent(s) is/are composed of. The user would regain in chakra the amount of chakra being expended by the opponent in order to maintain the transformation. The absorption would not absorb the opponent himself, or cause him any harm, but it would simply cause them to revert to their normal state. This technique would work on energy based transformations like those of fire release, as well as solid matter transformations (like those of Ice Release).
Note: No Fuuinjutsu in the same turn
Note: Can only be used thrice per battle
Note: No Fuuin above A rank in the next turn.
Note: Can only be taught by Riker

Declined - this can be achieved through existing barriers that absorb chakra from jutsu.
 
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Byakuren

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Summoning Animal: Coral
Scroll Owner: Byakuren
Other Users who have signed contract: --
Summoning Boss if existing: --
Other Summoning Animals tied to contract: --
Description and Background:

Coral are marine invertebrates of the animalia kingdom. A Coral "group" is a colony of myriad genetically identical polyps. Each polyp is a sac-like animal typically only a few millimeters in diameter and a few centimeters in length.

A set of tentacles surround a central mouth opening, this being one of the few necessary functions of the Coral for substance refuel.

Coral are present within the Naruto world, seen through the 4th Mizukage's unique ability, stemming from the Sanbi, that of which allows the conjuration, of the aquatic creature. This heavily signifies that no known contract is present with the creatures of the aquatic, but rather the three-tails simply possesses the ability to create them.

All Coral possess the natural affinity of Suiton, though their usefulness diminishes the longer they're set in play in unfavorable conditions (non-aquatic areas), dying in three turns due to dehydration.

Leaving for Pekoms


Declined: please do not resubmit. Coral is considered a unique element tied to Isobu's jinchūriki, Yagura.


(Kiri Bunshin): Mist Clone
Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10
Damage: N/A
Description: A clone composed of mist, similar to the Aburame Clan's insect clone jutsu. Capable of being conjured by mist, this technique proves to be useful in diversion tactics, able to be formed in any area plentiful in mist. Upon dispersion, the clone explodes into a thick cloud of mist.

Unlike it's counterpart the Mizu Bunshin, the mist clone is unable to perform jutsu, as the usage of chakra would indefinitely lessen its mist proportions.

Note: User can manually detonate Mist Clone.
Note: Detonation causes no damage.
Note: Mist Clone can only be conjured in mist imbued with the user's chakra.

Declined - clashes with existing jutsu

(Kiri no Nakano Sousa): Mist Manipulation
Type: Supplementary
Rank: D-B
Range: Short-Long
Chakra: 10-20
Damage: N/A
Description: Similar in mechanics to the well-known Kazekage's sand manipulation, the user controls the mist, bending the tiny particles of water to their will. In doing this, the user gains the ability to control the mist in anyway they see fit, gaining the capability to materialize water jutsu from the existing mist.

Due to the mist's nature (spread out water particles), the conjuring of A rank, and above water jutsu remains an impossible task. However, less potent jutsu (B rank & below) can be amassed, capable of bypassing their range limitations, forming wherever the user directs.

Note: Lasts 3 turns, before reapplication is needed.
Note: Must have active mist in play to use.

Declined - clashes with existing jutsu.

There are alot of members that have focused on making water release customs for mist to make clones and control the mist etc over the years i'm afraid.
 
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Sasori

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(Kasandora no haka) Red Secret Technique: Cassandra’s Tomb
Type: Supplementary
Rank: S
Range: Long
Chakra Cost: 40
Damage Points: N/A
Description: Sasori will first pull out a scroll containing his one hundred puppets collection. Upon pulling out the scroll, he will then throw it into the air where it will then activate, and begin expelling the puppets across the field. The scroll will continue to displace puppets until the entire battlefield is littered with Red Secret puppets. Once all the puppets have been scattered across the field, that is when Sasori is free to utilize any of the puppets present as a sort of scapegoat. What is meant by this is that, since all of the puppets have a compartment for Sasori’s heart container it allows for him to stealthily maneuver his heart container through the battlefield in a matter of moments. The time it takes to transfer his heart container is almost instant depending on the range. Overall, this technique allows for the user to scale the battlefield in mere moments by simply jumping from one puppet to another, and of course if wanted the user can choose to remain in one of the puppets he jumps in, and control it as his main body. If attempting to jump anywhere within short-range it costs a move, but is almost instantaneously. Regarding movement up to Mid-range it will cost a move, and there will be a brief pause/lag time before the user reaches their destination which is the main difference between the short-range version and the mid-ranged one. Lastly, regarding Long-range movement, it costs a move, but requires for the user to wait a complete turn before they reach their destination, but while doing so the user can stealthily move from one puppet to another across the field in order to make it more difficult locate themselves from enemies.

Note: Can only be taught by Sasori
Note: Can only be used once.
Note: User cannot use any of the Red Secret Puppets anymore.

Let me get this straight, you want to be able, to jump from one puppet to another, and control that puppet as your new body. Now only that but it makes use of the hundred puppet army cannon jutsu....

So you're sasori, you have the sasori body puppet:

Sasori
Type: Puppet
Rank: S
Range: N/A
Chakra: 40 (if summoning)
Damage: N/A
Description: Sasori, after leaving the village, made himself into a puppet, his most powerful one. Sasori, has many compartments on himself that hold scrolls inside of him that allow him to summon other puppets. In its right arm, there is a large retractable scythe. In place of his stomach, there is a compartment with a long, thick cable wrapped around a pole that can be used as a singer, able to be retracted and lengthened at will. On the back of Sasori’s hips is a pair of poles, which are equipped with five large blades each that can spin like a propeller, allowing a great defense from behind, as well as a deadly maneuver for any opponent trying a surprise attack. There are pipes on the palm of each of Sasori’s hand that can spew out powerful fire like a flamethrower or water jets (both equal to A rank). In the right part of his chest, there is a compartment filled with 100 chakra strings. In the left part of Sasori is his heart container, though this is not there, of course, when used by Kankurō. Sasori is immune from being hurt in anywhere but his heart, which would take a very direct attack. When hit anywhere else, he can simply retract the broken area back together, even able to withstand powerful poison. His entire body, besides his heart, is a puppet, and so he cannot feel anything anywhere other than his heart. Within a split second, the heart container in Sasori is able to be transferred from one puppet to another.

Declined - DNR


(Yohane no mokushirokunoyonkishi) ⎊ Sealing Arts/Puppet Arts: Chikamatsu’s Stitching
Type: Supplementary
Rank: A
Range: NA
Chakra Cost: 30
Damage Points: N A
Description: The user will first apply a sealing tag onto one of their puppets, which can be applied upon summoning a puppet to the field so that it doesn’t cost a move, or they can apply it after the puppet is already on the field, but costs a move. The seal comes into action when a puppet has been knocked out of place by the blunt force of an attack such as an earth jutsu. Upon activation, pouring out from the seal is a plethora of chakra threads that will begin to attach themselves to each of the individual fragments of the puppet and bring them back to the center which would be the seal; therefore repairing the puppet in the process. Each of the chakra threads, will act as the glue keeping the puppet together. This technique works by utilizing the sticky and adhesive properties of chakra threads in order for the threads to attach to the smallest compartments of the puppet, and bring them together. When utilizing this technique it is ineffective against most fire jutsu considering they deal with burning instead of blunt force, so the seal is most effective when activating it against an attack that involves blunt damage. Let it be noted, that this seal can only be used against A-rank and below strikes, and that essentially upon the damage being done to the puppet the seal activates, causing the attack to be nullified as the thread reassemble the puppet. Lastly, the seal can activate against S-rank or above techniques, but the technique will only be capable of slowing down the physical force behind the attack similar to stretching a rubber band; in the process the attack will only be slowed down while the puppet is demolished.

Note: Can only be taught by Sasori
Note: Can only be used four times.
Note: Can be placed on up to four puppets.

Declined - If your puppet is broken that badly, a seal that was on it would be broken too as the medium holding the seal would be gone.

(Shīringuāto: Kasandora no kagami) Sealing Arts/Puppet Arts: Cassandra's Mirror
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: NA
Description: A unique accessory that will be placed in the hands of one of the user’s puppets. This accessory comes in the form of a small, hand held, spherical mirror with a sealing formula imbued in it. In battle, the moment the user summons a puppet they can choose to have this weapon passively attached to the puppet, or they can spend a move to attach it after the puppet is already on the field. Due to how this accessory requires for it to be held, it can can only be attached to puppets that do not possess a weapon in both hands. By sending a surge of chakra into the mirror, it triggers the sealing formula inside of the mirror causing it to glow a light magenta color. In a matter of moments, the mirror will project a thin, circular barrier that is purple in color. Eventually, the circular plate will encompass everything up to five meters in diameter, and height etc. The main purpose of the mirror is to counter thin elemental or non-elemental projectiles up to A-rank. This techniques is nearly always ineffective when in the face of wide scale techniques which is why it is most suitable for concentrated blasts. The moment a thin blast makes contact with the barrier, it causes the barrier to act in a way similar to that of a trampoline, which simply means the barrier will manipulate a property that has been showcased before in barriers known as “malleability”. As the attack continues to push through the barrier, the malleability of it will come into place just as it appears that the attacks might penetrate the barrier; which allows the barrier to redirect the attack at a 90 degree angle into the air.

Note: Can only be taught by Sasori
Note: Can only be placed in up to four puppets.
Note: Can only be used four times with a turn cool down after each usage.
Note: Only effective against A-rank and below attacks.

Declined - This is a psuedo cw for puppets. A thin blast? What do you consider to be thin? Also, reflecting an attack like that through barriers has been tried before.
 
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Inch

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(Karyokutagu) - Igneous Power Tags
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: These tags allow the jinchuuriki of the Yonbi to easily and subtly carry lava with him wherever he goes. To this end, the user must first create a large source of lava which they will then seal into a set of tags. The seal used for this process is inspired by the one used for explosive tags. The seal, marked with the kanji for lava, requires much more chakra and time to make and therefor the user can only carry four tags. The tags can be released in one of two ways: the simple freeform detonations similar to explosive tags, or using the tags as a source for lava jutsu. In the case of the former, the tag will simply release an omnidirectional surge of lava in a short-range of itself. This lava is obviously very hot and dangerous, but lacks force and is merely considered freeform in terms of its damage and can be countered as such. Upon being released, the lava will have the same momentum that the tag had as well as benefit from any effects from the user. Alternatively, the user can simply trigger a tag by focusing his chakra into it as if it were a source of earth for a lava jutsu. This will automatically trigger the tag into releasing the lava which the user will immediately and seamlessly use for their jutsu. Essentially, the jutsu will erupt out of the tag when this occurs. The tags offer no benefits to the jutsu, just function as an alternative source. Furthermore, jutsu released from the tags are still restricted by the range requirements on that jutsu. The user must be careful when they use their tags, as they will be unable to do so in the following three turns. The tags can never release f-rank lava jutsu. The lava jutsu released from a tag must make sense in terms of size i.e. the user cannot spawn a tidal wave of lava from a tag.
Note: Must be posted on bio to use, and consumes a fuuinjutsu slot.
Note: Only usable by Roshi, Jinchuuriki of the Yonbi.
Note: Requires fuuinjutsu.

♪ Declined: I'm hesitant to approve this unless you specifically mention that it cannot be detonated within short range of the opponent. ♪
Resubmitting:

(Karyokutagu) - Igneous Power Tags
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: These tags allow the jinchuuriki of the Yonbi to easily and subtly carry lava with him wherever he goes. To this end, the user must first create a large source of lava which they will then seal into a set of tags. The seal used for this process is inspired by the one used for explosive tags. The seal, marked with the kanji for lava, requires much more chakra and time to make and therefor the user can only carry four tags, though it still carries regular tag jutsu interaction similar to explosive tags, ftg, etc... The tags can be released in one of two ways: the simple freeform detonations similar to explosive tags, or using the tags as a source for lava jutsu. In the case of the former, the tag will simply release an omnidirectional surge of lava in a short-range of itself. This lava is obviously very hot and dangerous, but lacks force and is merely considered freeform in terms of its damage and can be countered as such. Upon being released, the lava will have the same momentum that the tag had as well as benefit from any effects from the user. Alternatively, the user can simply trigger a tag by focusing his chakra into it as if it were a source of earth for a lava jutsu. This will automatically trigger the tag into releasing the lava which the user will immediately and seamlessly use for their jutsu. Essentially, the jutsu will erupt out of the tag when this occurs. The tags themselves offer no benefits to the jutsu, just function as an alternative source. Furthermore, jutsu released from the tags are still restricted by the range requirements on that jutsu. The user must be careful when they use their tags, as they will be unable to do so in the following three turns. The tags can never release f-rank lava jutsu. The lava jutsu released from a tag must make sense in terms of size i.e. the user cannot spawn a tidal wave of lava from a tag. Although the user can detonate/draw from multiple tags at once, the only advantage to doing so is the creation of more lava. In the case that multiple tags are detonated at once, they collectively only benefit from other abilities once. For example, 2 tags being activated simultaneously only gain Roshi's passive buff once.
Note: Must be posted on bio to use, and consumes a fuuinjutsu slot.
Note: Only usable by Roshi, Jinchuuriki of the Yonbi.
Note: Cannot be detonated within short range of an opponent.

□ Approved. □
 
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Shīnju

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(Darahan) Dullahan
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40
Damage Points: NA
Description: The Dullahan is a demon oriented puppet that is represented by a man riding a horse. The man aboard the obsidian colored horse appears to be that of a knight covered in a bluish metallic armor. One of the most distinguishing features involving the metallic knight would be how it does not possess a head, giving it the feel of something unearthly. Weapon wise the knight holds in its left hand a metallic spiked whip that it will use in order to strike targets with melee blows from a close distance or a ranged distance. On to the horse, which takes the appearance of a stallion who appears to be crafted after a demonic horse due to its dark bluish color. This set of puppets can be utilized for Sasori to place his heart container inside of, which can be done either after they have been summoned or he can choose to utilize this puppet as his main body. Whilst inside, his heart container can freely move about, rotating between the horse, and the horsemen. If desired he can choose to expel a focused blast of chakra from either the horse or the knight choosing to separating the two from each other, and if doing so the user loses control over which one he separates himself from.

Abiltiies:
On to the abilities of the puppets, the first one being that the user can choose to summon the puppets separately or spend a move in order to separate the two from each other. Located inside of the dark knight is an electrical generator that allows for the user to generate a current of electricity into the knight’s whip; this is something that is done passively each time the user spends a move in order to utilize the whip. The spiked whip alone is capable of striking targets up to Short range in a variety of directions, but each strike only dealing A-rank damage. If desired the wielder is able to focus a chakra thread into the knight’s arm that possesses the whip causing for it to be extended passively, which allows for the user to strike targets up to Mid-range. Within the stallion, there is a sealing tag located along the surface of its tongue that can be utilized up to four times; once the tag has been activated via a surge of chakra it will release a torrent of skull shaped metallic heads layered in a plethora of explosive tags. These heads are able to reach up to Mid-range, and if desired the can choose to change the direction/angle that they are being released in. The purpose, of the seal is to release a collective A-rank explosion of anything the heads made contact with. Lastly, located on the bottom of the stallion’s feet are circular opening capable of releasing a focus stream of chakra allowing for the puppet it easily guide around the battlefield or avoid an attack with reasonable capability; this ability is equivalent to C-rank, and its range is a maximum of ten meters.

Note: Can only be taught by Shinju

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Declined: unless you've learned Fūinjutsu, any sort of sealing tag is off limits.


(Ragunaroku) Ragnarok
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40
Damage Points: NA
Description: Ragnarock is a puppet that takes the appearance of a bulky mechanized centaur. Instead of your average man-beat, this puppet instead cladded in a thick layer of metallic armor. Like an ordinary centaur, Ragnarock possesses four legs, making its lower body resemble that of a horse's body. Whenever a chakra method is attached to the puppet such as chakra threads, Ragnarok's body will be illuminated by chakra as it shown from the linings of its body. Once chakra is attached to it, its spear that it holds in its right hand will become coated in a layer of chakra. Regarding its feet, they will be flaring with chakra due to the chakra pulsating through its body. If a chakra method is not connected to the puppet, the puppet will simply be that of a hulk of metal unable to access most of the contraptions located within its body frame. Let it be noted that if the user possesses a Sasori biography they will be capable of inserting their heart container inside of the puppet therefore providing it with a chakra source as well as being able to manipulate the puppet.

Abilities:
Ability wise, by aiming/focusing the spear located in its right hand into a specific direction, the user can harness the chakra flowing through the puppet and into the weapon in order to release a concentrated beam of raw towards a target; by shifting the angle of the spear it is possible for Ragnarok to create an adjustable beam of chakra. This ability of it is equivalent to S-rank and can extend up to Mid-range. If desired the user can wield the spear in Ragnarok’s hand in order to deal melee blows to any target up to Short-range away, and is capable of dealing up to A-rank damage. By extending a chakra thread to the end of the spear it is possible for the spear to be used up to a certain range (Mid-range), and is capable of altering its direction as it pleases from simply swaying the thread; which can be done passively upon swinging the spear for a Melee strike. From within the opening in its chest cavity, it is possible for the user to pump chakra into it, spewing out a glob of chakra towards the ground or the enem themselves. Once contact has been made with a surface it is possible for the chakra to exhibit sticky properties capable of immobilizing an object with B-rank strength. By pumping chakra into a seal located along its abdomen, quite similarly to the Third's ability to Release a multitude of arms. Ragnarok instead will unleash a multitude/wide array of chakra infused swords with a strong attacked along for directional control. This attack is equivalent to C-rank and can reach up to Mid-Range.

Note: Can only be taught by Shinju
You must be registered for see images

Declined: same reason as above.​


(Keruberosu) Cerberus
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40
Damage Points: NA
Description: Cerberus is a puppet that appears as if it was an actual spawn from Hell itself. Located along its dog like body are a variety of metallic piercings and collars which are simply aesthetic. The puppet is mainly adorned in artificial coloring which is majorly a burgundy color. Cerberus itself is not large, which is to say that it is only around three feet tall. The most distinguishing characteristic of this fearsome looking puppet would have to be its three heads that are connected to its body. Located at the end of rectum is a metal spiked tail that can be protracted up to five meters in order to attack or deflect incoming projectiles with its metal base. This ability of the puppet is equivalent is to D-rank, and costs a move.

Abilties:
From each of Cerberus's head it is possible for the user to passively reach a metal chain from each of its three heads if desired. These chains are capable of being protracted up to Mid-range, and can be directionally controlled in order to restrain an enemy with free-form strength. It is possible for the user to generate a surge of chakra into the puppet in order to coat the chains with chakra, but in doing so it will cause a move in order to use, but in exchange the damage will be increased to C-rank. Located in its, hind legs are a set of durable springs which enable the puppet to jump to great lengths in order to scale the battle field or to avoid potentially harmful techniques. This ability is only capable of jumping up to five meters and costs a move. By spending a move, it is possible for the user to spew out several head shaped ornaments from each of the Cerberus’s head, and will be sprayed out across the field up to Mid-range if desired. The special thing about these heads, is that the moment when they make contact with the ground they will momentarily glow a faint white light, right before they explode into that of a bright illuminating white light, and while not directly damaging to the enemy’s eyes, it will cause for them to be unable to see. Lastly, by manipulating trapped flammable gases inside of the puppets body, the user can release a concentrated blast of flames from each of Cerberus’s in a stream like manner up to Long-range dealing S-rank damage (collectively). It is possible for the user to adjust the puppets head to release the blasts into just about any angle. The user are also has the choice of aligning the puppet’s head in order to combine them into one wide-scale stream of flames.

Note: Can only be taught by Shinju
Note: S-rank blast of flames has a one-turn cooldown.

You must be registered for see images

Leaving all for Pekoms


Approved: edits annotated in pink.


Resubmitting



(Darahan) Dullahan
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40
Damage Points: NA
Description: The Dullahan is a demon oriented puppet that is represented by a man riding a horse. The man aboard the obsidian colored horse appears to be that of a knight covered in a bluish metallic armor. One of the most distinguishing features involving the metallic knight would be how it does not possess a head, giving it the feel of something unearthly. Weapon wise the knight holds in its left hand a metallic spiked whip that it will use in order to strike targets with melee blows from a close distance or a ranged distance. On to the horse, which takes the appearance of a stallion who appears to be crafted after a demonic horse due to its dark bluish color. This set of puppets can be utilized for Sasori to place his heart container inside of, which can be done either after they have been summoned or he can choose to utilize this puppet as his main body. Whilst inside, his heart container can freely move about, rotating between the horse, and the horsemen. If desired he can choose to expel a focused blast of chakra from either the horse or the knight choosing to separating the two from each other, and if doing so the user loses control over which one he separates himself from.

Abilities:
On to the abilities of the puppets, the first one being that the user can choose to summon the puppets separately or spend a move in order to separate the two from each other. Located inside of the dark knight is an electrical generator that allows for the user to generate a current of electricity into the knight’s whip; this is something that is done passively each time the user spends a move in order to utilize the whip. The spiked whip alone is capable of striking targets up to Short range in a variety of directions, but each strike only dealing A-rank damage. If desired the wielder is able to focus a chakra thread into the knight’s arm that possesses the whip causing for it to be extended passively, which allows for the user to strike targets up to Mid-range. Within the stallion, there is an abundance of small spheres, that can only be utilized up to three times due to its limited size; when ready, the use will release a torrent of skull shaped metallic heads layered in a plethora of explosive tags. These heads are able to reach up to Mid-range, and if desired the can choose to change the direction/angle that they are being released in. The purpose, of this function is to release a collective A-rank explosion of anything the heads made contact with. Lastly, located on the bottom of the stallion’s feet are circular opening capable of releasing a focus stream of chakra allowing for the puppet it easily guide around the battlefield or avoid an attack with reasonable capability; this ability is equivalent to C-rank, and its range is a maximum of ten meters.

Note: Can only be taught by Shinju
You must be registered for see images

Declined: how're the skulls released from within the puppet? What mechanism lets them reach up to mid-range?


(Ragunaroku) Ragnarok
Type: Puppet
Rank: S
Range: NA
Chakra: 40
Damage: NA
Description: Ragnarock is a puppet that takes the appearance of a bulky mechanized centaur. Instead of your average man-beat, this puppet instead cladded in a thick layer of metallic armor. Like an ordinary centaur, Ragnarock possesses four legs, making its lower body resemble that of a horse's body. Whenever a chakra method is attached to the puppet such as chakra threads, Ragnarok's body will be illuminated by chakra as it shown from the linings of its body. Once chakra is attached to it, its spear that it holds in its right hand will become coated in a layer of chakra. Regarding its feet, they will be flaring with chakra due to the chakra pulsating through its body. If a chakra method is not connected to the puppet, the puppet will simply be that of a hulk of metal unable to access most of the contraptions located within its body frame. Let it be noted that if the user possesses a Sasori biography they will be capable of inserting their heart container inside of the puppet therefore providing it with a chakra source as well as being able to manipulate the puppet.

Abilities:
Ability wise, by aiming/focusing the spear located in its right hand into a specific direction, the user can harness the chakra flowing through the puppet and into the weapon in order to release a concentrated beam of raw chakra towards a target. By shifting the angle of the spear it is possible for Ragnarok to create an adjustable beam of raw chakra. This ability of it is equivalent to S-rank and can extend up to mid-range. If desired the user can wield the spear in Ragnarok’s hand in order to deal melee blows to any target up to Short-range away, and is capable of dealing up to A-rank damage. By extending a chakra thread to the end of the spear it is possible for the spear to be used up to a certain range (Mid-range), and is capable of altering its direction as it pleases from simply swaying the thread; which can be done passively upon swinging the spear for a Melee strike. From within the opening in its chest cavity, it is possible for the user to pump chakra into it, spewing out a glob of chakra towards the ground or the enemy themselves. Once contact has been made with a surface it is possible for the chakra to exhibit sticky properties capable of immobilizing an object with B-rank strength within short-range. By opening a compartment located along its abdomen, it will then open, and Ragnarok begins unleash several chakra infused swords with a strong attacked along for directional control. This attack is equivalent to C-rank and can reach up to Mid-Range. Due to Ragnarok's limited size this can only be used three times per battle.

Note: Each and every ranked ability counts as a move when used.
Note: The S-rank has a one-turn cooldown
.
Note: Can only be taught by Shinju
You must be registered for see images

Approved: edits annotated in pink.


(Gurifin) Griffin
Type: Puppet
Rank: S
Range: NA
Chakra: 40
Damage: NA
Description: The Griffin is a legendary creature revered through ancient history. It has the body, tail, and back legs of a lion; the head and wings of an eagle; and an eagle's talons as its front feet. At the end of its rectum is a thin spiked tail capable of being protracted up to short-range if desired in order to lash out at any projectiles or enemies in the vicinity. Griffin has a wide pair of elegantly crafted wings on its back that has several flaps located on them which can be utilized for a variety of purposes. Located in its throat area are several narrow tubes with the opening holes all faced outward as if something was to be released from its throat. Lastly, there are its razor sharp talons capable of easily piercing targets or being inserted into the ground in order for it to maintain a sturdy position.

Abilities:
On to its abilities, as previously stated, the Griffin has a razor spiked tail capable of being protracted up to five meters away if desired in order to puncture targets. Alternatively, the user can choose to thrust the tail underground in order to stealthy assault an enemy from beneath, up to five meters away, and the tail is equivalent to a C-rank tool. On to its talons, which are normally free-form attachments, the user can choose send an influx of chakra into them in order to give them added lethality (C-rank) these claws can be used to lash out at close-range targets, or the user can chose to lash out at a target far away (Mid-range) and release small purely chakra based talons at a target. By pumping chakra into the wings located on its back it allows for the user to allow the puppet a sort of sustained mode of flight due to the constant chakra pouring into the flaps, which allows the puppet to sustain flight for -15 per turn, and only the initial take off costs a move. Also, by flapping its wings, when the user sends approximately 40 chakra points into the wings, which can be done as the puppet is flying, it allows for the to use release a wide scale chakra blasts towards a group of targets up to Long range, and is equivalent to S-rank, and requires a turn cool-down. There is also an alternative purpose of the wings which can be done while flight is initiated; the user releases several of the basic puppetry technique known as the Poison smoke-screen, and controls the wings to flap repeatedly causing the range of its to be extended and for it to basically be spread throughout the entire field. Lastly, there is a tube located in throat capable of manipulated pressurized air, simply meaning the user is able to release a concentrated beam of wind towards a target up to Mid-range away with A-rank damage.

Note: Each and every ranked ability counts as a move when used.
Note: Can only be taught by Shinju

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Leaving all for Pekoms


Approved: edits annotated in pink.

 
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Serpent

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(Ototon: Kijonetushi no Jutsu) Sound Release: Slashing Hindarance Technique
Type: Offensive
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage points: 30
Description: The user will focus their chakra as they swipe their hand through the air. This enhances the sound of their hand swiping though the air and releases sharpened sound waves. These sound waves are not powerful on their own and cannot cut through targets of greater density such as tough leather, metal or other types of armor/protection. This technique was designed to hinder a target. Causing shallow cuts in order to destract from making handseals momentary, shred paper bombs before ignition or even cause standard projectiles such as Kunai or Senbon to alter path as they ricochet off the sound.
Note:
-Requires a two turn cool down
-Can only be taught by Serpent

Declined - it seems like a bit of a mix of a jutsu. One part is cutting and one part is causing a force that makes items ricochet off of the sound waves, they don't seem to flow as one effect. If it was a wave that pushed it would stop handseals as it would blow their hands apart but the cuts wouldn't really achieve the same effect as we've seen shinobi like tobirama perform handseals when the third was spewing fire one him.
 
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Delta

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Summoning Animal: Mosquito's
Scroll Owner: Delta
Other Users who have signed contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background: Mosquitoes are small, midge-like flies that constitute the family Culicidae. Females of most species are ectoparasites, whose tube-like mouthparts (called a proboscis) pierce the hosts' skin to consume blood. Thousands of species feed on the blood of various kinds of hosts, mainly vertebrates, including mammals, birds, reptiles, amphibians, and even some kinds of fish. Some mosquitoes also attack invertebrates, mainly other arthropods. Though the loss of blood is seldom of any importance to the victim, the saliva of the mosquito often causes an irritating rash that is a serious nuisance. Much more serious though, are the roles of many species of mosquitoes as vectors of diseases. In passing from host to host, some transmit extremely harmful infections.

Mosquito's have a few unique abilities only usable by them through utilizing chakra through their proboscis to cause all sorts of infections and irritations. Example of this is when a regular mosquito bites its host, the small itchy rash left behind by the saliva will be a small issue, however, when the saliva is infused with chakra, the effect is boosted drastically. Bites from any mosquito tied to the contract will cause swelling to the point where the entire area will double in size from the infection.(Will be better stated in each submission)

Another trait of mosquito's is of coarse, their ability to suck the blood of their host. The mosquito's store this blood in their abdomen. Some mnosquito's can even projectile vomit this blood from their abdomen in the form of an attack(will be stated also)


I gained permission a long time ago to resubmit and take ownership of this contract

Leaving for Pekoms


Declined: at the submitter's request.

 
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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 (+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. □
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, in 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

Leaving for L

□ Declined. Bold part is weird. I thought it gains its enhancement from natural wind currents as you explain in the first part of the technique? Now it can draw in fire? Also, change that filler restriction to something that actually hinders you. □
 
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Penguin

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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 (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. 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 instantly but costs a move slot). 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. Alternatively, with the usage of a hand seal, the user can release the chakra over themselves or non-chakra infused objects to conjure the layer of skin over themselves or the objects directly. This method is not instant like the first variation of the technique, but still functions exactly the same.

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

□ Declined. Still have a few concerns. One, Mid range and two, only up until A rank can be leeched. Thirdly, you don't say how long this effect lasts, cause right now sounds like its indefinitely once activated. But much better than the former submission. □
Inner Tide ▽ In'nātaido
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20
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 A-rank (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. 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 instantly but costs a move slot). 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. Alternatively, with the usage of a hand seal, the user can release the chakra over themselves or non-chakra infused objects to conjure the layer of skin over themselves or the objects directly. This method is not instant like the first variation of the technique, but still functions exactly the same. Once the skin absorbs a technique, it will remain on the intended object until it's destroyed whilst having no future absorption capabilities.

▽ Can only be taught by Penguin
▽ Can only be used thrice per battle
▽ Must have mastered shark ninjutsu
▽ Requires two turn cool-down

Leaving for L

□ Approved. Edits made. □
 
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Atrocitus

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Fuuinjutsu: Shikō no kabe | Sealing Arts: Barrier of Thought
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: The user will gather their chakra like they would perform kai release but instead of using it normally the user will instead say the word "Begone". Once spoken the users chakra will be released from every part of his body and form a omnidirectional barrier which will extend outwards to mid range. This barrier will cleanse any foreign chakra inside of his allies bodies by sealing it into the barrier itself protecting them and himself. This barrier will sustain itself for one turn continuing to cleanse their chakra network and leaving the user to continue with the battle. The release of chakra acts like a Kai release and thus follows it's rules.

Note: No other fuuinjutsu this turn.
Note: Can only be used twice per battle with two turns between uses.

Declined - Similar to existing jutsu. I believe by like Kamishiro or ZandaT but not 100% who.


Mokuton: Masutādogasu | Wood Release: Mustard Gas
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Similar to the "Wood Release: Advent of a World of Flowering Trees" technique the user after performing the snake hand seal takes advantage of the innate properties of Wood Release to be able to force trees to grow on any surface so the user creates a dense forest of flowering trees. Instead of forcing people asleep once it comes into contact with a living being the pollen will instead extremely irritate the throat, skin, and the eyes of it's victim by causing painful blisters to form on and around those areas (the irritation will last for two turns after leaving contact with the pollen, blisters will form around the eyes, making them sore and sensitive). This will cause an immediate watering of the eyes, with a lot of pain where 2 turns or more of exposure will cause blindness. The pollen is brownish yellow and very thick and covers a very wide area and can be controlled by the user just like the aforementioned technique lasting for up to 3 turns. Just like the previous technique one good counter is to destroy the trees themselves. The radius of this technique is mid range but can be created at long range.

Note: No A rank or above wood jutsu next turn.
Note: No other pollination techniques can be used at the same time.
Note: Can only be used twice per battle with two turns between uses.

Approved - Made edits

Senpo/Mokuton: Āvain Ōkina ya| Sage Arts/Wood Release: Irvine's Greatarrow
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-30 to the user due to chakra and energy strain)
Description: An extremely deadly projectile, the user will perform one handseal causing a giant bow to grow rapidly in between his hands. He will then fashion a large and extremely dense arrow in one of his hands (only takes a second) fueling it with sage chakra and mokuton chakra. The arrow is special in that it is extremely strong and fast once fired, and it has the special chakra absorbing properties of wood jutsu which is also amplified by the sage chakra. The arrow when it comes into contact with another jutsu will carve right through it without losing speed (the technique will still weaken if met with a similar force but will keep its same velocity). Also due to the chakra absorbing properties of wood jutsu, any opposing jutsu will be reduced in strength by one rank (up to S rank) but this means this technique cannot be buffed by other techniques. Once it hits an organic target the arrow will unravel inside of the target causing thorny vines to expand from the epicenter and wreck havoc on that person's body. This technique is especially strong against large targets and can even be used in conjunction with the "Wood Human" technique as the medium. The arrow cannot absorb charka or weaken jutsu made of elements strong to wood.

Note: Can only be used in Wood Sage Mode, and reduces it by two turns.
Note: No S ranked or above techniques for two turns.
Note: Only A rank or higher wood jutsu this turn.
Note: Can only be used once per Sage Mode activation.

Approved - made edits
 
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Summer

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Edits bolded.

Doton* Aeration* Suiton Roka* / Earth Aeration Water Filtration

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

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

Declined - the same check applies as before i'm afraid. You can say it slows them by times X but just reducing everyone to base speed isn't gonna work. Like i said stuff like gates has power in it aswell as speed, which running through mud wont slow them down to their base speed in the 8th gate.


Fuinjutsu Suiton Poseidon/Zeus - Sealing Arts* Water of Poseidon/Zeus*
Type: Supplementaty
Rank: A rank
Range: Short-Mid
Chakra: 30
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. The lightning will spread up to mid range from the tag only and in a 360' radius, and under ground. However anybody can hear the lightning being released and tbe ground will crack anywhere it travels to. The effects can be disrupted through damaging the tag or through means of countering the lightning in some way.

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

□ Approved. □


Sennin Ooi Mugetsu - Sage arts Shroud of Mugetsu*
Type: Supplementaty
Rank: A rank
Range: Short
Chakra: 30
Damage:*
Description:
The user of this jutsu will first be required to enter sage mode. Upon entering sage mode the user will tie two handsigns and clap there hands together. This will release a small shroud of natural energy from the body in a flaming body like manner. The shroud of natural chakra will be a visible black and will also turn any hair on the user black as well. This shroud will give the user an extended and boosted range for taijutsu making the reach of a punch connect without having to touch the enemy( similar to frog kumite). It will also mask any sounds of movement making the enemy as silent as a snake sneaking up on its prey. This black shroud of Senjutsu chakra can be used to makeshift weapons like Spears and blades etc. They will have more extreme cutting prowess then normal weapons but be chakra based entirely.
The difference between this chakra shroud and say a toad one is that this chakra shroud can boost the range of genjutsu from short-mid. Making all genjutsu reach up to long range and boosting the strength +1 rank. However it cannot boost S rank genjutsu to forbidden rank. But it can boost the range on all genjutsu used. Any weapons that are made with the shroud can be used to apply genjutsu too them applying a strike type application of applying a genjutsu hidden from the enemy which cannot be sensed. The genjutsu in question can be paired with any weapon made from the shroud of mugetsu. Or the genjutsu can simply be boosted by range from the shroud. This shroud feels like an aura or presence of a being so it is very hard to distinguish with sensory. As it can fool a sensory into thinking there is to beings present. It's darkness was said to be the epicenter of the first nightmare ever record. This shroud can be manipulated free form and can also be sent out as a blast of senjutsu chakra as well.
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Restrictions:
+ Can only use once per battle
+ cannot use any other sage techs while active
+ cannot use sage mode again for 2 turns.
+ Can only pair two genjutsu to this ability per turn.
+weapons Can be anything thing from throwing types to hand to hand types or even shields etc.
+ Can only be taught by juha

□ Declined. Boosting of Genjutsu already made this decline worthy, as well as making weapons from it is similar to existing techniques and the Shroud in the last part makes it sound similar to my own Mad Enhancement CJ. □

Doton* Aeration* Suiton Roka* / Earth Aeration Water Filtration

Type: Supplementary
Rank:* rank
Range: Short-Long
Chakra: 40
Damage: +1 rank to Mud/Swamp/water
Description:
Using a common method for farming. The user will channel there earth chakra acrossed the battlefield. This will allow the user to accomplish a coring type method of using earth across the entire field. Creating coring type holes throughout the battlefield. These holes will be roughly 1 inch holes in diameter but will sink multiple meters into the core of the ground. The coring holes will be spaced roughly 3 inches apart from each other. This method takes mere a moment to establish and* have in place.
Once the holes are fully developed the user will channel there water chakra into the ground. This will have a unique effect as it will water log the entire lower later of earth just below the surface. While having no apparent water visible but walking and running on the surface will feel like that of being at sea on a ship battling a storm.( or that of a water bed for reference). Having this set up on the field will allow for two concepts to take root. The user will willingly know that they can use the water as a large source of water. Drawing it up from the ground like that of an aquifer. The next is that both the user and enemy would be at a speed disadvantage. The more strength/type exerted on the field the more you will have trouble with footing. Making it harder to get a good footing, and it will effect the speed of shinobi dropping there speed by 1.5× (does not affect special speed boosts. Such as EIG, body flicker, teleportation, Raikage) . This is largely due in part to the softness of the earth making a strong foothold near impossible. The other being that the earth moves easier in this softer state. Making it a terrain that cannot be trekked at usual standards. Using things like mud jutsu on the battlefield will increase there speed and* form instantly and will also increase there rank +1 due to the earth having an easily accessible watered state.
Water jutsu from the ground will also have a faster speed but no boost in rank they will be created instantly. This is because of the amount of dormant water lying in wait.
These terms will affect both the user and the enemies jutsu's

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

□ Declined. Clashes with some different existing Earth techniques that have a similar effect, and the rank boost doesn't make much sense. □

Dropping this if approved:


Crematora
Type:Weapon
Rank: S rank
Range:short-Mid
Chakra:40
Damage:
Description:
Having been a rogue ninja for many years Guren found herself in need of a way to conceal her face from people who could be a threat. She proceeded to search out the uzumaki clan who excelled in Masks and sealing jutsu. She and the elders developed a crystal mask that had a unique barrier chakra embedded into the mask that allows crystal users to boost the potency of there crystal style. Giving there crystal techniques a +10 damage. This is due to the clear crystal encasing around the mask. Once on This mask cannot be removed as it adheres to the users chakra. This mask also utilizes a barrier the spreads up to mid range from the user. This barrier is simply a chakra based barrier that is passively activated at the beginning of every battle. This barrier allows the user to instantly form crystal. So any techniques which are large in stature will be formed instantly while inside the barrier(however they will still adhere to ranges)
The user while wearing this mask will be capable of making up to two crystal clones without the need to use the jade crystal mirror technique first.
Kinjutsu: Shishō Tenketsu) Forbidden Arts: Pressure Points of Harm and Death
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 70 (-10 per turn)
Damage: N/A (+20 to Crystal Release, +10 to Taijutsu)
Description:
Guren releases two tenketsu points in her core, near the heart, opening them completely, to greatly increase her chakra for a short time by changing her life force into raw chakra, allowing the use of more taxing techniques and boosting her abilities. The amount of chakra released is so much that it causes a visible chakra effect similar to the one caused by opening one of the Eight Inner Gates. Her eyes momentarily go completely white as her speed and power increases, mainly with Crystal Release techniques. She becomes 1.5x faster and gains an additional +10 damage to ninjutsu and +20 to Crystal Release. Once its deactivated, she is left tired and drained, unable to use Taijutsu for 2 turns and mold chakra above A-rank in the turn it deactivates.
Note: Can only be used by Guren bios
Note: Can only be used once per battle and lasts 4 turns.
Unison Raid
While the user has kinjutsu pressure points of harm activated the mask allows the user to focus on a single boost. Instead of distributing the power to multiple amplifications the user can direct all the power to one immense boost. Allowing the user to focus the mind to completely direct the chakra to either of these four boosts.( these boosts do not stack on the kinjutsu boosts. They simply redirect the power displacement)
+3× current speed boost (-15 damage per turn)
+30 damage to any damaging crystal tech.(-10 damage per turn)
+40 to taijutsu damage.(-20 damage per turn)
+20 ninjutsu boost.(-10 damage per turn)
+30 to earth jutsu(-10 damage per turn)
Notes:
+ Can only make up to two crystal clones per battle through this method.
+Barrier passively activated at the beginning of battle and remains for 4 turns.
+Can only redirect one of unison raid effects person turn and it only lasts for the duration of pressure points of Harm and Death.
+ After the four turns the user cannot use crystal for the remainder of the battle. This note only applies to Unison raid
+Can only be used with crystal elements

□ Declined, DNR. Just a bunch of abilities stacked together in a weapon to enhance your Crystal arsenal. Most are overpowered and unreasonable. □

Hebi Kuchiyose Cubeleous- Snake Summoning Cubeleous*
Type: Supplementaty
Rank: S rank
Range: Short-long
Chakra: 40
Damage: 80
Description:
This snake is summoned through normal means of drawing blood and using a tattoo or hand signs. Once summoned Cubeleous instantly link up with any sage mode chakra on the field drawing in natural energy passively. If the user is in sage mode during summoning Cubeleous can instantly draw natural energy from the user. This will strengthen the sensory perception and also strength of his natural affinity to fire. His fire jutsu will be his main arsenal being capable of using up to S rank jutsu through battle(canon or customs). But only one S rank fire jutsu per turn. Tyranus will remain on the field for 3 turns only being that he is a S rank summon. He is the same size as Oba but a different color, while being jet black in color. His scales have a unique set of abilities in that they light up crimson when using fire chakra or jutsu. But they also Carry a deadly venom secretion under the scales. Once Cubeleous uses any fire jutsu the scales will passively release the venom but as it is heated from the scales and body it will seep out in gaseous form up to 10 meters around the summon. This venom/poison has the ability to finish muscle strength and speed of any body effected. Dropping all taijutsu by the effected person by 1 rank and speed by 3 points. The venom/poison is absorbed through the skin of anybody not in sage mode.
Being that Cubeleous can utilize natural energy it will make him as fast as an official sage without leg weights.

While in having his own supply of natural chakra or senjutsu chakra. Cubeleous is capable of erecting a barrier that is spreads long range around himself . This barrier is different from most as it is made up of senjutsu chakra and it boosts the power of senjutsu techniques by +20 while inside the barrier. This barrier moves with cubeleous and can help any sage mode users to initiate sage mode faster and easier.


Restrictions:
+ poison/venom won't affect sage mode users due to skin change and senjutsu chakra. Also it won't affect medical ninja.
+Can only be summoned once per battle.
+Remains on the field for four turns.
+Barrier Remains active for 4 turns or until the summon is dispersed or the barrier is shattered.
+ no other summons on the field at the same time or three turns after being dispersed.
+ can only be taught by juha


Declined: the snake has too many varied abilities (Katon + Venom + Barrier/Fūinjutsu for Senjutsu)

 
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Wakizashi

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(Doton: Sonikku Yureru)-Doton: Sonic Sway
Type: Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After molding chakra and releasing it throughout the body, the user will user their chakra to control their weight throughout parts of their body to cause them to sway in a direction in order to be able to avoid consecutive attacks in rapid succession by swaying out of the way of the attacks. For this technique to be effective, the user's movement speed would have to be at least 4 lvls higher then the opponent, which would make it effortless when it comes to tracking the opponents movements and avoiding it, though this will only work on small scale attacks like taijutsu or small projectiles.

Note: requires a 2 turn to cooldown
Note: taijutsu must be a specialty
Note: Must be taught by Wakizashi
Note: Usable 4 times

Approved - Made edits

(Wairudo Sensu)-Wild sense
Type: Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: After molding chakra and releasing it throughout the body the user will move speeds fast enough that it would leave an afterimage of themselves in their previous position as they reposition themselves at the opponent's blindspot and counterattack the opponent whichever they see fit. This technique is only effective if the user's movement speed is 4 lvls higher than the opponent to make it difficult for the opponent to tell the afterimage from the original.
note: requires a turn for cooldown
Note: Taijutsu must be listed as a specialty
note: must be taught by Wakizashi

Declined - clashes with existing things.

(Kuchiyose no jutsu: Maboroshi no sukuwauku)-Summoning Jutsu: Squawk of Illusions
Type: Offensive
Rank: A
Range: Short-mid
Chakra: 30
Damage: 60
Description: The user draws blood and weave the summoning handseals or wipe the blood on the tattoo before the slamming their hand on the ground causing a 3 meter tall toucan to be summoned beside the user. Upon being summoned the toucan opens it's mouth and releases a screech that places the opponent in a genjutsu that takes over their sense of sight hearing and feeling making the illusion feel realistic. Once the opponent is placed under the Genjutsu, they are immobilized while seeing multiple toucan dive from the sky, including kyofu, big wings, and the twin toucans attacking them before the twin toucans covering them in a whirlwind of fire.
note: can only be used twice with a two turn cooldown in between.
note: must have signed the Toco Toucan Contract
note: Must be taught by Wakizashi




Declined: you'll need to elaborate on what aspect of this immobilizes the victim.
As of right now, there doesn't seem to be any wording within the illusion that would explain one's inability to move.

 
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BusinessManTeno

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[/B]

(Ensui Katatsumuri Kuchiyose: Tenbin-za) - Cone Snail Summoning: Libra
Type: Summon
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Libra is the most unique cone snail, with the most unique ability with an a belief and mindset to balance the scales of power. She stands roughly stands 20cm high, and 10 cm long (The shell is included in the size). Once the user claps their hand initiating the summon, she will appear on the users head or shoulder, depending on the users choice. Her regular body is pink though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her shell is a dark green color with white symmetrical lines all down her shell with the libra symbol (♎) on the side of her shell. She has an extremely high pitch and powerful voice speak which she speaks fluent english. The shell takes the shape of a cone and is very sturdy but unlike most cone snails, her size give her an disadvantage in both defensive and offensive powers, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half unless she fully withdraw into her shell). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a senbon but due to her size it does not have great offensive capabilities, only being B rank in strength (Still able to pierce the human bones with ease) But she fully makes up with, with speed. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed being twice as fast as Sagittarius but can be traceable to the human eye. The toxin from her harpoon is a rather slow acting one, and does not serve to kill or immobilize the target but deliver gruesome amounts of pain. As such, each the slightest of touch with the harpoon by an opponent can be dangerous as it completely swells up the area that is targeted, preventing the target from adequately moving that particular limb or region. Besides there general passive abilities, Libras unique powers lies within its aid to the user. Libra fuels chakra into the user but not on a level such as ma and pa, but to amplify the users technique causing balance to all techniques. By doing this, the opponents jutsu will never overpower the users, and the users jutsu will never over power their opponents. Meant to have each jutsus balance in power to cancel each other out. This is due to libra giving the user her own chakra while allowing the user to be conservative with their chakra. Only downside is that this jutsu dont work on supplementary only type jutsus.

Note: Can stay on the field for 4 turns
Note: Libra can only fuel chakra into the user once per turn

Declined - should include elemental tai (lightning nb tai etc), not sure what sagitarious is without a reference, and that last red needs to go. Also alot of stronger summons are only immune to C/B ranks, so the defense for this one is rather strong
(Ensui Katatsumuri Kuchiyose: Tenbin-za) - Cone Snail Summoning: Libra
Type: Summon
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Libra is one of the most unique cone snail, with the most unique ability with an a belief and mindset to balance the scales of power. She stands roughly stands 20cm high, and 10 cm long (The shell is included in the size). Once the user claps their hand initiating the summon, she will appear on the users head or shoulder, depending on the users choice. Her regular body is pink though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her shell is a dark green color with white symmetrical lines all down her shell with the libra symbol (♎) on the side of her shell. She has an extremely high pitch and powerful voice speak which she speaks fluent english. The shell takes the shape of a cone and is very sturdy but unlike most cone snails, her size give her an disadvantage in both defensive and offensive powers, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half unless she fully withdraw into her shell). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a senbon but due to her size it does not have great offensive capabilities, only being B-rank in strength (Still able to pierce the human bones with ease) But she fully makes up with, with speed. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Sage-rank). The toxin from her harpoon is a rather slow acting one, and does not serve to kill or immobilize the target but deliver gruesome amounts of pain. As such, each the slightest of touch with the harpoon by an opponent can be dangerous as it completely swells up the area that is targeted, preventing the target from adequately moving that particular limb or region. Besides there general passive abilities, Libras unique powers lies within its aid to the user. Being the only other cone snail with access to an elemental affinity. Thus she is able to harden her shell increasing her damage immunity by one rank (but decreasing the damage immunity by one rank to Lightning). The special thing about Libra is her ability to use the added weight and light weight jutsu. The cone snail, as she lays on the user, will insert her earth chakra into them. Increasing the user's weight will halve their speed, but boost their Taijutsu damage by one rank. On the other hand, decreasing the users weight will double the user's speed, but decrease their taijutsu by one rank. Using the weight decrease can be used to dodge attacks while also the cone snail is able to freely use this ability as well as bring the users weight back to normal.

Note: Can stay on the field for up to 4 turns.
Note: Libra can only fuel chakra into the user once per turn.
Note: The earth techniques count as one of the user's 3 turn.

□ Pending. Leaving for Pekoms. □


Approved: edits annotated in pink.

 
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Osiris.

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Puppet Training ^

(Totou) Cabal
Type: Puppet
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Cabal is one of the main puppets used and created by Xur the vendor. This is the default puppet mostly located on the back region of xur. Cabal is revealed to be around 8 feet being one of the larger size puppets xur created being very bulky as well. Cabal is more so on the mechanic side, looking like a large robot, having metal armor all around its body with a flashlight installed in the palm of each of its hands and the shoulder region which can turn on by adding a chakra to the cabal. It is roughly brown and red all around with a helmet as a head and contains a shield the same size as he is in its right hand.

Abilities: Cabal spite its large size is still as agile as most puppets while also packing a heavier punch and being able to take more damage. Cabal is able to extend and or detach its legs, arms and head revealing a very sharp wire which can be used for multiple purposes. The user can use the detachment revealing the wire to wrap around the opponent. The wire is extremely sharp being able to cut through harden materials B-rank and below while allowing the cabal detachment to reach up to mid range. Like explained above it has 4 flashlights built inside of its body. Two on the hands and two on the shoulders. The flashlights are able to activate by the user sending a little amount of chakra (-5) which can blind the opponent. The shield is the cabals greatest weapon as he can also use it for offensive purposes. The shield is always enforced with chakra being able to block one C-rank attack once per turn and one B-rank once per battle, though the latter means the shield's destruction. The shield is strong enough whats it connect to deal bone break damage being C-rank in strength similar to the physical attacks from cabal himself. The shield itself contain compartments for its usage of puppet arts. Last but not least cabal is able to release a barrage of wind infused, poison injected senbons from its whole shield. The wind jutsu not only increases the speed the senbon travels but increases its cutting potential, making that whoever is grazed or injected by the poison will become paralyzed in said section.

Note: Each and every ranked ability counts as a move when used.
Note: Can only use the senbon technique twice, with it being a collective damage of A-rank.

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Approved: edits annotated in pink. Reduced the shield's durability.


(Kugutsu: Gogen) Puppet Arts: Five Strings
Type: Offensive | Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Five strings is one of the signature techniques of xur, created as a way to defend himself shall his puppet techniques not pull through. Fully utilizing the chakra strings the user uses to manipulate their puppets xur learned to utilize it in an offensive way. Very similar to how the user release them to attach to a puppet, the user will strike forward releasing chakra strings infused with wind chakra giving it a very strong cutting capability. When the user does that the user releases string as he attacks, being very similar to claws. By doing this the user is able to deal incredible slicing damage to an opponent, slicing them with ease. Even being able to cut through earth A rank or below.

Note: Can only use twice.
Note: No other puppet arts from the user in the same turn and no puppet arts above A-rank in the next.
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Approved: edits annotated in pink.

 
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Omega

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Advanced Uzumaki bio>>>

(Koudoutai Houin)-Zodiac Sealing Method
Type: Supplementary/Defense
Rank: S
Range:Short-Mid
Chakra:40
Damage:N/A
Description: A technique similar to the Fire/Water/Wind/Earth/Lightning Sealing Method, however it does not have the exactsame function nor would it seal any of the basic 5 elements.The fuinjutsu seals are made up of 6 colored tags, that each have a different color and different effect attached to them. When seen, they look like the normal explosive tags but with a different kanji and paper color. The kanjis for the tags are comprised of 5 of the 12 chinese zodaic signs. How it works is that a fuinjutsu tag will be set, or placed in a certain error. Each tag is triggered by a particular element, or chakra nature coming into its vicinity. This is similar to the trigger for paper bombs. Once triggered by the chakra nature of a technique a large omnidirectional wave of translucent barrier with a slight magenta hue would spread from the tags epicenter instantly up to mid range. (Spherical in shape and even extends underground). The barrier does not seal the technique; rather, it disturbes the chakra nature itself so that it cannot be manipulated and ultimately disperses. The tags can effect the techniques of anyone including the user. Once the barrier is erected, anyone inside it will be unable to manipulate the particular chakra that triggered the tag. Moreover, any techniques that attempt to pass through the barrier that matches its affinity will disperse. The barrier is not physical, so the opponent can enter and leave the as they wish; however, the barrier remains on the battlefield for a total of 2 turns.

Red | Dragon
The fuinjutsu tag is red in color and its affinity is fire release. Once approached by a technique of the fire release, an omnidirectional barrier will expand to mid range and disperse all techniques of the fire release. Anyone within the barrier will be unable to mold chakra for this particular release while the barrier is still active.

Blue | Rat - for water
The fuinjutsu tag is blue in color and its affinity is water release. Once approached by a technique of the water release, an omnidirectional barrier will expand to mid range and disperse all techniques of the water release. Anyone within the barrier will be unable to mold chakra for this particular release while the barrier is still active.

Brown | Dog
The fuinjutsu tag is brown in color and its affinity is earth release. Once approached by a technique of the earth release, an omnidirectional barrier will expand to mid range and disperse all techniques of the earth release. Anyone within the barrier will be unable to mold chakra for this particular release while the barrier is still active.

Green | Rooster - Wind
The fuinjutsu tag is green in color and its affinity is wind release. Once approached by a technique of the wind release, an omnidirectional barrier will expand to mid range and disperse all techniques of the wind release. Anyone within the barrier will be unable to mold chakra for this particular release while the barrier is still active.

Yellow | Ox - for lightning
The fuinjutsu tag is yellow in color and its affinity is lightning release. Once approached by a technique of the lightning release, an omnidirectional barrier will expand to mid range and disperse all techniques of the lightning release. Anyone within the barrier will be unable to mold chakra for this particular release while the barrier is still active.

Notes/Restrictions
-Can only be used 2 times
-Can only be used by Advanced Uzumaki bios or those with permission to submit S ranks or above
-No Fuinjutsu above A rank next turn.
-Must be taught by Omega

□ Declined, DNR. Clashes with the Gourd and Golem of LoK that seals certain abilities, and is grossly overpowered as well. □

(Koukon)-Dusk
Type:Supplementary/Defense/Attack
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: The user will manipulate smoke from either a source, or his own body to create a sentient being that takes the appearance of a hooded phantom comprised of dark smoke. While Ragna can give it orders, once it is created, he does not need to channel chakra into it. It's primary usage is that of a first line of defense in which the user wears it as a hooded coat of sorts to protect him from enemy attacks. The coat can also aid the user offensively by suffocating the enemy by shooting dark spheres of smoke from its body, or by simply extending its "sleeves" to wrap around the enemy. The phantom does not have to be worn to be in effect; moreover, it is immune to physical attacks due to its intangibility; moreover, it is capable of reforming its body unless it is completely destroyed.

Notes/Restrictions
-Can only be used by smoke bios
-Can only be use twice
-No smoke above A rank next turn
-Remains active for 4 turns
-Must be taught by Omega

□ Declined. Its alright, though decrease the turns its active, and what exactly of the phantom causes the 80 damage outlined? Make it a bit more clear. □

(Oshimai)-The End
Type:Supplementary
Rank:Forbidden
Range:Short-Long
Chakra:90
Damage:N/A
Description:
This is the ultimate sealing technique of Ragna which requires one to be still while performing the sealing process, and is only possible through his Uzumaki bloodline. With this jutsu, the user is able to seal an entire landmark; however, the user must remain within the technique as well. The jutsu starts by making 6 handseals and claps. After the handseals, a very large cube which can reach up to 200x200x200 meters although this is only the beginning. The entire cube forms instantly, encapsulating the area the user wishes which may include portions of the ground too. The cube is opaque green in color making visibility to be impossible into and out of the cube (excluding byakugan). Meaning those inside the cube won't be able to see the outside or vice versa. The cube has a key hole through which the cube safe is locked and everything within the cube would be sealed and everything within it would be in stasis. While the user must remain relatively still inside the cube, he continues to clap the second time, creating a large key. Then by using hand gestures, he would use the key to lock the cube safe from the outside. Before the cube is locked, those within the cube have an opportunity to escape due to the length of this technique by using a space time jutsu or a brute force greater than the power of the cube itself. However, when the cube is locked, everything is sealed and there would be no way of escape save for killing the user of this technique. The user is able to seal the cube itself with the generic sealing technique and able to unlock the cube using the same key; however, unlocking would not count as a move.

Notes/Restrictions
-Successful use only 1 time
-Usable 2 times (Note: In reference to the prior note, if the user's first attempt to use this technique is thwarted, he can use this one more time; however, after one complete use, the user cannot use this jutsu again.)
-Takes the time for 2 moves to complete the sealing. Meaning the cube forming takes a move slot and the locking takes another move slot.
-Can only be used by Advanced Uzumaki bios
-No Fuinjutsu next turn
-Must be taught by Omega


Illustration
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□ Declined. Similar to Sound Release/Fuuinjutsu Technique, Morsmorde made by Vex, I think. Has the same concept. □
 
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Method

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Esupa | Esper
Type: Weapon
Rank: S
Range: Short
Chakra: +10 Chakra each turn
Damage: -
Description: Esper is a battle suit which was created specifically for those with an ability to utilise the Dark Symbols which allow the user to perform Dark release techniques. It is designed to fit tightly against the user as it embeds itself with their skin & connects to the body through various receptors located across it which latch onto the user's nerves, creating a bond between the two. This bond extends as far as the user being able to feel the same as what the suit would & vice versa. The suit creates a connection to not only the body but also with the user's chakra network, acting as an empty vessel that is able to fill with the user's chakra thus becoming an extension of their chakra network. Alongside the suit is a glove that was specifically design to fit around the user's dark symbol, allowing them to perform Dark related techniques without any hindrance while also linking the glove itself with the symbol. This connection would require a constant feed of 10 chakra each turn to manipulate the space within the symbol that is accessible to dark users through their techniques. While connected to both the user's chakra network & the dark symbol, it does not passively link the two together; the suit acts as a gateway between the two.
The suit's overall appearance can be seen below, fitted with a flexible type of metal coating which is not indestructible, but is able to withstand projectiles such as kunai & shuriken. It is carved with a diamond slot in the middle of the chest area, filled with a bright purple gem with no significant known purpose.

Diabolic | Passive: A unique but simple capability of the suit which activates through detection of foreign chakra that enters it's vessel. As the vessel within the suit is treated as an extension to the user's own network & has a connection to the Dark symbol, the suit is able to absorb foreign chakra that enters either it or the user's own chakra stream, acting as a medium for the user's dark symbol. With a bond created between the suit & user, it is able to recognise the user's chakra signature thus accordingly funnels external sources that do not sync with the user. The suit then continues to absorb the foreign chakra through itself & toward the Glove, activating the symbol. This would ultimately leave the user un-phased by the effects of foreign chakra. With the additional chakra absorbed by the symbol(equal to the rank of what was absorbed), it is manipulated & capable of being used to performed Dark related techniques available to the user.

Lunatic: Though not as unique as it's counterpart's ability, the external defence works on the same principles, but rather uses the suit as a medium for the dark symbol & other absorption techniques, acting as nothing more than an extension for them. The suit itself is able to feel chakra that comes into contact with it, from the neck down to the soles of the footwear & due to the connection between user & suit, they're also able to feel the chakra just as the suit does. On contact with any part of the suit regardless of the user's knowledge, it performs a type of automated defence ability which begins to absorb the chakra just as contact is made, functioning through the user's dark symbol. This however, requires the user to post an absorption ability; the most common being "Inhaling Maw", thus counting as one of three moves each turn.
Just as "Inhaling Maw" the user can utilise the suit to absorb techniques within a short range distance due to it's ability to act as an extension for the dark symbol, the difference of this is the absorption is not just limited to the symbol but the entire suit, again the user must post an absorption ability; the most common being "Inhaling Maw", requiring 1 of 3 moves each turn. The abilities of the External Defence must also follow Dark's S&W, an example being it's ineffectiveness to absorb chakra from opposing Earth release techniques & Water techniques of B rank & above.
Notes
- The user is unable to control foreign chakra it absorbs internally, thus leaves them unable to activate abilities such as Sage Mode or Curse Marks.
- Only accessible to Method
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♪ Declined: Remove the passive chakra absorption - I won't allow you to make yourself immune to Genjutsu, Jyuuken, etc. If you do want it, limit it to a maximum of two times, and rank the ability. Nice job on the second ability though. ♪

Leaving for another mod

Meiton: Reizu no daitai sentaku| Dark Release: Wraith's Alternate Choice
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: A release ability which requires the user to channel chakra across their entire body & continue to manipulate it to merge with them. This initiates a transition where the user is able to form into a pure mass of Dark chakra, devoid of any solid properties until they revert back, either by force or willingly. This technique is to provide an increase in the user's manoeuvrability while completely sacrificing any offensive capabilities while active. While in this form, the user is seemingly immune to all attacks, this is due to their body being made up of pure Dark chakra, carrying no solidified form & based on it's S&W; elements such as Lightning, Fire & Wind & those related to the three are unable to effectively damage the user. Moderate sized techniques created through Earth or Water release techniques would be ineffective as solid objects would simply phase through the user, though Larger scale attacks regardless of rank could target or confine their entire being & be able to force the user to revert back to their original form while taking half the damage from the opposing technique.
Wraith Form: When transforming into the technique's Wraith form, the user transitions into a gaseous dark purple form, while their head & facial features are manipulated to seem intact, the remainder of the body lacks any form whatsoever, simply a mass of chakra that hovers over the ground. While in this form the user gains an increase in movement speed; An initial burst that is twice as fast as the user's base speed, though only extends up to 2 meters, thereafter limited to an increase above that of a Taijutsu Specialist. While in this form the user hovers just above the ground, leaving them unaffected by techniques that create swamps or pits as they are able to glide over them. As the transition is rapid this is best used in Close Range situations when attempting to avoid an attack or swiftly retreat from a situation. While in this form the user is limited to absorption abilities of Dark release only.
- Can be used 3 times
- Last a single turn
- Taught by Method

Declined - this is a bit much, being immune to so much as you're just chakra really, can't allow that.
Esupa | Esper
Type: Weapon
Rank: S
Range: Short
Chakra: +10 Chakra each turn
Damage: -
Description: Esper is a battle suit which was created specifically for those with an ability to utilise the Dark Symbols which allow the user to perform Dark release techniques. It is designed to fit tightly against the user as it embeds itself with their skin & connects to the body through various receptors located across it which latch onto the user's nerves, creating a bond between the two. This bond extends as far as the user being able to feel the same as what the suit would & vice versa. The suit creates a connection to not only the body but also with the user's chakra network, acting as an empty vessel that is able to fill with the user's chakra thus becoming an extension of their chakra network. Alongside the suit is a glove that was specifically design to fit around the user's dark symbol, allowing them to perform Dark related techniques without any hindrance while also linking the glove itself with the symbol. This connection would require a constant feed of 10 chakra each turn to manipulate the space within the symbol that is accessible to dark users through their techniques. While connected to both the user's chakra network & the dark symbol, it does not passively link the two together; the suit acts as a gateway between the two.
The suit's overall appearance can be seen below, fitted with a flexible type of metal coating which is not indestructible, but is able to withstand projectiles such as kunai & shuriken. It is carved with a diamond slot in the middle of the chest area, filled with a bright purple gem with no significant known purpose.

Diabolic: A unique but simple capability of the suit which activates through detection of foreign chakra that enters it's vessel. As the vessel within the suit is treated as an extension to the user's own network & has a connection to the Dark symbol, the suit is able to absorb foreign chakra that enters either it or the user's own chakra stream, acting as a medium for the user's dark symbol. With a bond created between the suit & user, it is able to recognise the user's chakra signature thus accordingly funnels external sources that do not sync with the user. The suit then continues to absorb the foreign chakra through itself & toward the Glove, activating the symbol. This would ultimately leave the user un-phased by the effects of foreign chakra. With the additional chakra absorbed by the symbol(equal to the rank of what was absorbed), it is manipulated & capable of being used to performed Dark related techniques available to the user.This ability can only be used twice & is treated as an A rank ability; requiring 20 chakra each absorption, & can absorb up to Forbidden ranked chakra due to Dark's S&W.

Lunatic: Though not as unique as it's counterpart's ability, the external defence works on the same principles, but rather uses the suit as a medium for the dark symbol & other absorption techniques, acting as nothing more than an extension for them. The suit itself is able to feel chakra that comes into contact with it, from the neck down to the soles of the footwear & due to the connection between user & suit, they're also able to feel the chakra just as the suit does. On contact with any part of the suit regardless of the user's knowledge, it performs a type of automated defence ability which begins to absorb the chakra just as contact is made, functioning through the user's dark symbol. This however, requires the user to post an absorption ability; the most common being "Inhaling Maw", thus counting as one of three moves each turn.
Just as "Inhaling Maw" the user can utilise the suit to absorb techniques within a short range distance due to it's ability to act as an extension for the dark symbol, the difference of this is the absorption is not just limited to the symbol but the entire suit, again the user must post an absorption ability; the most common being "Inhaling Maw", requiring 1 of 3 moves each turn. The abilities of the External Defence must also follow Dark's S&W, an example being it's ineffectiveness to absorb chakra from opposing Earth release techniques & Water techniques of B rank & above.
Notes
- The user is unable to control foreign chakra it absorbs internally, thus leaves them unable to activate abilities such as Sage Mode or Curse Marks.
- Only accessible to Method
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Declined - You will need to state that it wont work on genjutsu above B rank, even if they are chakra, they are a different form and i don't believe you can absorb F rank gen, also note that you would have to deduce the gen to absorb it.

Meiton: Reizu no daitai sentaku| Dark Release: Wraith's Alternate Choice
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: A release ability which requires the user to channel chakra across their entire body & continue to manipulate it to merge with them. This initiates a transition where the user is able to form into a pure mass of Dark chakra, devoid of any solid properties until they revert back, either by force or willingly. This technique is to provide an increase in the user's manoeuvrability while completely sacrificing any offensive capabilities while active. While in this form, the user is seemingly immune to all attacks, this is due to their body being made up of pure Dark chakra, carrying no solidified form & based on it's S&W; elements such as Lightning, Fire & Wind & those related to the three are unable to effectively damage the user. B rank & below earth techniques & A rank & below Water techniques (including techniques related to these elements) would simply phase through the user.
Wraith Form: When transforming into the technique's Wraith form, the user transitions into a gaseous dark purple form, while their head & facial features are manipulated to seem intact, the remainder of the body lacks any form whatsoever, simply a mass of chakra that hovers over the ground. While in this form the user gains an increase in movement speed; An initial burst that is twice as fast as the user's base speed, though only extends up to 2 meters, thereafter limited to an increase above that of a Taijutsu Specialist. While in this form the user hovers just above the ground, leaving them unaffected by techniques that create swamps or pits as they are able to glide over them. As the transition is rapid this is best used in Close Range situations when attempting to avoid an attack or swiftly retreat from a situation. While in this form the user is limited to absorption abilities of Dark release only.
- Can be used 3 times
- Last a single turn
- Taught by Method

Declined - This is beyond the powers of Dark release.

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.
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 must supply 10 chakra each turn after which continously fuels the tunnels, & must place their palms against the ground each time they absorb the chakra within the tunnels. Each time the user absorbs the chakra, it requires one of three moves to do so. 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 A rank or above Earth jutsu while active
- Can only be used twice.
- Taught by Method

Approved
 
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Panthalassa

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( Hae Kuchiyose ♆ Corpusgigan bestia ) Fly Summoning ♆ Behemoth Gores

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Corpusgigan bestia, common name Behemoth Gores, are a species of flies with gigantic dimensions and thick and impenetrable exoskeletons. They are summoned in a gargantuan half the size of a average monarch summon. Each of the gigantic flies are around the size of an elephant, and have a very robust and thick skin with spiked protrusions and hideous teeth. Due to their sheer strength, they are noticeably more resilient to damage than normal flies. Any Aburame techniques used through the Behemoth Gore swarm has a +20 damage buffer, essentially increase the overall power of the technique when clashing with ninjutsu and taijutsu. The Behemoth Gores store their eggs within their own gullets. When they're near an uncouth target, they will open their mandible and deposit the eggs directly inside the victim, through a extensible proboscis ( a 3 meter tube-like mouth with a ring of jagged teeth ). The eggs will then have an accelerated growth spur, eccloding into horrible fat maggots with spiked mouths, that will devour and essentially burst through their host, fit to their name. The Behemoth Gores are capable of doing this directly onto other organic substances, the ground and other earthen features or water sources, creating a clot of giant eggs or maggots that will then travel up to mid-range from the point of deposition, before exploding outwards in an eruption of slime and maggots.

Note: Egg deposition can be used by individual Gores up to 3 times, counting as an A rank technique (with no inherent damage buffer), or up to 1 time by the whole swarm, counting as an S rank, throughout their stay in the field.
Note: Can't be manipulated by Forbidden Ranked Aburame Techniques.
Note: Behemoth Gores last 3 in the field.

✦ Approved, note this damage boost only applies to those techs that require direct contact with an Aburama bug. ✦
Updating:
( Hae Kuchiyose ♆ Corpusgigan bestia ) Fly Summoning ♆ Behemoth Gores

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Corpusgigan bestia, common name Behemoth Gores, are a species of flies with gigantic dimensions and thick and impenetrable exoskeletons. They are summoned in a gargantuan half the size of a average monarch summon. Each of the gigantic flies are around the size of an elephant, and have a very robust and thick skin with spiked protrusions and hideous teeth. Due to their sheer strength, they are noticeably more resilient to damage than normal flies. Any Aburame techniques used through the Behemoth Gore swarm has a +20 damage buffer, essentially increase the overall power of the technique when clashing with ninjutsu and taijutsu. The Behemoth Gores store their eggs within their own gullets. When they're near an uncouth target, they will open their mandible and deposit the eggs directly inside the victim, through a extensible proboscis ( a 3 meter tube-like mouth with a ring of jagged teeth ). The eggs will then have an accelerated growth spur, eccloding into horrible fat maggots with spiked mouths, that will devour and essentially burst through their host, fit to their name. The Behemoth Gores are capable of doing this directly onto other organic substances, the ground and other earthen features or water sources, creating a clot of giant eggs or maggots that will then travel up to mid-range from the point of deposition, before exploding outwards in an eruption of slime and maggots. The main ability of these flies is the ability to compress and decompress,
similar to Akimichi. They're gigantic flies that can be compressed up to the size of tiny little flies,
1mm in size. When summoned they can appear in compressed form or original form. The form compression is a passive ability that costs no chakra from the user and require one of the three moves per turn.


Note: Egg deposition can be used by individual Gores up to 3 times, counting as an A rank technique (with no inherent damage buffer), or up to 1 time by the whole swarm, counting as an S rank, throughout their stay in the field.
Note: Can't be manipulated by Forbidden Ranked Aburame Techniques.
Note: Behemoth Gores last 3 in the field.
Note: Pharaoh Scythes' techniques perfomed with Gore chitin will also have the same damage boost.

Approved - Made edits

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Pharaoh Scythes Reference:


( Hae Kuchiyose ♆ Perniger albidus ) Fly Summoning ♆ Murmur's Antithesis

Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Perniger albidus, common name Murmur's Antithesis, are a species of flies that used to be a contradiction within Zaebub. They're small, completely jet-black flies, with a thick yet light carapace, similar to that of a scarab, and multiple encrusted microscopic black jewels. But the contradiction was, only male existed. No one knew where the Murmur Antithesis Fly came from, or how could it maintain it's unigender colony. It was only when Panthalassa arrived at Zaebub that the mystery was solved. The male specimen anchors it's existence in the living realm, becoming a being of physicality, while the female specimen of the species seemingly dies at birth, but its chakra anchors their existence in the soul realm, and can be summoned through the contract and through chakra. When Panthalassa attempted to focus his chakra to summon the female specimens, he was capable of summoning bright white flies, similar to their male counterpart, but composed of just energy, with ragged yet elegant wings that made them seem like silky threads across their body.

The Murmur Antithesis flies are defensive species. Their only abilities rely on Elemental Interaction. The physical males are strong against all physical elements, Wind, Water, Earth, and advanced physical elements, in addition to Biological elements and Raw Chakra ( in the sense that they still feed on chakra ), including Yang Release and Taijutsu, but have a double weakness against energy elements, Fire, Lightning and advanced energy elements, Basic Ninjutsu and alternate Energies, like Bijuu chakra, Senjutsu chakra, Yin chakra, etc. The spiritual females are the exact opposite, they're strong against energy elements, including the ability to go through physical objects and retrieve the chakra within directly, making them strong against Genjutsu, and have a double weakness against physical elements. Both are weak against physical and energy combination, elements that are both, like Lava, Storm, etc, and Yin and Yang Release.

The way they reproduce is by having a female possess a male. When this combination happens, the fly undergoes a biological transformation not unlike a metamorphosis, where it becomes one individual, hermaphrodite, and is already pregnant with eggs. These new gendered flies appear in various patterns of black and white, but are all quite frail, with a double weakness to most elements, with the exception of Raw Chakra ( which they still feed on ), and elements that are both Physical and Energy, like Lava, Storm and Yin and Yang Release. Elements that are also naturally Neutral are also weak against this hermaphroditic fly, such as the displaced wind created from Leaf Dragon God and the Samurai Kenjutsu. An interesting relationship that they have is with Gravity, and gravity manipulation, in the sense that they can create a barrier of pure focused chakra around themselves and the user, to counteract the physical damage caused by the techniques, though with techniques such as shinra tensei, they behave differently:

When exposed to a Shinra Tensei attack, they will actively create an orb around the user, with a 50 cm radius margin. This orb will be merely protective, and will require the user to spend the same chakra as the technique used. This protection orb will create a cushion against all damage taken directly and indirectly against the technique, but will still be pushed around. It's a purely defensive reactive counter to Shinra Tensei manipulation and similar techniques, and will count as a move and can only be used once, in the Aburame category.

Note: The user can only summon one gender, be it Male, Female or Hermaphrodite.
Note: They last 3 turns in the field, and can only be summoned 1 time per battle.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use any Ninjutsu, or any of the elements that they're strong or weak against. All abilities used through this summon count as one of the users three jutsu per turn.
Note: Through techniques such as " Lucifer's Sages" the user can only use the traits of one gender at any given time.
Note: No summons for two turns after this species disperses.


Approved - Made edits

( Seien Umareru ) Strange Eclosion

Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (+5 chakra every 2 turns)
Damage Points: N/A
Description: Strange Eclosion is an elegantly woven body-length black and white scythe with an intricate curved shaft and two sets of blades, the first with a long bent edge, nearly half the size of the staff, with beautiful carvings in it's flat sides, the second being a dagger-like protrusion at the other end, like a sturdy and piercing nail. The scythe is entirely made of queratinized and sharpened insect mandibles, which appear like tiny blade shards on their own, but look and have the texture like a flat and sharp blade when they're in scythe form, with the exception of the double tonality of white and black shards of mandibles, which give the weapon the appearance of multiple spirals of insect eggs and pupas all across the scythe.

Charging chakra through the scythe allows the user to activate the shards, separating them and creating a sort of swarm of shards, white or black, which appear to eclode from the drawn eggs and leave the scythe in a swarm made of their own color. When they leave, the scythe itself will retain only the color of the remaining shards. These swarms will be manipulated through chakra to levitate around the user, and can be used as a medium for Aburame techniques, similar to actual insects, in terms of what type of structures and motions the swarm of sharpened mandibles is able to do, or by actual kenjutsu techniques, in which the swarm aggregates as the typical flying slashes, and gives a more tangibility. Being leaner and sharper than actual insects, and more tangible than chakra slashes, they can move faster and pierce further than the original techniques, so much so that, while they share the same elemental S&W, techniques used through the sharpened mandibles are one rank stronger than the technique used. For the White Swarm, similar to Aburame Insects, the user is capable of absorbing chakra from an opponent or technique, which the user can then be transferred back to the user. The default being 10 chakra per turn of contact, or whatever the technique used describes.

In pure scythe form, the user is able to utilize Kenjutsu, actual techniques or free-form, at will, and the flying shards will not gain any extra power. When manipulated in swarm form, the Black shards will be associated with Kenjutsu, aggregating to make the structures that the technique entails, be it simply a flying slash or actually producing an aggregated blade to remotely slash someone, while the White shards will be associated with Aburame, and manipulated through Aburame techniques. This restriction allows for an observing opponent to understand how each type of swarm works, despite the user being able to activate both swarms at the same time.

Note: The user is able to freely move and hide the scythe swarms in a container, similar to actual Aburame Insects, up to 2 meters around the user.
Note: Otherwise, Black swarm can only be manipulated by Kenjutsu, White swarm can only be manipulated by Aburame techniques.
Note: Each swarm can only be manipulated with one technique at the same time.
Note: The swarms can only be manipulated up to mid-range from each-other or the user.
Note: Activating a Swarm counts as a jutsu, activating both counts as two. Deactivating a swarm, reverting it back to scythe form does not count as a jutsu.
Note: Each turn a swarm is active the user must spend 5 chakra per 2 turns, and per swarm.
Note: The blades themselves are indestructible, but they can be overpowered by other techniques, becoming unusable for 3 turns.
Note: In scythe form, the weapon is considered S rank, and can be neutralized as such.
Note: The user can't perform Forbidden ranked Kenjutsu or Aburame Jutsu with the swarms.​

Pending - Leaving for Madara as he checked the original.


 Approved 
( Seien Umareru ) Strange Eclosion

Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (+5 chakra every 2 turns)
Damage Points: N/A
Description: Strange Eclosion is an elegantly woven body-length black and white scythe with an intricate curved shaft and two sets of blades, the first with a long bent edge, nearly half the size of the staff, with beautiful carvings in it's flat sides, the second being a dagger-like protrusion at the other end, like a sturdy and piercing nail. The scythe is entirely made of queratinized and sharpened insect mandibles, which appear like tiny blade shards on their own, but look and have the texture like a flat and sharp blade when they're in scythe form, with the exception of the double tonality of white and black shards of mandibles, which give the weapon the appearance of multiple spirals of insect eggs and pupas all across the scythe.

Charging chakra through the scythe allows the user to activate the shards, separating them and creating a sort of swarm of shards, white or black, which appear to eclode from the drawn eggs and leave the scythe in a swarm made of their own color. When they leave, the scythe itself will retain only the color of the remaining shards. These swarms will be manipulated through chakra to levitate around the user, and can be used as a medium for Aburame techniques, similar to actual insects, in terms of what type of structures and motions the swarm of sharpened mandibles is able to do, or by actual kenjutsu techniques, in which the swarm aggregates as the typical flying slashes, and gives a more tangibility. Being leaner and sharper than actual insects, and more tangible than chakra slashes, they can move faster and pierce further than the original techniques, so much so that, while they share the same elemental S&W, techniques used through the sharpened mandibles are one rank stronger than the technique used. For the White Swarm, similar to Aburame Insects, the user is capable of absorbing chakra from an opponent or technique, which the user can then be transferred back to the user. The default being 10 chakra per turn of contact, or whatever the technique used describes.

In pure scythe form, the user is able to utilize Kenjutsu, actual techniques or free-form, at will. When manipulated in swarm form, the Black shards will be associated with Kenjutsu, aggregating to make the structures that the technique entails, be it simply a flying slash or actually producing an aggregated blade to remotely slash someone, while the White shards will be associated with Aburame, and manipulated through Aburame techniques. This restriction allows for an observing opponent to understand how each type of swarm works, despite the user being able to activate both swarms at the same time.

Recently, and through constant usage, Panthalassa has noted the scythe to have acquired a aquatic tinge, due to the infusion of Pantha's main affinity, Water Chakra. Experimenting with it, and due to the shard's own swarm and liquid-like flexibility, Panthalassa discovered he is capable of manipulating either swarm with Water Chakra, in addition to Aburame or Kenjutsu, and acquire the same boon, due to the greater sharpness and tangibility of the shards, thus Water techniques used through the shards have a +1 Rank increase.

Note: The user is able to freely move and hide the scythe swarms in a container, similar to actual Aburame Insects, up to 2 meters around the user, with the exception of pulling them back within range after manipulation through a technique, following a linear path.
Note: Otherwise, Black swarm can only be manipulated by Kenjutsu, White swarm can only be manipulated by Aburame techniques, both can be manipulated by Water techniques.
Note: Each swarm can only be manipulated with one technique at the same time.
Note: Activating a Swarm counts as a jutsu, activating both counts as two. Deactivating a swarm, reverting it back to scythe form does not count as a jutsu.
Note: Each turn a swarm is active the user must spend 5 chakra per 2 turns, and per swarm.
Note: The blades themselves are indestructible, but they can be overpowered by other techniques, becoming unusable for 3 turns.
Note: In scythe form, the weapon is considered S rank, and can be neutralized as such.
Note: The user can't perform Forbidden ranked Water, Kenjutsu or Aburame Jutsu with the swarms.​

Approved.
 
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21 Savage

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( Sandaime' Torikeshi funōna chūmon XIV ) - ( Sandaime' Irrevocable Order XV )
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A (+20 to Lightning attacks)
Description: The user would be exploiting the strengths of black lightning by seeking to incorporate its essence into his other non-black lightning techniques. By activating this infusion technique, the user will focus a surge of black lightning into their chosen technique which will be radiating around the user’s technique before influencing and taking complete control over it. The user creates this new version of raiton by enhancing the capabilities of his raiton techniques by causing their electrons to vibrate at a faster
and unstable rate. This would increase their overall power and piercing capabilities to a further peak than normal. This works by allowing the Lightning technique be overpowered by black lightning and be forced to change form into it like a symbiot gaining the strength and weaknesses of black lightning along the way. This transition does not require any hand seal but to just channel the black lightning into
the lightning before its release to change its structure and chakra nature into his signature black lightning.
✘ Can only be used once per turn after its initial activation.
✘ Can only be used 4 times after activation.

✘ One turn wait between each plausible use
✘ Can only be used by Thaal Sinestro and those he teaches.

Declined - fine with converting, but remove the boost. The way you word it clashes with existing things.


- Bolded Edits
- Took the advice from your previous check
( Sandaime' Torikeshi funōna chūmon XIV ) - ( Sandaime' Irrevocable Order III )
Type: Offensive / Defensive
Rank: F
Range: Short - Long
Chakra: 30
Damage: 60
Description: The Sandaime charges and surges chakra from his pool before he releases his black lightning chakra from every single point of his body and manipulates it to transform into any creature/animal that he wishes that proceeds to surround and hide the user from his enemies. Regardless of the creature created, they have their natural capabilities which are in no way affected or influenced that is if an eagle is created it could fly, if a snake is created it could slither around etc. The maximum size of any animal can only be 2x the user's body size and weight.
After creation, these creatures have a mental link to their creator though he still retains his control over them and can be instructed to take out commands. Being his own creation, he would not be affected by their properties and body composition if they somehow make contact but it's not the same for allies or foes. The special attribute of any created animal is their ability to shoot projectiles of black lightning ranging from a single ball of black lightning to a disk, a spear etc towards their opponent which cost a move in the time frame and can split into a large number of smaller balls.
✘ Can only be used twice per an event.
✘ Can only have up to a maximum of two animals with one usage of the technique
✘ User is completely restricted to Lightning techniques only while they are active
✘ Each projectile shot takes the strength of an A rank move
✘ Can only be used by Thaal Sinestro and any one he teaches.

Declined - Do you make the animal around you or infront of you? If it's a surge it would be around you, needing constant control over. Should be usable once, make one animal, and you know, there is that thing for F rank, what's it called again? Oh yeah, drawbacks and restrictions



( Sandaime' Torikeshi funōna chūmon XXV ) - Sandaime' Irrevocable Order II
Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra cost: 40
Damage points: 80
Description: It is a technique created by the Sandaime after studying the Lightning release armor and chakra enhanced speed. By flowing lightning chakra through the body when the lightning armor is active, the user can create a thin layer of lightning that perfectly outlines their body. This new outline grants the user the ability to send electricity into another person or object in a more focused manner than Nagashi to give them a life threatening zap to the victim. This new armor is made to quickly dispatch foes by stunning or killing them through electrocution. Another ability that the armor grants it to be able to be
on par with elemental techniques as regards to S/W of lightning and to be able to absorb other lightning release attacks up to the rank of the armor. There are no defensive properties to this armor because it is solely used for offensive purposes, so the user is still able to tank a full technique regardless of its nature as long as S/W applies. It is said to be the opposite/supplement of the Lightning Release Chakra Mode, where this technique is mainly used for offensive purposes and the other being for more defensive purposes.
✘ Can absorb up to and including S rank lightning attacks twice per battle, A ranks is four times with D-B having relatively no limit.
✘ If it absorbs up to the rank of the Armour, it grants an extra turn boost to the shroud, basically S = 1 turn, A+A = 1 turn, B + B + B + B = 1 turn etc
✘ Can only be used twice per battle and only when the Lightning Armour is active

Declined - clashes with existing jutsu.
-Removed Damage Boost
( Sandaime' Torikeshi funōna chūmon XIV ) - ( Sandaime' Irrevocable Order XV )
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: The user would be exploiting the strengths of black lightning by seeking to incorporate its essence into his other non-black lightning techniques. By activating this infusion technique, the user will focus a surge of black lightning into their chosen technique which will be radiating around the user’s technique before influencing and taking complete control over it. The user creates this new version of raiton by enhancing the capabilities of his raiton techniques by causing their electrons to vibrate at a faster and unstable rate. This would increase their overall power and piercing capabilities to a further peak than normal. This works by allowing the Lightning technique be overpowered by black lightning and be forced to change form into it like a symbiote gaining the strength and weaknesses of black lightning along the way. This transition does not require any hand seal but to just channel the black lightning into
the lightning before its release to change its structure and chakra nature into his signature black lightning.
✘ Can only be used once per turn after its initial activation.
✘ Can only be used 3 times after activation.
✘ One turn wait between each plausible use
✘ Can only be used by Thaal Sinestro and those he teaches.

□ Approved. □

-Edits in bold
( Sandaime' Torikeshi funōna chūmon XIV ) - ( Sandaime' Irrevocable Order III )
Type: Offensive / Defensive
Rank: F
Range: Short - Long
Chakra: 50
Damage: 90
Description: The Sandaime charges and surges chakra from his pool before he releases his black lightning chakra from every single point of his body and manipulates it to transform into any creature/animal that he wishes that proceeds to surround and hide the user from his enemies. Regardless of the creature created, they have their natural capabilities which are in no way affected or influenced that is if an eagle is created it could fly, if a snake is created it could slither around etc. The maximum size of any animal can only be 2x the user's body size and weight. After creation, these creatures have a mental link to their creator though he still retains his control over them and can be instructed to take out commands. Being his own creation, he would not be affected by their properties and body composition if they somehow make contact but it's not the same for allies or foes. The special attribute of any created animal is their ability to shoot projectiles of black lightning ranging from a single ball of black lightning to a disk, a spear etc towards their opponent which cost a move in the time frame and can split into a large number of smaller balls.
✘ Can only be used once per an event.
✘ Can only have up to a maximum of an animal with one usage of the technique
✘ User is completely restricted to Lightning techniques only while they are active
since the creation would essentially need to be fueled with chakra
✘ Lasts four turns after which the user will not be able to mold lightning chakra above A rank for two turns and suffers a -30 health damage.

✘ Each projectile shot takes the strength of an A rank move
✘ Can only be used by Thaal Sinestro and any one he teaches.

□ Declined. @Bold, that ain't gonna fly. Also, only to Mid range.□


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Summoning Animal:
Scroll Owner: Thaal Sinestro
Other Users who have signed contract: None
Summoning Boss if existing: None
Other Summon Animals tied to contract: None
Description and Background:
The Harriers are a large group of predatorial birds that are slightly similar to hawks but hold some clear differences at the same time. They have scattered sizes ranging from the ones daunting in appearance that are able to dwarf a full grown human to others that are 1/4 of an adult etc (detail in summons). This species are reserved but they can be violent when protecting their kind or when provoked or disturbed. They are a group of capable warriors, well trained battlers and they stand out as one of the animals known to have excelled outstandingly in the use of Ninjutsu.

Being natural predators they have a set of savage related instincts and abilities like an increased perception to detect entities and objects within a specified location (up to one landmark away), but this does not translate to tracking high speed movements and the likes. A mental link to the summoner is a major tool possessed by these birds since they are team work oriented summons that have been trained to support/supplement their summoners in battle and remain loyal till the end. While in the air, these birds are highly graceful in flight capable of covering long distances in seconds and a noteworthy thing is their habit of flying low - close to the ground when attacking their preys. The Harriers are pretty much as powerful as they can be while still being able to fly having a crushing grip of
530 pounds per square inch with talons that rival the size and strength of a grizzly bear's nails. These summons hail from the most vigorous environment in the cloud village, the Storm Islands - it explains their dexterity and sturdiness.


Approved & Added: omitted some sentences, mostly those about contract-wide abilities and passives.

 
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Houdinii

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

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

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

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

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

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



Ookami & Joufu - Teikoku | Romulus & Remus - Empire
Type: Weapon
Rank: S
Range: Short
Chakra: (-5 per turn once activated)
Damage: N/A
Description:
Romulus & Remus are a pair of full length arm gauntlets that Ren Kouen created after exploring the Ninja World and mastering Sand Release. They encompass the users entire hands and arms that end as small pauldrons on the users shoulders, the shoulder guards are decorated as wolves with the right’s teeth bared in a snarl and the left’s jaws open and in the midst of a terrible bite. Both Remus & Romulus are a deep black colour with a visible sandy texture, as Kouen created them as both protection and a source of unique volcanic sand that he encountered on his travels. The guards can be manipulated and are kept in shape and attached to the user through the jutsu that created them, they are scale armor in design allowing a great deal of both protection and flexibility. Each of the gauntlets are durable enough to protect the user from physical attacks that are A ranked and below that can be blocked within reason, anything either too large(compared to the guards) or too powerful to be blocked will not be stopped.

Romulus & Remus each have a unique ability, the two allow the user to augment Sand techniques and Sound jutsu respectfully. Firstly Remus has an affinity for Sand release techniques, as the user channels chakra into the guard it will begin to produce sand grains that are unique in both their creation and nature as it is done through chakra, similar to how earth is able to be created directly from the user, it does this constantly once activated. The sand is produced at a small rate with the grains spread out thinly as it floats through the air surrounding the user, they will continue to do so as more sand is created. Initially the small volume of sand leaves the user unable to utilize it for sand techniques as it takes one full turn before there is a large enough quantity. Beginning the creation of this sand costs a move but is instantas it simply provides a medium for the users techniques. As the sand is created from the users chakra directly they are aware of its position and movements at all times as they are linked through chakra. The Sand grains themselves are of an unusual variety of black volcanic sand, which the user creates directly from the gauntlets with their chakra. Through its nature and the way in which it is created, the sand is much denser and able to handle much higher heat than normal. Due to this fact when a black sand technique overcomes fire the black sand will overwhelm and suppress the flame, while actually increasing the sands lethality as it draws on the heat and becomes searingly hot to the touch while chakra control insulates the user. Also due to high pressure the sand is created from and its sheer density, when it overcomes a earth technique it will literally rip it apart, simulating the weathering effect that sand has upon rock over a long period of time in just a few moments. This effectively creates more sand of the same features from the earth it overpowered and consumed, increasing the overall volume of the sand rather than weakening it. Due to the sands nature and its traits, its clashes with Fire and Earth will not weaken the sand as it draws power from them and maintains its strength.

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

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

□ Declined. Interesting CW, make that B ranked. Limit the amount of times the sand can be changed, that large area colored is quite vague. Sand is already strong to Earth and Fire, how does this change that exactly, or is it simply different to how it will deal with them? Last colored is a no. □
 
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Sinthorus

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(Genjutsu: Moeru Gundan) Illusion Art: Burning Legion
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This illusion can be applied in three ways, the first off is with a single hand seal, the second is through making a slashing method with the users weapon which requires the target to see, and the final method is striking the ground or slamming their hand on the ground. Only one method is needed, all need to be visually seen apart from if inducing this technique with a hand seal. Following this, the user will have bound their target(s) in an illusion, where all forms of nature short range around them wither up and die at a rapid pace. This would include any insects they could see, small animals, trees, grass, anything within nature around them. If stood on a water source like the ocean they would see fish float to the surface as though they had all died in masses, if in the air, birds falling from above them dying, the user will give specific details based on the scenario, giving the aspect of pure death all around. From everything that dies like this, it will be as though their life is being dragged out of them in a dark green smoke, that makes the target feel cold and stiff. This smoke is released from everything they see dying in the same instance in the illusion, which gives off the feeling of pure evil making the target(s) go cold and stiff with fear. Without wasting a moment this dark green smoke shoots up wrapping around the target(s) acting as a further binding as the smoke sinks into their skin, shoots down their throat, into the ears, any way it can to get into their body, turning their skin green in the process. All of this happens within moments like the life force of everything around the target(s) was ripped out and poured into them in a dark manor. The smoke that goes into them will make their entire body burn with pain as it touches them and sinks into them, like it's purging their body. As this smoke does this the target(s) will hear voices in their heads, dark, demonic voices that snarl encouragement of rage, anger, destruction. "Kill, burn destroy...". Their eyes will cloud over red then green as their muscles tense up, it will be like they are filled with rage and power yet not able to control it and so they will be held in place, like a possession of an outside power. With this the smoke causing the pain and holding them in place like it's trying to take over their body, if they do not break the illusion within two turns, they will pass out from the strain on their body.

Note: Usable 3 times with two turns between uses.
Note: No genjutsu above A rank in the following turn.
Note: Can bind up to 3 targets (Can only be used once if used on 3 targets at once, twice if used on two).

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Declined ~ While there's no problem with the illusion itself, there is a problem with your description. You can make your opponent experience sensations, but how he reacts to them is different. It's more aesthetically to say stiff with fear or blind with rage, but you need to describe physical effects that would naturally guide to those emotions instead of stating your genjutsu causes those emotions. Example: " (...) go cold and stiff with like fear itself."

(Genjutsu: Moeru Jūjigun) Illusion Art: Burning Crusade
Type: Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This illusion can be applied in three ways, the first off is with a single hand seal, the second is through making a slashing method with the users weapon which requires the target to see, and the final method is striking the ground or slamming their hand on the ground. Only one method is needed, all need to be visually seen apart from if inducing this technique with a hand seal. Following this, the user will have bound their target(s) in an illusion, where the user bursts into a burst of dark green smoke, appearing in front of the target, with their hand on the targets chest, their eyes glowing green flowing like smoke, then in the next instant they would burst into a puff of green smoke once more that smells like death itself, surging around the target like green smoking flames engulfing them, but suddenly they can't move, as they try they will feel a force binding them, though it's not the smoke, then they will hear the users voice in their head. Through this the user can say what they wish within the illusion and the target will hear it in their head, like the user is within their body. This is to give the illusion that the user has taken over the target's body. What's different about this illusion is the constant smell of death and rotting from the moment the user appears in front of the target. From here, although unable to move the target will feel as though their energy is fading away, like the possession is draining their life, if they look at their body they will see their own bod rotting. One thing they will hear the user say is "It seems your body is too weak to hold my essence" to give the full effect to the illusion. Their body would throb, but they wont be able to move it as they feel a force tugging at them on the inside. They will see their hands held up to their eyes, but it wont be their doing, they will feel a force forcing their hands up. Their hands rotting while they are still alive at a rapid pace. In reality, the user will still be where they were before, and the target stood where they were at the time, just motionless in the same position when the illusion was cast.

Note: Usable 3 times with two turns between uses.
Note: No genjutsu above A rank in the following turn.
Note: Can bind 1 target

Approved ~ Meh... you can do better...
 
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