Custom Jutsu Submission - III

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Priest

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Had to resubmit.


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

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

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

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


Declined: I'm fairly certain that NK/Vex were told (by me) to check it, so I'm blaming both. But let's forget about that.​

Anyways, most reverse summonings aren't being approved, at present. Due to how prevalent this type of CJ has become, in addition to their usages, it's actually been suggested that we start declining them. Even if that weren't the chief issue, there's enough in the submission to warrant declining it. To start, there's no explanation of an immunity to this neurotoxin. An immunity to such a substance isn't stated in the contract, nor elsewhere, in any approved CJ about the birds tied to it. If I have overlooked it, please let me know, but if you meant it for this CJ to be the first instance, it won't be permitted.​
Less notable issues include its duration and durability, both of which exceed standard S-rank limits.​


Pitohui Kuchyosei: Owokembe Rebi Ija - Pitohui Summoning: Owokembe Rebi Ija
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
O.R.I is a hooded pitohui with a form almost reminiscent to that of a human. She stands upright and the only notable feature that separates her from a human is a pair of large wings on her back and talons on her feet. She has a pair of hands which she uses albeit they bare claws themselves which are used for attack. O.R.I is six feet tall, slender and stronger than she looks, being able to without much effort, split a large boulder in half with a single swing of her sword. She's a samurai, reserved and would not talk much except the information she needs to convey is vital. She is don is a white kimono while bearing two white swords. She wears golden metal bracelets on her wrist used to shoot neeedles.
O.R.I's abilities stems from her brute strength, agility and speed. She is unable to mold conventional elemental techniques but she makes up for it with her speed and close combat abilities. She's a weapon specialist, able to use only taijutsu and samurai kenjutsu. Her slim body build makes it possible for her to traverse from one point to another at twice her summoner's speed, either through running or flight. Her swords are indestructible and quite lethal, being freely able to cut through A-rank solid objects on its own. The swords are riddled with several seals that activates through O.R.I's will. The seal would ensure the sword is able to cut through non-physical matter, sealing them into itself. This works on any form of energy, non-physical and physical barrier. This ability can only be activated 3x per battle and works on only S-rank and below techniques. By planting her talons on a solid surface and pushing backwards, O.R.I. is able to use her own variation of body flicker movement, moving at the normal speed she's able to move. This can only be done twice per battle.
NOTE
Her swords, talons, claws and needles are laced with the pitohui neurotoxins.
Can only be summoned 1x
Last 4 turns


Declined: the bird's appearance is too human-like, going by its description. It ought to be unmistakably a bird.​

Also, please remove the seals and poison-coating for the sword. If you want a samurai bird, that's fine, but it mustn't have what a samurai bio could never have. This is to be fair to those members who have or have had Samurai bios.​

Pitohui Kuchyosei: Okpakpa Parada - Pitohui Summoning: Okpakpa Parada
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: After following the summoning procedures, the user presses their palm on the ground or clap both hands together to summon Okpakpa Parada.
Okpakpa Parada is a very proud and lazy Pitohui that when called upon, instead of coming to the battle field, he summons the summoner and whoever the summoner wishes into her own body(uterus) at Modakeke, leaving the task of helping the summoner in the hands of her zygots. Due to this fact, nobody has ever seen her face but one would be able to predict her appearance from her zygots. The zygots are all cocooned in hundreds of eggs that are all over the wall and floor of her uterus and whenever the user deems it, one or more eggs may hatch, releasing corrosive liquids and a cloud of neurotoxin gas that fills entire short range of the egg. The toxin and corrosive liquid from the eggs would also affect the user if he does not defend from them. Depending on how the hatching occur, maybe an aggressive hatching where the eggs shell explode outwards thus the corrosive liquid is made to splash all over up to short range, or the subtle hatching, where the eggs shells falls to the ground close by and the corrosive liquids flows. In any case, the neurotoxin gas would spread in an omnidirectional manor.

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

Uterus
Okpakpa Parada's uterus is very rigid though organic, its dense and is able to even withstand the S-rank strength corrosive liquid that is released from the eggs indefinitely due to the organic liquid being part of her making it very tempered and conditioned to withstand something of similar strenght and lower. Thus the uterus walls is immune to A-rank and below techniques, able to take 1 S-rank jutsu fully directed at the walls of the uterus before it gives in, returning those within it to their former position.

NOTE: Can only be summoned 1x and last 4 turns
NOTE: No other hooded Pitohui can be summoned while one is in the uterus.


Declined: I hadn't anticipated this CJ would be resubmitted, and so this time I'll accept culpability.​

Like I said before, reverse summonings aren't really being approved, at present. There are still some very palpable issues. I haven't any idea as to why this bird's uterus has a highly corrosive liquid within. Pardon my joke, but I guess this is where Acid Release has been. And that the liquid is so potent means that all the bird's eggs should automatically be destroyed, in addition to the uterus walls, as their durability doesn't encompass S-ranks. Zygots also has its own fair share of issues.

If you still want to do something with these eggs, I suggest making a CJ that summons clusters of them to the battlefield. They can have some sort of adhesive lining that allows them to stick to walls, ceilings, and the like.​


Pitohui Kuchyosei: Owokembe Rebi Ija - Pitohui Summoning: Owokembe Rebi Ija
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: O.R.I is a hooded pitohui that stands six feet tall, slender and stronger than she looks, being able to without much effort, split a large rocks in half with a single swing of her sword. She's a samurai, reserved and would not talk much except the information she needs to convey is vital. She is don is a white kimono while bearing two white swords.

O.R.I's abilities stems from her brute strength, agility and speed. She is unable to mold conventional elemental techniques but she makes up for it with her speed and close combat abilities. She's a weapon specialist, able to use only standard kenjutsu and samurai kenjutsu up to S-ranks. Her slim body build makes it possible for her to traverse from one point to another at 1.5x the speed of normal kage, either through flight. Her swords are very durable and quite lethal, being able to cut through A-rank solid objects at the expense of a move. Like every other Pitohui, O.R.I is foul and her claws and beaks contains neurotoxins that a simple scratch would induce total paralysis.
Note: Only summonable once per battle.
Note: Last only up to four turns.


Approved: edits annotated in pink. Taijutsu changed to Kenjutsu, and no "hands" in addition to wings.


Ninpou: Kon'in - Ninja Arts: Matrimony
Type: Supplementary
Rank: B
Range: Short/Mid
Chakra: 20
Damage: N/A
Description:
This is a simple ninjutsu that works on both variation fuinjutsu, the sealing formula type and the barrier variant. By choosing one as the male and the second as the female variant, the techniques is able to merge the male with the female irrespective of which ever variant they are, though both can not be barrier nor can they be mainly seals. Elaborately, the jutsu allows the user to merge a barrier fuinjutsu with a seal or a seal with a barrier fuin. Depending on which of them comes first which is the male, this jutsu is used together with the female variant, merging with the male, thus the male and the female fuinjutsu variant occupies different time-frames, while this jutsu occupies the same timeframe as the female variant. For example, one could make an animal made of barrier in one timeframe, then merges the B-rank 5 elemental seal(say fire) on the barrier construct in another timeframe. The result would be a product exhibiting the effect of both the male and female in a mutual manner. Meaning the female is able to use the male as a medium and vice versa thus the barrier construct would have the ability to seal a single fire elemental technique. The user spends 3 moves but in two different timeframes(the male in one timeframe, the female+ matrimony in second timeframe). If the male is already made maybe in the previous turn, the user only needs to use a timeframe to merge the female with it.
NOTE
Can not merge male with male or female with female. Meaning one can not merge a seal with a seal nor merge a barrier with a barrier.
Can not be used with any variant of infinite embraces.
3x per battle
Individual restrictions of male of female still holds. Meaning, if the male or female restricts the usage of fuinjutsu while its active, the restricted can not be merged with it.

♪ Declined, DNR: Even just looking at canons, this has the potential to be horribly abused. I'm sorry, but this would be far too powerful to ever approve. ♪
 
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Troi

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Resubmitting:

(Suiton: Towairaito-ba) ☪ Water Release: Twilight Horses ☪
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short | Short-Long
Chakra: 40
Damage: 80
Description: Weaving six handseals, the user will quickly summon the surrounding water vapor in the air. This will result in a water stallion to be summoned by the user's chosen side. This water stallion has the speed of any normal stallion, so rather fast and can be ridden. This stallion will not only provide a sustainable water source for the user, but is able to jump in front of the user and expand themselves into a wall of water to defend them. Sort of like a moving shield without having to be carried. Other than this, the stallion is capable of forming duplicates of itself up to five and can charge at the opponent to blatantly and brutally bash them head on (short-long range), causing massive trauma. With the massive size that they are and the mass they hold, they can serve the purpose of knocking down and causing damage to rather big structures and summons. Up to five of these stallions can be summoned at a time and their water source capabilities last indefinitely and can only be used by the conjurer of the jutsu being that they derive from the user's chakra.

Note: Can only be used three times per battle
Note: Water source lasts until destroyed
Note: Can only be taught by Moxxi.

Declined - Make it the speed of a Kage ranked shinobi. Just a tip, six handseals is kind of redundant, i know we have water affinities for those who love water so adding more hand seals doesn't mean much in the RP. State that separating counts as a move per turn, it's S rank so it can only be used twice, two turns between uses. You will need drawbacks like "No water jutsu above A rank in the following turn" as it's an S rank. Alo go for an even number with how many it splits into as then the power will be divided evenly, so if you said 4, each stallion would be B rank.
(Suiton: Towairaito-ba) ☪ Water Release: Twilight Horses ☪
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short | Short-Long
Chakra: 40
Damage: 80
Description: Weaving three handseals, the user will quickly summon the surrounding water vapor in the air. This will result in a water stallion to be summoned by the user's chosen side. This water stallion has the speed of a Kage ranked shinobi, so rather fast and can be ridden. This stallion will not only provide a sustainable water source for the user, but is able to jump in front of the user and expand themselves into a wall of water to defend them. Sort of like a moving shield without having to be carried. Other than this, the stallion is capable of splitting into duplicates of itself up to four and can charge at the opponent to blatantly and brutally bash them head on (short-long range), causing massive trauma. With the massive size that they are and the mass they hold, they can serve the purpose of knocking down and causing damage to rather big structures and summons. Up to four of these stallions can be summoned at a time and their water source capabilities last indefinitely and can only be used by the conjurer of the jutsu being that they derive from the user's chakra.

Note: Can only be used twice times per battle
Note: Must wait two turns before another use
Note: No Water techniques above A rank the next turn
Note: Water source lasts until destroyed
Note: Splitting ability divides the power of this technique
Note: Can only be taught by Moxxi.

‡ Approved ‡ Nice technique.

(Doton: Gurētosaramandā) ☪ Earth Release: Great Salamander ☪
Type: Defense/Supplementary
Rank: S
Range: Short-Medium
Chakra: 40
Damage: N/A
Description: Weaving four handseals, the user will summon their doton chakra and place both hands onto the ground, making it rise from them up until medium range. This will result in a rock construct shaped like a salamander to be formed and it stands as tall as two stories tall and fifty feet wide. Being that it can be formed rather quickly, its goal is to immediately protect the user and any surrounding entities within its width and length from any over-head attacks. It serves as a totem and cannot realistically be controlled after summoned but also provides an immediate source for earth techniques. This structure is of S rank and solid, condensed earth, so it cannot be broken by any basic attempt. When prompted, the user may make the construct crumble, releasing giant sized boulders that will fall and break the earth underneath it, making craters in the ground. These boulders, if falling on a person or small summon can prove fatal. Being that this is not streamed, once the user activates the crumbling process, they are free to utilize any other technique within their power in unison and can choose in what area (tail, head, belly, etc.) and how much of the salamander breaks apart to rain down the earthen rocks.

Note: Can only be used twice per battle
Note: No A rank or above Earth techniques next turn
Note: Can only be taught by Moxxi

♪ Approved ♪

(Kuchiyose: Geb no Muchi) ☪ Summoning Technique: Whip of Geb ☪
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The whip of Geb is a whip made of tree vines and poison ivy and can be summoned through a scroll after weaving the required seals and has an earth affinity. It is ten feet long at base but stretches at will and is extremely sturdy as tree vines are. The weapon is used very offensively and technically. It can be used to wrap up a target, fiercely whip them which is easily capable of breaking bones, and is able to be whipped towards the ground, piercing the earth and going through it, aiming to come up under a target and entangling them or pierce them with its sharp tip. Controlled by the user's chakra, it is completely bendable to the user's will. The handle of the whip is formed to wrap around the user's fingers while they grab it, akin to brass knuckles. This way the user can still form handeals with the leniency of the vine material bending to how their fingers and hand bends. Although the whip is sturdy and easily capable of going up against a keen blade, it can be destroyed by fire and fire based elements. If the whip was to leave the summoner's hand and picked up by a foreign source of chakra, it will wrap around it instinctively and squeeze as tight as possible, severing a limb or cutting off all circulation in the constricted area, making that body part extremely weak unusable. In the event it is cut in half, it will grow back out and be usable again the next turn.

Note: Can only be summoned twice per battle
Note: Only lasts four turns before it disperses
Note: All actions with the whip count as a technique per turn
Note: Can only be taught by Moxxi

♪ Declined: This is a plant or Wood release jutsu. ♪
 
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Wakizashi

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(Saiyajin Jakketo)-Saiyan Armor
Type: Weapon
Rank: S
Range: Short-mid
Chakra: 40
Damage:
Description: The Saiyan Armor is fabled to comprised of both ninja wire and chakra metal which is the reason for being very light stretchy as the wire through out is in layers which give it manouvorability, yet, at the same time really durable. Because of the armor’s unique characteristics it makes the wearer Immune to C-rank taijutsu and immune to D-rank ninjutsu. The armour when forged was inlaid with doton chakra similar to the cannon light weight technique making it so it doesn't hinder the users speed while granting Another ability the Armor grants the user is that the armor can release an instant surge of S rank earth chakra into the users body for a split second similar to the (Doton: Chōkeijūgan no Jutsu) - Earth Release: Earth Release: Ultra Light-Weight Rock Technique, allowing the users speed to increase for a sudden movement in a linear direction up to mid range (2x speed), where their speed returns to normal. This ability activates instantly, lasting for one movement, and can be used only twice per battle. Another aspect of the armor is the user can release their chakra into it using it to harden the armor similar to the cannon B rank earth Hardening technique, increasing the defensive powers of the armor to that of A rank earth following the s/w of earth release.
Note: Reducing the weight costs a move, can be used twice, with two turns between uses and can only move up to mid range.
Note: Hardening the armor can be used 3 times, is A ranked, can be used once per turn, protecting the users body where the armor covers.

♪ Approved, quantified the speed boost. ♪
 
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Klad

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

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

□ Declined. The two areas in bold are overpowered considering the arsenal you have, and also vague. Leaked into your body, and then what? You can release a technique that requires no input and a normal technique at the same time? □


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

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

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

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

□ Declined. No passive creation of marks, make it mid range and you can't apply it to your person. Even if on attire, its like a seal still. Also, usable once, and that filler restriction has to go. Ambiguous wording on the speed of what it can absorb. Interesting technique though, well thought out Negative Blunt. □

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

Note: Can only be used thrice per battle

♪ Declined: This is simply a more OPed version of the "(Yoton: Jigoku ni henkō) - Yang Release: Change into Hell" technique that can only be used with dark techniques. ♪

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

Note: Can only be used thrice per battle

□ Declined. First bold, how many times? Second bold, link techniques that you reference, not gonna go search for them myself o-o. Third bold, extending durations is a no. And two times per fight. □
 
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pop123

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(Tenkū Tsubasa no Tengu) - Heavenly Wings of Tengu
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn to maintain)
Damage: 60
Description: The Heavenly Wings of Tengu is a unique technique that allows the user to manifest two massive sand-based wings on his back. This is done by manipulating sand either from the users gourd or the terrain, clumping them together and molding them in the form of wings. Whilst the primary function of the wings is to sustain flight, they possess other characteristics as well. Most notably, the user can utilize the wings for offensive or defensive purposes. Being extremely thin and sharp, the user is capable of using the wings to slice through incoming objects or alternatively sever the opponent in two. Similarly, by encasing their body completely with the wings, the user is capable of defending against incoming techniques, in accordance with the S/W of Sand. Apart from these generic traits, the wings also possess the ability to release a volley of blades (reaching upto Long-range) at the opponent. This ability is passive however, as the blades in question are no stronger than an average kunai. The user flies at their current running speed.

Note: The manipulation of the wings to defend the user, attack an opponent or simply move from one place to another collectively count as one of the three moves per turn, regardless of the extent of their manipulation.
Note: The technique can be used twice times per battle, with a one turn break inbetween each use. Whilst the offensive and defensive traits of the wings time out after four turns, the wings themselves can be passively maintained indefinitely. They will still however cost a move whenever utilized to fly from one place to another.


Approved: edits annotated in pink.




(Amaterasu no Yokei) - Blessings of Amaterasu
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The "Blessings of Amaterasu" is a unique technique based on the Polarized Sand Formation: Burning Sand Camouflage and is an advanced version of the original technique. It works on the same basis as the original technique, with the user infusing his chakra into the sand, making the sand grains polarize and bend light; essentially causing the sand grains to be invisible to the naked eye. This practically makes it so that any Sand manipulated by the user becomes completely invisible to friend and foe. It is however important to note that Doujutsu users are completely capable of viewing the Sand as the technique simply affects the naked eye, and does not block off chakra. Similarly, those that possess Chakra Sensory are also unaffected by the technique, being able to identify the location of the Sand.

Note: The technique costs a move slot upon activation though it remains passively active afterwards. Moreover, the user may only use Sand, it's composite natures and the users main specialty for the duration this technique is active. The user can ofcourse still access and utilize non-elemental techniques
Note: The technique can be used thrice per battle, lasting four turns each. Once this technique ends, there must be a atleast a one-turn break before it can be used again.

□ Declined. Why did you change the things you can use when this is active? Also, usable two times a fight for two turns. A turn break in between is good. □

New Submission. It includes aspects of the Scorched Temple of Kagutsuchi (is in first quote) but idk if this is supposed to be a resubmission or not though since it's pretty different overall. Sorry for the wallie, I don't mean to violate the Red/Blue rule.. its just that I wanted to clarify


(Akuba no Faraon) - Curse of the Pharaohs
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+15 to maintain after initial turn)
Damage: 80
Description: The user manipulates sand either from the terrain and generates burst of sand that surrounds the users body. The stream of sand is subsequently shaped into hundreds of highly dense creatures, resembling scarab beetles. These creatures are entirely composed of sand, one inch in length, and possess an extended pincer, which acts as 'stinger' for piercing purposes. This jutsu involves the user forcing each and every beetle to exhibit rotational, vibrational and translational motion. With the beetles being in close proximity to one another, this generates heat energy in massive quantities, in turn preparing scalding hot sand. Given that each beetle possesses the capability of flight, and can be commanded by the user to attack the target using their pincers, they are essentially able to deliver blunt force upon impact and simultaneously burn the target. Moreover, due to the widespread collisions between the sand grains, it results in the production of light (due to Triboluminescence) that is directed straight at the target and can potentially blind him/her if no precautions are taken. It is important to however note that the beetles can be used for the multitude of purposes as the user can alternatively command these creatures to cover up his entire body (does not harm the user), forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user is only able to utilize Wind and Earth techniques, these two being the two elements that compose Sand.

Note: Manipulation of the beetles counts as one of the three moves per turn
Note: A quarter of these creatures (B-rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Sand S-anked or above on the turn this technique is deactivated.
Note: Can only be used thrice per battle.


Approved: edits annotated in pink.

(Amaterasu no Yokei) - Blessings of Amaterasu
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The "Blessings of Amaterasu" is a unique technique based on the Polarized Sand Formation: Burning Sand Camouflage and is an advanced version of the original technique. It works on the same basis as the original technique, with the user infusing his chakra into the sand, making the sand grains polarize and bend light; essentially causing the sand grains to be invisible to the naked eye. This practically makes it so that any Sand manipulated by the user becomes completely invisible to friend and foe. It is however important to note that Doujutsu users are completely capable of viewing the Sand as the technique simply affects the naked eye, and does not block off chakra. Similarly, those that possess Chakra Sensory are also unaffected by the technique, being able to identify the location of the Sand.

Note: The technique costs a move slot upon activation though it remains passively active afterwards. Moreover, the user may only use Sand, it's composite natures and the users main specialty for the duration this technique is active.
Note: The technique can be used twice per battle, lasting two turns each. Once this technique ends, there must be a atleast a one-turn break before it can be used again.

□ Approved. Edits made. □

Summoning Animal: sea lions

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

Scroll Owner: pop123

Other Users who have signed contract: To be decided

Summoning Boss if existing: To be made

Other Summoning Animals tied to contract: To be made


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



Fixed Spelling Mistakes

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

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


Update Approved




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

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


Approved: edits annotated in pink.

(Bunpuki no Yuigon) - Bunpuki's Testament
Type: Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: N/A
Description: Bunpuki's Testament was a technique developed by the first Jinchuuriki of the Shukaku, Bunpuki; specifically designed to counter Water and Rain Release users. The technique involves the user calling forth billions of sand grains from the ground and manipulating them to absorb the moisture in the air. The technique specifically works with the sand grains absorbing water droplets and as such, the technique is designed to disperse clouds or to alternatively negate mist by manipulating the grains to absorb all of the water present in the mist. The technique in a sense exploits the weakness of Sand to Water, and thus in fact allows the user to use the sand to negate Water techniques of the one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. The technique however specifically targets moisture-based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as a wave of water. The size and strength of the sand grains depends upon the chakra put into the technique by the user.

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

□ Update Approved. □

New Submission

(Suna/Doton: Kontserun) - Sand/Earth Release: Compound
Rank: B
Type: Offensive/Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: (+10 to technique)
Description: This is a jutsu that is unique in that it affects the users sand techniques, and that it is almost instant in it's use as it has no effect by itself. The user will compress an already present sand technique to a huge degree, as they do so they will also channel earth chakra into the sand. By doing so they will compact the sand so much that it becomes a solid object and with the addition of earth chakra this will increase it's density while changing the nature of the technique to earth. The earth chakra that is introduced holds similar qualities to the canon added weight technique, to help compress the sand together, while this also increases the overall weight of the technique. This jutsu does not alter the direction or movement of the original jutsu, while it's increased weight adds to it's lethality as it crashes into it's target with greater force.

Note:
~Cannot be used in consecutive turns
~Can only be taught by Pop123

□ Declined, Can already be done with donated technique of Lili. □
 
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Howard

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(Senpo/Senninka: Muku Sanmai) - Sage Arts/Sage Transformation: Pure Samadhi
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A ( +20 chakra per turn during Sage Mode )
Damage: NA
Description: Sage Transformation clansmen passively absorb natural energy as a biological function they need not think about this, regulate it or even acknowledge it however with training in Sage Mode they learn to control this flow of energy as any Sage Mode user does gaining an intuitive and beneficial control over this biological function and a new found control over their temperamental and erratic bipolar episodes. They also don't have to ever worry about turning to stone if their chakra becomes unbalanced instead only becoming angry and possibly losing themselves to a rage.
Unlike most Sage Mode users Sage Transformation clansmen do not need to be still to meditate or clear their mind to enter Sage Mode they must just regulate and control the natural energy flowing into their body at all times able to instigate Sage Mode while moving not requiring the one turn of stillness. This state mimics the teachings of Yoga, Tai Chi (neigong and qigong), and Taoism predominantly influenced by wu wei (effortless action) all revolve around meditative states that don't require stillness only control of the body and the flow of energy therein through motion. This is best summarized in the sense that beings that are wholly in harmony with natural energy can behave in a completely natural, uncontrived way acting as they naturally would, moving, acting and fighting without effort.
After instigating Sage Mode the Sage Transformation clansmen continues to absorb natural energy all throughout it's duration needing to balance it with their chakra to create senjutsu chakra by doing this they gain additional chakra beyond just that given by initiating Sage Mode as each turn more senjutsu chakra is created. They also naturally gain an additional two turns to their Sage Mode usage as they have a way to continually draw in natural energy while moving extending the time they are able to be in Sage Mode. They also do not suffer the exhaustion phase brought on after Sage Mode ends because they constantly draw in natural energy thus this has the same effect as dispersing a clone right before or after Sage Mode times out. This ability happens in the same time frame as the instigation of Sage Mode and is passive because it isn't something the Sage Transformation clansmen has to use chakra to do. Using it during Sage Mode increases the turn limit by two turns.
Note: Must be used in unison with the instigation of Sage Mode or during it
Note: Can only be used twice per battle or conflict, with a three turn cool down





(Senninka: Enjin; Reshipurobāsuto) - Sage Transformation: Engine; Recipro Burst
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+30 for Recipro Extend)
Damage: N/A (+20 to taijutsu actions for Recipro Burst, +40 to taijutsu actions for Recipro Extend)
Description: A Sage Transformation clansmen creates six small vents upon their forearms, calves and shoulders creating six somewhat rudimentary combustion engines powered by chakra in the specific limbs that work like internal pistons pumping chakra and newly created energy out of the exhausts. Creating these cavities, pistons and exhausts mimic what can already easily be done by a Sage Transformation clansmen with ( Kassokuken ) - Living Wall Fist but it is done in a much more refined and specialized way. This cavity amasses chakra concentrating and molding it into several fine streams of chakra mixed with oxygen from the users body, and energy created by the piston that are constantly released from the vents and valves increasing the Sage Transformation clansmen's speed, dexterity and strength by putting extra force, energy and strength behind their movements while attacking or running. While using this technique running is more akin to gliding across the ground at high speed with the legs needing to work half as hard to get this increase in speed due to the increase in force, energy and strength. This is similar in usage to ( Senninka: Funsha Atooshi ) - Sage Transformation: Jet Booster Boost but again in a much more refined manner with the effect being a constant.
These engine like constructs increase the users speed x1.5 increasing their all around movement speed including both their running speed and the fine dexterity required for close quarters taijutsu usage being able to move limbs at a heightened speed. However these engines require that the exhaust pipes on the back of the arms, legs and shoulders remain clear of obstructions in order to function properly. If clogged the chakra will build up with no place to go and could become explosive in nature causing damage to the Sage Transformation clansmen dealing 20 damage to them if left clogged for two turns. Recipro Burst adds an additional 20 damage to any taijutsu attack used while active. The Sage Transformation clansmen's own blood works as a coolant that cools the internal combustion engines stopping them from becoming extremely hot due to friction but this has the effect of heating up the entire body to a slight degree causing them to breathe heavier and sweat more as to release the created heat.

Engine; Recipro Extend: By releasing all of the chakra that is being manipulated or molded as well as doubling it the user can increase their speed momentarily by x3 but this deactivates the transformation forcing them to return to their base state after it's deactivation. This also has the added effect of clearing the exhausts of any debris if they happen to be clogged. The explosive force is so great that the vents make a loud audible kick-back noise that signals the opponent to the activation of the ability. This is in essence like shifting an engine into a higher gear thus gaining higher performance allowing the Sage Transformation clansmen to go faster and hit harder by burning and releasing his chakra at a higher capacity using the piston like engines to force chakra out of their body at a higher rate than just releasing it. Recipro Extend adds 40 damage to any taijutsu action.


Note: Recipro Burst can last for five turns and can only be used twice per battle
Note: Recipro Extend can only last for two turns and deactivates Recipro Burst after those two turns
Note: Deactivation of Recipro Extend will also nullify any existing Sage Transformations including other techniques

Appearance [ ]





The following is my second CW as per the new rules, the first can be found here. [ ]

The first CW is the one unusable by others, as denoted by the "Can only be wielded by Howard." note

(Kōti Makkokōto) - Coaty McCoatface
Type: Weapon
Rank: Forbidden
Range: Short
Chakra Cost: 40 (for aura-abilities) (-20 per turn)
Damage Points: 80 (for aura-abilities)
Description: Coaty McCoatface, originally named Coat·tail is a sentient Medical Lab Coat stitched together with the fibers of a dozen Medical Summoning Scrolls. Personality wise Coat-tail is a smug, egotistical, snobbish, self-centered and selfish being only helping it's wearer because without them he would be nothing more than a coat sitting on a rack with nothing to do or no way to see the world. While being worn Coat-tail has access to the wearers chakra flow able to absorb minuscule amounts of chakra proliferating and amplifying it converting twenty of the wearers chakra points into forty for himself every turn that he absorbs chakra storing it for later use this is a passive ability.
Coat-tail at it's core is roughly eighty percent summoning scroll fibers meaning that the user is able to use (Kuchiyose No Jutsu: Eisei Yougu) Summoning technique: Medical tools through it without a blood sacrifice summoning any tool they have at their disposal or stored away in another location along with Basic Medicine, Custom Medicine, Basic Poison Samples, Custom Poison Samples, and the various other herbs and solvents needed to create or conduct medical treatment of a patient. The remaining twenty percent is human skin fiber and muscle fiber tissue which is bound with life force energy granting coat-tail his sentience and his "health." This counts as a move, but the wearer can summon various objects with a single use just like it's parent technique (Kuchiyose No Jutsu: Eisei Yougu) Summoning technique: Medical Tools. When using this ability it appears as if the wearer is reaching into the coat and just simply pulling out these objects in an almost cartoonish fashion as if they were coming from a pocket dimension when in reality they are just being summoned the same way as they would with a summoning scroll just without any summoning smoke or noise. This is only the first of a few abilities Coat-tail has which will be explained further down.
The second ability Coat-tail has is the ability to take the absorbed chakra that he has amplified and apply it to any Medical Jutsu the wearer uses as well as use certain medical techniques; Chakra Transfer Technique, and Mystic Palm Technique. This extra chakra increases the potency of Medical Ninjutsu adding an additional free thirty chakra to techniques where the user is converting chakra into healing energy or transferring chakra to an ally or patient or an additional twenty damage to a destructive medical technique such as Strong Beam for example. This ability is passive and can only be used after Coat-tail has absorbed chakra from the wearer and happens in the same timeframe as the technique it is used to amplify or alter this chakra comes from Coat-tail's supply and if he doesn't have the chakra to perform it it cannot be used. It can only be used once per turn with a turn cooldown in between and can only be used four times per battle. The wearer if he so wishes is able to give chakra directly to Coat-tail but must use the Chakra Transfer Technique to do so spending the jutsu slot Coat-tail can do the same in return to the wearer but must have chakra to do so. Coat-tail has a capacity of three hundred chakra points meaning he can hold up to that amount to be used to help the wearer or their medical jutsu usage he has ninety health points and can be destroyed if they are depleted. However he can be healed through medical jutsu such as (Iryō Ninjutsu: Seru Soutei) Medical Technique: Cell Binding, (Iryō Ninjutsu: Saibō no saisei) Medical Technique: Cellular regeneration and (Iryō Ninjutsu: Shōsen Jutsu) Medical Technique: Mystic Palm Technique. This is due to the fact that he is twenty percent human skin fiber and muscle fiber tissue meaning the cells can be regenerated, grown or bound back together just like a human however if his health reaches zero this is impossible as it means all of the human tissue has been destroyed.
Coat-tail through the connection to the wearer's chakra flow is able to passively perform the diagnosis skill on his wearer continuously alerting the wearer to anytime that their chakra flow falls under aberration. Coat-tail can then send chakra to the wearer spiking their chakra and freeing them from whatever ailment caused the aberration or tear through their flesh, and muscle causing a spike in pain. Breaking genjutsu counts as a move and spends chakra equal to the amount needed to break the genjutsu through kai. If he doesn't have enough chakra in his reserves he cannot do this but doing so through pain does not require chakra however can only be done twice per battle whereas breaking genjutsu through chakra spiking can be used as many times as kai is allowed to be used. Coat-tail is also able to monitor the wearers health and know when they have taken damage and can keep them posted on their bodily functions including all of their Vital Signs and is able to use the Mystic Palm technique on the user to heal wounds using his own chakra to heal by applying the healing natured energy directly to the body. Finally all of the basic chakra natures can be channeled into and subsequently through Coat-tail to create an aura around the wielders torso and upper-body that makes direct contact by opponents impossible Poison Specialists are able to channel dokuton chakra into the coat for a similar effect. Each nature creates varying effects but this aura only directly surrounds the user and doesn't extend past short range. These auras effect neither Coat-tail or the wearer and each aura ability is S rank in strength dealing the appropriate damage.

Lighting - Lighting chakra creates coiling electricity all around the user that sparks out striking anything that tries to make contact with the user. This can shock anyone in short range akin to (Iryō Raikō Ninjutsu: Shinkeikei Konran no Jutsu) Lightning Medical Technique: Skill of Nervous System Confusion. This lightning temporarily neutralizes all feeling to the targeted area for a limited amount of time, essentially anesthetizing it by overloading and numbing the nerves with the electrical discharge. If struck it can paralyze a person completely for a single turn leaving them numb for three turns, or if used out of battle it can last upwards of five turns like the medical usage of (Iryō Raikō Ninjutsu: Shinkeikei Konran no Jutsu) Lightning Medical Technique: Skill of Nervous System Confusion). This ability can be used once per turn.

Fire - Fire chakra creates a omni-directional aura of flame around the torso burning anything that comes into contact with the flames. These flames are enough to cause third degree burns to anything that comes in direct contact with it excluding the user. They only travel outward away from the user surrounding their upper-body in bright flames. These jump outwards in all directions and can be directed to strike anyone in short range of the user. They can cause precise localized burns to opponents causing a wound and immediately cauterizing it making the damage somewhat permanent. This also has the added benefit of sterilizing the coat, torso, upper-arms, forearms and hands akin to the "I Clean all of Me/Him" techniques removing dirt, debris, or sediment in a short range radius. The flames can be directed once per turn.

Wind/Water - Wind or water chakra create a shroud of wind or water all around the users torso arms and stomach blocking objects from reaching the user as well as four blades of wind or water that lash outward acting as additional appendages. These can be directed in a manner that can cause deep cuts with near surgical precision severing blood vessels, tendons, muscles nerves or even bones. These blades are strong enough to cut through flesh, muscle and bone, having enough precision and dexterity to even perform precise surgery being used as a medium for certain medical techniques. Rudimentary they whip out striking anything within short range of the user at their discretion. The blades can be manipulated once per turn with four active blades being used.

Earth - Earth chakra creates a three hundred and sixty degree dust-storm around the user filling all of short range with it. This masks their presence with thick dust encompassing all of short range with the chakra infused dust. Sharingan is unable to pierce through this neither are regular eyes allowing the user to hide, or move through the dust cloud to avoid confrontation. If the opponent is inside or enters this dust-storm the dust sticks to the linings of their eyes, nose and throat when breathed and can even work it's way deep into the lungs. This will cause anyone excluding the user to cough profusely and it will blind them as well as making the sense of smell useless. The user is able to sense anything the dust touches giving them an almost seismic sense in short range allowing them to see the world around them without their eyes.

Poison - Dokuton chakra can be used to create a liquid shroud of poison directly around the users torso, upper-arms, forearms and hands and is an extension of the ability granted by channeling water chakra into the coat. The user can create four dense blades of liquid poison that have the same abilities as the water mentioned above. A secondary ability is to evaporate the shroud of poison creating a dense gaseous cloud of poison all throughout short range covering a three hundred and sixty degree sphere around the wielder. This cloud follows the user and moves with them changing it's area with them and works a lot like the dust-storm created by earth chakra. The poison is chakra infused and unable to be pierced through by sharingan or chakra sensing allowing the user to hide in it and they are able to sense anything the poison touches giving the ability to sense everything in short range as long as poison is touching it. The user is able to create a shroud of basic poison or a shroud of custom poison but they must be immune to whatever poison they use as if they are not they will be infected by it and suffer the effects. The poison has the effects of whatever poison is used to create the aura, and must be referenced when used. Each ability can only be used once per turn.

His personality is that of a cynical, self-serving Englishman and he can talk directly to the wearer through their mind but when he does this it sounds like a smart-ass Englishman with a snide tone and little interest in the actual well-being of it's wearer. As stated the only reason Coat-tail helps the wearer is so that he isn't hung on a coat rack and left to rot. He is rather smart and perceptive and will at times refuse to help the wearer if he feels they aren't respecting him. The coat can be sealed inside of the wielders Medical Summoning Scroll and passively be summoned to the battlefield if not already being worn.

Note: Coat-tail can be on the field indefinitely but can only do what he has enough chakra for
Note: Anything that isn't specified as passive counts as a jutsu
Note: Diagnosis is passive and can be used indefinitely
Note: Coat-tail can only be worn by Medical Shinobi and can only be destroyed by his "health" being depleted
Note: The auras can be activated two times per battle and lasts four turns per usage
Note: Only a single aura can be active at any time and must wait one turn between deactivation
 
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21 Savage

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Approved Summoning Contract :
Harrier Kuchyosei: Sangó Olukoso - Harrier Summoning: Sangó Olukoso
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Sangó Olukoso is referred to as a prodigy in the art of fire release of which over the years he has gained fame and reputation within the Harrier Birds kingdom. After a slight offence, he was banished from the birds world never to return again but he was taken in by the first summoner of the contract to become his personal pet and friend whom would aid him in battle and the like. Sango is a bird of average size not bigger than the size of a regular bird that stands at top it's masters shoulders all the time except when stated otherwise also being capable of using the transformation technique of which allows him to take any form he wishes which lasts at the bird's will meaning he could transform and change back at will, an ability that does not take up a slot out of the user's three moves. Among his basic abilities is an average specialty in fire release being able use only up to B rank fire techniques including those that do not require hand seals and with the help of his owner, he is able to siphon a portion of his owner's chakra so as to allow its technique to deal double damage which can be done four times a battle. Also capable of flight as it can move at high speeds while in air able to mimic the speed of his owner so as to create the perfect team work scene and avoid drowsiness. It is unable to carry anyone on its back but at some time he can be used to send messages around discreetly.
✱ Must be stated in the user's bio and/or at the beginning of the battle.
✱ Available to only the contract owner as his personal pet summon and not the signers of the contract.


Declined: stop with all the speed mimicry, I don't want to see it on other birds. Raikage-level speed isn't to be mimicked. And think of something else, rather than siphoning chakra in order to boost B-rank Katon to S-rank damage. Lastly, no to the transformation, unless Sangó Olukoso's field is basic Ninjutsu—too many contracts already have stuff involving it.


Harrier Kuchyosei: Alaafin Oyo- Harrier Summoning: Alaafin Oyo
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The Alaafin of Oyo is one of the greatest specialist of different arts of the Harrier Kingdom. He is known to be very rude, arrogant and disrespectful to those he sees as peasants and low to his pedigree essentially tagging them as a lower life form that does not deserve the gift of life. Irrespective of his personality, he is a close range specialist excelling in man to man combats with his pair of double edged swords always found on both sides of his waist. Fully donned in a traditional samurai attire from head to toe and standing as tall as two times the body size and weight of his summoner with his blades crafted to befit his size. Being able to use standard Kenjutsu and most samurai techniques up to S-rank, this makes him an elite summon available to only a chosen few of the contract. For his close range proficiency, Alaafin has an incredible pace both in the air and on land reaching 1.5× the base speed of a Sage-rank bios, when he takes flight in the air and moves at high speeds a large cocoon of wind passively forms around his entity to protect him from B-rank and below techniques making him more formidable while moving.

✱ He can also last a maximum of four turns.
✱ Each ranked ability counts as a move when used.


Approved: edits annotated in pink.

 
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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.

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
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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

You must be registered for see images


Leaving all for Pekoms


Approved: edits annotated in pink.





(Darahan) Dullahan
Type: Puppet
Rank: S
Range: NA
Chakra: 40
Damage: 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 user 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 due to a spring mechanism propelling them forth. 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: Each and every ranked ability counts as a move when used.
Note: Can only be taught by Shinju


Approved: edits annotated in pink.


(Amagedon) Armageddon
Type: Puppet
Rank: S
Range: NA
Chakra: 40
Damage: NA
Description:The puppet is around five meters tall causing it to hover over many humans and puppets alike. Armageddon is essentially modeled after an obsidian tinted dragon. Scatter across the puppets’s core body are several shin guards that serve as both a cosmetic design and a defense. Appendage wise it possesses a total of four hands; two on both sides of Armageddon. Sprouting from its back is a wide array of smaller puppets crafted into snakes. All of the snakes cover majority if not all of Armageddon’s back side. With the puppets located in its back it enables the user or whomever to manipulate them for whichever purposes they see fit as long as it in the puppets capabilities. Let it be noted that the snakes can extend themselves up to [Mid-Range from the puppets back. If wanted the user can choose to manipulate this puppet by placing themselves inside of it.

Abilities:
As previously stated there are a wide array of lesser puppets crafted after serpentine creature located on its dorsal side. These serpent like puppets are capable of utilizing a Basic Puppetry technique known as the Endless Rain of Senbon. With Armageddon’s collection of puppets it is able to synchronize each puppets on its rear end in order to release a wide array of senbon; however this time on a wide scale as well as with more force behind them due to the sheer number of them. This version of Senbons follows the same guidelines as the original, but instead is A-rank in strength and is infused with chakra in order to increase lethality.. Furthermore, by manipulating a select few of the puppets attached to Armageddon’s back it possible for them to be forcefully submerged/buried up to Mid-Range; in order to surprise an enemy from below. Once they emerge from underneath the earth they can passively erect a long sword from their mouth in order to take any foes. Quite easily can these swords pierce through human flesh, but are freeform weapons so they can be eradicated rather easily. From its mouth, it is possible for the user to release three spherical balls in quick succession toward through the field (Up to Mid-range), a poison smoke screen up to short-range of where it landed (C-rank)

Note: Can only be taught by Shinju.
Note: Can only be destroyed by an B-rank or higher technique due to its durable material.
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□ Pending. Leaving both for Pekoms. □


Approved: edits annotated in pink.

 
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Luther

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-Removed Genjutsu Boost and bolded the rest.
Binturong no Samson: Samson of the binturong
Type: Summoning
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Samson is one of the senior leaders of the binturong family and is the largest in the group he is same three times the size as gamabunta in both weight and height, he is very outgoing and respectful and obedient to sakazuki his summoner. His nick name is called ‘’wangler’’ a moniker given to him by his fellow family members because of his obedience. Morally he a decent person who sees fighting and spilling of blood in the shinobi world as good and something that should be embraced albeit his is not under any ideas of the ninja system himself and the need to survive. For a person with such his mobile and agile and has 1.5x the speed of an unnoficial sage, when running allowing him to create sneak up attacks and make a planned attack with his summoner, he is a genjutsu master allowing him to perform S Rank paralysis genjutsu/any generic form of genjutsu on his opponents. He has a tough skin is impervious to B RANK elemental techniques and below with taijutsu based attacks A-rank and below being the exception, excluding NB tai or eight gates, he can take a hit of a maximum of one srank blunt attack albeit dies after one turn from the injury and disperse.Like all binturongs known for their climbing and adaptability skills partly due to their four legged ness, he can make great leaps and jumps into the air surpassing 100 feet with great weight either being ninja tools or persons strapped to his body. When on the ground he can sense chakra signatures and chakra patterns directly beneath his feet and around him making him aware of suspicious items allowing him not to be cut unaware by underground attacks or any sabotage. Being a master in genjutsu himself he can dispel it from his summoner through chakra transfer passively or physical touch, although that is limited to s rank and below, sharingan based genjutsu being the exception. He is capable upon choice of swallowing his summoner whole and placing him in his belly as a means of an absolute defense, he is able to communicate with his summoner through non verbal contact and certain gestures which is particularly useful on spy missions or when in the ninja world which couples well with his skin pigmentation which allows him to blend in the surroundings to mask his presence, samson genjutsu prowess is not merely generic and to perform it he uses his weight and leaps 100 feet into the air disappearing out of sight and lands back forcefully on the ground, due to his obvious size a ripple and shock-wave is heard across the battle field and that shock-waves act as the trigger inducing any opponent on the battle field or withing a 50 mile radius are induced into a pseudo paralysis state where there skin begins to shed off to the point of bare bones and then the bones until they are a pile of dust, the total transformation takes a 2 turns, after the first turn the users skin and bones on his limbs has been shed off rendering each limb useless and at the end of the 2nd turn the same goes for the internal organs which eventually shed into dust.

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


Declined: you've been told prior to link the contract approval. This suffices for declining.

Anyways, enough with them transferring chakra to dispel illusions. I believe that two or more binturongs already have been approved with such an ability. In addition, reduce this one's jumping range by half, at the very least. And aside from that, the shockwave has an utterly excessive radius along with an unspecified rank for whatever it's meant to be triggering.​



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

Declined - Similar to my last check. Why is this S rank? When we check customs it comes down to us thinking of logical counters within the RP based on cannon aspects. In this illusion, it's S rank, which means they would need an F rank surge to break, which, doesn't exist really in the cannon list. Next, is the pain aspect, why would you hurt yourself further when this technique makes them see themselves falling apart? Take this into consideration and it means i can't approve this as an S rank illusion.

-Reduced To 50 Feet And Removed Chakra transfer and halfed mile radius.
Binturong no Samson: Samson of the binturong
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Samson is one of the senior leaders of the binturong family and is the largest in the group he is the same size as gamabunta in both weight and height, he is very outgoing and respectful and obedient to sakazuki his summoner. His nick name is called ‘’wangler’’ a moniker given to him by his fellow family members because of his obedience. Morally he a decent person who sees fighting and spilling of blood in the shinobi world as good and something that should be embraced albeit his is not under any ideas of the ninja system himself and the need to survive. For a person with such his mobile and agile and has 1.5x the speed of an unnoficial sage, when running allowing him to create sneak up attacks and make a planned attack with his summoner, he is a genjutsu master allowing him to perform canon Genjutsu up to S-rank. He has a tough skin is impervious to B RANK elemental techniques and below with taijutsu based attacks A-rank and below being the exception, excluding NB tai or eight gates. Like all binturongs known for their climbing and adaptability skills partly due to their four legged ness, he can make great leaps and jumps into the air up to 50 feet with great weight either being ninja tools or persons strapped to his body. Being a Genjutsu user, he can use Kai up to the Sage level. He is capable upon choice of swallowing his summoner whole and placing him in his belly as a means of an absolute defense, he is able to communicate with his summoner through non verbal contact and certain gestures which is particularly useful on spy missions or when in the ninja world. Samson's genjutsu prowess is not only merely generic, he can perform his unique illusion when he leaps 50 feet into the air, disappearing out of sight and lands back forcefully on the ground, due to his obvious size a ripple and shock-wave of B-rank power is dispersed and heard across the battle field acting. This in turn acts as the trigger for an S-rank Genjutsu, inducing any opponent within mid-range into an illusionary state where their skin begins to shed off to the point of bare bones and then the bones until they are a pile of dust, the total transformation takes a 2 turns, after the first turn the users skin and bones on his limbs has been shed off rendering each limb useless and at the end of the 2nd turn the same goes for the internal organs which eventually shed into dust.

Note: This summoning can only be used by sakazuki
Note: Each ability counts for a single move in the turn.
Note: His shockwave + illusion combo has a one-turn cooldown. No Genjutsu above A-rank in the turn after.
Note: Last for four turns

□ Pending. Leaving for Pekoms. □


Approved: edits annotated in pink.


-Reduced to A Rank
-Removed pain aspect.
Genjutsu - Fuhai no dankai: Illusionary Arts: Stages of Putrefaction.
Type: Offensive
Rank: A
Range: Short -Mid
Chakra: 30
Damage: N/A
Description: In the human body putrefaction otherwise known as decomposition is the process which limbs, organs can be broken into simple matter either from death or human interactions. This genjutsu core premise revolves around this process and preys on it utilizing the two main stages which are bloating and skeletonization that is to say complete decomposition of flesh to bare bones. To perform this technique the user makes use of the boar hand seal in and casts his or her opponent in an illusion where initially, their limbs both feet and leg have swollen exponentially and have become bloated to three times its original size making usage of it extremely difficult as a result of their body beginning to decay, which is noticed as their skin begins to gradually fall off like hair strands when being combed out. After a turn this bloating further progress to the abdominal region until it encompasses the whole body at which point the rate at which the victim skin is decomposing becomes increased and their bare bones begin to be seen as flesh strip apart from their body at an accelerated pace than before. In reality the user has already thrown multiple explosive kunai tags all aimed at his vital arteries to make a precise cut.
Note: Can be used twice
Note: The illusion last for three turns unless broken.
Note: No genjutsu above A rank for rest of the battle
Note: Can only use two techniques the next turn

□ Declined. That part is totally unnecessary, and also you don't state whether the opponent is immobilized, or what happens when their skin starts to decay and decompose. You just say usage of it becomes extremely difficult. Make it clear, ambiguous wording has a way to turn out wrong. Also, its supplementary, as it doesn't cause damage. □


Ninpou:Furendorīna hōyō:Ninja Arts: Friendly Embrace

Type: Supplementary
Rank: C
Range: Short
Chakra: 15(-5 p/turn)
Damage: N/A
Description:
The user would focus chakra into his entire self and create a shield aura made from any elemental nature he chooses. The shield however isn't tangible nor would it be able to defend against any chakra based technique even though it contains chakra itself. Its work is to act as a sieve, able to filter harmful chakraless substances or matter from touching the user. By filtering, the aura is simply diluting or separating the harmful substance depending on the kind of elemental chakra used.

Water: If the aura is water based, its able to prevent passive and chakraless substance which are electromagnetic in nature. E.g: light based substances, heat based substances. Its able to dilute and sieve into harmless matter, passive/chakraless corrosive liquids like acids, bases and equivalents. It would even sieve water with impurities.

Earth: If the aura is Earth based, its able to prevent passive/chakraless substances which are organic in nature. E.g: any organic matter.

Lightning: if the aura is lightning based, its able to prevent passive/chakraless gaseous impurities. E.g: smoke and equivalent would be ionized, turning them to harmless gaseous waste before they are able to touch the user.

Wind: if the aura is wind based, like water its able to prevent passive/chakra less substances which are electromagnetic in nature. E:g light based matter. however, it not able to prevent heat based matter like water. It is able to prevent, dilute static electricity or stray/chakra less charges.

Fire: Like lightning, the aura is able to prevent passive/chakraless gaseous impurities.

NOTE: would not work on matter/substances that are fuelled with or contains chakra
NOTE: since it can not actually defend from any technique per say, the technique can be activated passively
NOTE: would not hinder the user from using jutsus like normal
NOTE: Lasts until the user deactivates it or runs out of chakra, as he needs to fuel the technique with 5 chakra points per turn.

□ Declined. I don't really understand what you're trying to achieve with this. □
 
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Houdinii

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(Ototon: Tatakai)- Sound Release: Confliction
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description:
This is a technique that is activated by stringing on an additional handseal to the performance of a technique, creating it within the same timeframe as it cannot be activated by itself. The user will focus their sound chakra into the noise produced by the formation of the initial technique(earth cracking, flames etc) by doing so the noise will be amplified, turning them into hindering sound waves. These hindering sound waves react when in the presence of enemy Hindering and Illusionary sound waves, vibrating to produce a wave that is both equal and opposite to those it faces, effectively cancelling them out and ending the opposing jutsu. These sound waves will remain active as long as the jutsu it was created from is active to continue to produce noise and can only affect techniques of equal or lower rank.

Note:
~Can only be used 3 times
~Does not affect enemy destructive sound waves
~Can only be taught by Houdinii

□ Declined, similar to existing techniques. Erzo has that same effect in his technique Gentle Echo. □

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. □


~Resubmitting, removed the defensive aspect for a supplementary one, gave an example of the black sands interactions, removed the last portion

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. Due to the chakra that is constantly coursing through the black sand gauntlets as they replenish themselves, any Sand techniques that are created through the black sand will have their life prolonged so that their turn limit is increased by 3 turns if they have one.

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 while any additional sand may only be formed as black sand 4 times per battle. The sand is produced at a small rate with the grains spread out thinly as it floats through the air surrounding the user, they will continue to do so as more sand is created. Initially the small volume of sand leaves the user unable to utilize it for sand techniques as it takes one full turn before there is a large enough quantity. Beginning the creation of this sand costs a move but is instant as it simply provides a medium for the users techniques. As the sand is created from the users chakra directly they are aware of its position and movements at all times as they are linked through chakra. The Sand grains themselves are of an unusual variety of black volcanic sand, 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 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, when it overcomes a earth technique it will 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 black sand from the earth it consumed, increasing the overall volume of the sand rather than weakening it. Thus when Black Sand clashes with any Earth or Fire techniques they will continue without losing strength, for example A rank fire vs A rank Black Sand = Black Sand continues as A rank without weakening, the same applies to Earth.

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.

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

□ Declined. No tho the turn limit increase, and you say its done constantly but additional sand can be transformed 4 times. So basically its still indefinite? Give it a clear limit. And if you wish to keep that effect of it continuing without weakening, choose one of Earth or Fire to have that effect on, not both at the same time. Also limit the Sound ability. No indefinite abilities, please. □
 
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Hell Autarch

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Updating Witchcraft. Changes in bold

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

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

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

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

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



Changes in bold

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

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


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


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

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

Leaving for another mod.
Resubmitting. Changes in bold
(Bunpuki no Gakki) - Bunpuki's Instrument
Type: Supplementary/Defensive
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: N/A
Description: A brother technique to Bunpuki's Testament, this technique was developed to cover up the weaknesses left behind by the former. The technique involves the user placing his palm or making his sand come into contact with the ground. It specifically works with the sand absorbing all of the water present underground, turning the ground dry and forcing it to lose its bodies of water as well as vegetation. This induces a state of 'desertification' which causes the ground to crack up before breaking into hundreds of pieces. As such, the technique notably serves as an effective counter against Swamp related techniques. Alternatively however, the user can use the technique to directly absorb water sources clearing out the terrain of water. This prevents both the user and the opponent from using any Water technique above B Rank for a period of 4 turns, and any Water technique requiring a water source in general. The technique in a sense exploits the weakness of Sand to Water, and thus in fact also allows the user to use the sand to absorb Water techniques of one rank below (S-Rank counters A-Rank Water and Rain) by absorbing them. This technique however specifically targets wave/projectile based Water techniques and cannot be used to absorb water from other kinds of Water techniques; such as mist. The size and strength of the technique depends upon the chakra input.

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

□ Declined. Keep the original. □

New Submissions
(Genjutsu: Eien No) - Illusionary Arts: The Eternal
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: 'The Eternal' is yet another interesting illusionary technique that was developed by Pernida Parnkgjas, designed specifically to trap the target inside a perpetual loop. The technique activates with the user performing a technique, and following up with a single handseal within the same timeframe; activating the illusion. In essence, it extends the duration of the technique performed prior to the Genjutsu, making it so that the technique in question never ends. If for example used in conjunction with a Smoke technique, the target would become incapable of completely blowing away the Smoke as it would constantly restore itself (in the illusion) regardless of the number of times it was blown away. Similarly, utilizing the technique in synchrony with a technique that spawns familiar(s) would result in them repeatedly reforming even after being destroyed, with the user capable of passively manipulating those familiars (within the illusion) to the fullest. It is however important to note that due to the nature of the Genjutsu, it can only be used in conjunction with techniques that can generally last more than a turn if untouched, as such it cannot be used together with Taijutsu techniques or an elemental projectile because the illusion does not repeat a set of events but rather simply prevents a technique from ever ending. What truly makes the illusion interesting is that it does not simply adopt the visual characteristics of a technique but can replicate its nature as well. As such, if for example the previously mentioned Smoke possessed any unique qualities, the Smoke in the illusion would also possess the same qualities, ensuring that the target felt the full effects even within the illusion. Any damage or feeling dealt by the illusion would be felt and experienced by the target, for example injuries to any particular limb or region would render the target incapable of using that particular limb. Similarly, for example the target would also feel any alternation in temperature or increase in atmospheric pressure, if the technique performed prior to the illusion caused such changes. However, all of this would in a sense be virtual and not actual damage inflicted on the target, although this could very much force the target to go unconscious, depending upon what happens in the illusion.
Note: The effects of the illusion dissipate only when/if the illusion is broken.
Note: Can only be used thrice times per battle, with a one turn break in between each use.
Note: Can only be taught by Hell Autarch

□ Declined. Genjutsu can't be done in same time frame as techniques, and this technique is too encompassing, clashes with a few existing Genjutsu, including a few of mine. □

Contract approved here -
(Bakugeki-tetagu) - Bombardier Tags
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: The Bombardier Tags are special explosive tags, designed by Moryo, an ancient shinobi that once ruled over the Land of Demons. In terms of appearance, these tags bear little resemblance to the normal explosive tags, instead having a black outline with the image of a Beetle at the center. Upon igniting and exploding, each tag releases a massive burst of chakra-infused mist, in an omnidirectional blast that reaches upto 5m from its point of origin. This mist is composed of the boiling, foul-smelling chemicals secreted by the Bombardier Beetles and possesses the same traits as those found in the secretions, being able to corrode through human flesh and bone as well as other tangible matter; with being neutral to elements similar to Toad Oil. The mist remains on the field for the duration of the turn, dispersing in the users next turn. Usage of the tags in this manner is generally considered as freeform and passive as these explosions each have the power of a normal explosive tag. However, if the user so wishes, he can empower the technique by focusing additional chakra (depending on Rank) into the tag(s), causing it/them to release a much more deadlier form of mist (B-S Rank), covering a larger area (B-Short, A-Mid and S-Long). This additional chakra can either be focused into single tag in order to cause single massive explosion or alternatively into numerous tags for multiple minor explosion. In any case, usage of the tags in this manner costs as one of the three moves per turn.
Note: The S Ranked version can only be used thrice per battle, have a two-turn cooldown period.
Note: The Bombardier Tags must be mentioned in the users Biography for him to be able to access them.
Note: The user must have signed the Bombardier Beetle Summoning Contract and in accordance with the Contract, the user and Bombardier Beetles themselves are not affected by the secretions.
Note: Can only be taught by Hell Autarch
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□ Declined. I think we've had enough of these tags. Its becoming the new Reverse Summoning trend now. □
 
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Sirius Black

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(Doton : Supaiku Kara Heru) - Earth Release : Spikes From Hell
Type:
Offensive
Rank: S-Rank
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: This technique was developed to prevent underground attacks. First user performs a single hand seal while gathering Doton chakra in his hands. Then user release his chakra by placing his hands on the ground and manipulating it to convert whole area in front of him upto mid range into a sort of chakra activated pressure pocket. After the jutsu has been completed, any technique where opponent or user is required to place their hands on the ground to release the chakra or release chakra through their feet are impossible to perform, because as soon as either one tries to do, from the place where they touch the ground erupt a number of spikes that pierce the part touching the ground. Chakra can also not be released into the ground from the area where technique is not activated i-e long range, because as soon as that chakra will reach the area already under the jutsu, the ground will erupt immediately. Spikes are activated only if chakra is released in the ground, other than that walking or running on the area does not activate the spikes. Other than that user can also activate the spikes in all the area by performing a hand seal.
Restrictions:
-No Earth techniques above A-Rank for two turns.
-No technique which requires chakra release or flow in the ground that is active through jutsu.
-Justu lasts for two turns if not activated.
-Can only be used twice, with a turn in between.
-Can only be taught by Sirius Black.

□ Declined. Similar to existing techniques. □
 
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Genjutsu/Meiton: Asutoraru shuhasu| Illusionary/Dark Release: Astral Frequency
Type: Supplementary
Rank: B
Range: Long
Chakra: 20 (+5 Each Turn)
Damage: -
Description: An illusionary technique which requires the user to perform multiple handseals, either in a sequence with another technique or on it's own. This technique can only be used by Dark release user's with access to their marking & lays dormant after performing the handseals, to which it activates when initiating either an absorption or release ability of Dark. The technique is designed to alter the opponent's perception of the activation of the Dark marking & both it's absorption & release abilities, allowed by the user to cover the original actions with an illusion of what they desire, within reason. Whenever the user begins performing an absorption ability from their body or within a short range radius, the illusion activates. Rather than perceiving the user absorbing an opposing technique, the opponent is forced to perceive a selected counter from the user within the illusion; this could range from the attack simply being dodged by the user, performing a simple shift in movement. The attack could simply burst within a short range distance of the user & dispel into nothing, as if it clashed against an invisible barrier. The opponent could even perceive the user simply withstanding the attack as it makes contact with them. Situations can vary though follow the same concept when absorbing.
When performing a release ability, either within the turns of the illusion or initiating it, the illusion is able to manipulate the appearance of the technique, leaving the opponent unaware of it's original element & having them believe it to be a different one entirely. The alteration of the technique's appearance can vary between different element; ranging from the basic elements, advanced elements & custom elements (though the last two are restricted to elements seen within the battle or event). In all scenarios, the opponent is unable to perceive the user activate their marking or the actual form of a Dark technique, leaving them unable to realise the user's ability. This technique requires 5 chakra each turn & lasts up to 5 turns.
- Can be used 3 times.
- Unable to perform Genjutsu techniques of B rank & above while active.
- Must wait 2 turns before each use.
- Taught by Method.

□ Declined. When making a Gen, usually don't say forced to do something. Nonetheless, there are a few Genjutsu that have similar concepts, changing the way attacks look, and changing the way opponent's perceive oncoming techniques and using this moment to do something else, etc.□
 
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Detective L

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New Cycle: 04/05/2017 - 11/05/2017

RULES
1. Submit your CJ only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many CJ you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
The new cycle commences with this post, and concludes precisely one week from the given timestamp. Sorry for the delay. Anyone that that resubmits a declined cj without making any changes will receive a ban from this thread.
 

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(Berubetto Ruumu Korekushon ღ Yontsu no Kakyoku) The Velvet Room Collection ღ Four Romances
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Velvet Room Collection, is a prized set of ink that through years of mending and fooling around with behind the scenes, Ink Ninjutsu Artists finally managed to create a personalized set of ink in which allows for them to have a far more dangerous arsenal when using it for combat purposes. Normally one would use a generic ink that can be store bought but this set can only be found with elite personnel within the artist community. The inks below can be used in conjunction with their ink based ninjutsu having differing effects to one another though they all share the common feature of being able to manipulated through the use of the user’s chakra.

Primitif Collection - This first set of inks are the first to be created, each one with the design of being “durable” than most other inks. What this means is that the ink of this set are extremely duable in nature, having heat and water resistance , non conductive material, while some have an elastic feel to them. This allows for the ink to play on equal terms with elemental ninjutsu, being able to counter them up to the same rank. Though this ink is more durable than others, it is the slowest of the set and thus moves a rank slower than the artist upon creation but can still be animated into 3D models just as fast.

Seconde Collection - The second set of inks created after the first, and is said to be the complete opposite of the first set. This set’s ink far less elastic in nature, and is easily beaten by elemental ninjutsu of the same rank but it makes up for its poor durability is its near featherweight composition. The ink creations are capable of moving twice the user’s base speed thus making them ideal for techniques of quicker execution.

Troisième Collection - The second to last of the ink set’s created, this set is bit more easier to comprehend as when this ink is used, a small portion of additional chakra is infused into the ink allowing for double the scale. What this means, is when an artwork would normally be five meters in height as an example this ink absorbs more chakra in which it uses to expand the creations more in height and power thus it would become ten meters tall instead of just five while also become more powerful thus giving it an extra +20 passive damage boost to which to give a more accurate idea of how the boost is achieved, the creations in example a lion would be taller and far more muscular than before, carrying razor sharp teeth and claws , birds wings become more muscular , feathers becoming more blade like with stronger talons etc.

Quatrième Collection - The last and final set of Ink created, this set like most, the opposite of the previous set, whereas instead of absorbing chakra from the user to increase in size and power, the ink carries the ability to absorb chakra from techniques it becomes in contact with. What this means is that once the ink touches the enemy directly, or comes into contact with foreign chakra it would begin to absorb chakra from it. Through direct contact, it will drain -40 chakra per turn while when absorbing it from an technique it reduces the power by one rank.

This is not a direct technique, but rather tools to be placed within the biography of the user or mentioned before battle. The inks cannot be mixed with the opposing type of ink , meaning a technique cannot carry the ink of i.e Primitif and Seconde Collection. When using Troisième Ink, the user pays up an extra +15 chakra due to the nature of the ink. As like other Ink Ninjutsu, the ink can be applied to pre drawn drawings , tattoos or anything applicable to Ink Ninjutsu.

♪ Declined: It's just ink, lmao. You need to find some way to rationalize the physical changes that you​'re making to the ink itself. This comes off as a set of pseudo CEs. ♪



(Supurasshusutā) Star Splash
Type: Offensive
Rank: S-Rank
Range:Short-Mid
Chakra:40
Damage:80
Description:The user holding their sword in their hand will take on the a simple stance ,where they will gather their chakra into their blade till it begins to glow a light green color, as they reach a peach of chakra then user will then run at full speed, so fast it is difficult to keep track of the user when he/she moves in a zigzag pattern , with the opponent losing focus then user will then channel chakra into their feet and jump into the air taking a full 360 turn and as they return around the user will unleash barrage powerful thrusts with there sword that will create several chakra thrusts similar to the Samurai Sabre Technique to strike the opponent .These thrusts are not sharp on the sides that it will only bruise the target but the center of the thrusts(the point) is very sharp and can stab into the target leaving gashes in the targets skin and severely bleeding. This can also be performed while on the ground without having to jump into the air, while it can be used up to twice times per battle with a cooldown of two turns between each use.

♪ Approved ♪

Air Based Strike
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Land Based
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(Fujitsuboātsu: Chikara no Sai Kouchiku) Barnacle Arts: Power Reconstruct
Type: Suplementary
Rank: C - Rank
Range: Short -Long
Chakra: 15
Damage: N/A
Description: Power Reconstruct is a specialized technique known to the Barnacles who are considered “communities” among the contract much like Oregon and Arbiter. Due to how their bodies are structured, they are capable of using the innate ability they possess in order to reshape themselves into new forms. Through the manipulation of the tendrils that keeps them together and adjusting of the position of the barnacles they can attain new forms such Orgon changing into the form of a dragon or wolf as opposed to his normal state, allowing for more unique variety and twist among them. They cannot grow taller than they already are though can become shorter in height if needed, while retaining all their original abilities. One unique application of this technique can also be applied if in the instance of a single Acorn Barnacle is existing on the field, through which the user can summon a mass amount of barnacles together allowing for the single barnacle to join together in order to form a new community of barnacle capable of roaming around the battlefield in order to assist the summoner while retaining the ability of the single acorn barnacle as it now acts as the “brain” of the community. This technique can only be used by Barnacles who are considered “communities” while creating new communities can only be done once per turn.

♪ Declined: Realize that the newly summoned Barnacles won't be taking on the abilities of the first. Removed the passive portion as well. ♪

Signed Contract Here:
Permission to make Arts(if needed):
(Berubetto Ruumu Korekushon ღ Yontsu no Kakyoku) The Velvet Room Collection ღ Four Romances
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Velvet Room Collection, is a prized set of ink that through years of mending and fooling around with behind the scenes, Ink Ninjutsu Artists finally managed to create a personalized set of ink in which allows for them to have a far more dangerous arsenal when using it for combat purposes. Normally one would use a generic ink that can be store bought but this set can only be found with elite personnel within the artist community. The inks below can be used in conjunction with their ink based ninjutsu having differing effects to one another though they all share the common feature of being able to manipulated through the use of the user’s chakra. The inks however achieved the special properties they have through the infusion of elemental chakra properties. This is not to be fully mistaken for infusion of the elemental nature completely, but what means is that through i.e Quatrième Collection’s collection chakra absorbing properties were extracted from water techniques and infused within the ink thus blessing it with the properties without fully infusing it with water chakra. This applies to each collection , each one detailing how they obtained it.

Primitif Collection - This first set of inks are the first to be created, each one with the design of being “durable” than most other inks. What this means is that the ink of this set are extremely duable in nature, having heat and water resistance , non conductive material, while some have an elastic feel to them. This allows for the ink to play on equal terms with elemental ninjutsu, being able to counter them up to the same rank. Though this ink is more durable than others, it is the slowest of the set and thus moves a rank slower than the artist upon creation but can still be animated into 3D models just as fast. In the case of water resistance, fire resistance, electrical insulation as well as the elastic nature were taken appropriately from Water, Fire , Wind Lightning and Earth Based elemental natures.

Seconde Collection - The second set of inks created after the first, and is said to be the complete opposite of the first set. This set’s ink far less elastic in nature, and is easily beaten by elemental ninjutsu of the same rank but it makes up for its poor durability is its near featherweight composition. The ink creations are capable of moving twice the user’s base speed thus making them ideal for techniques of quicker execution. In the case of featherweight composition, it was taken from the Earth Based Elemental Natures..

Troisième Collection - The second to last of the ink set’s created, this set is bit more easier to comprehend as when this ink is used, a small portion of additional chakra is infused into the ink allowing for double the scale. What this means, is when an artwork would normally be five meters in height as an example this ink absorbs more chakra in which it uses to expand the creations more in height and power thus it would become ten meters tall instead of just five while also become more powerful thus giving it an extra +20 passive damage boost to which to give a more accurate idea of how the boost is achieved, the creations in example a lion would be taller and far more muscular than before, carrying razor sharp teeth and claws , birds wings become more muscular , feathers becoming more blade like with stronger talons etc. In the case of the expansion and strengthening comes from the Earth, Water and Wind Elemental Natures.

Quatrième Collection - The last and final set of Ink created, this set like most, the opposite of the previous set, whereas instead of absorbing chakra from the user to increase in size and power, the ink carries the ability to absorb chakra from techniques it becomes in contact with. What this means is that once the ink touches the enemy directly, or comes into contact with foreign chakra it would begin to absorb chakra from it. Through direct contact, it will drain -40 chakra per turn while when absorbing it from an technique it reduces the power by one rank. In the case of chakra absorbing properties, it comes from the Water and Earth Release Natures.

This is not a direct technique, but rather tools to be placed within the biography of the user or mentioned before battle. The inks cannot be mixed with the opposing type of ink , meaning a technique cannot carry the ink of i.e Primitif and Seconde Collection. When using Troisième Ink, the user pays up an extra +15 chakra due to the nature of the ink. As like other Ink Ninjutsu, the ink can be applied to pre drawn drawings , tattoos or anything applicable to Ink Ninjutsu.

□ Declined. Your method of creation simply isn't sufficient for what you're trying to achieve, and its anyway too encompassing, this seems more like a CFS than a CJ. Passive boosts, twice the users' speed and absorbtion abilities all within one technique? Nah. □

(Fujitsuboātsu: Chikara no Sai Kouchiku) Barnacle Arts: Power Reconstruct
Type: Suplementary
Rank: C - Rank
Range: Short -Long
Chakra: 15
Damage: N/A
Description: Power Reconstruct is a specialized technique known to the Barnacles who are considered “communities” among the contract much like Oregon and Arbiter. Due to how their bodies are structured, they are capable of using the innate ability they possess in order to reshape themselves into new forms. Through the manipulation of the tendrils that keeps them together and adjusting of the position of the barnacles they can attain new forms such Oregon changing into the form of a dragon or wolf as opposed to his normal state, allowing for more unique variety and twist among them. They cannot grow taller than they already are though can become shorter in height if needed, while retaining all their original abilities. One unique application of this technique can also be applied if in the instance of a single Acorn Barnacle is existing on the field, through which the user can summon a mass amount of barnacles together allowing for the single barnacle to join together in order to form a new community of barnacle capable of roaming around the battlefield in order to assist the summoner while retaining the ability to use Barnacle Arts much like other like other communities, while the single acorn barnacle acts as the “brain” of the community. This technique can only be used by Barnacles who are considered “communities” while creating new communities can only be done once per turn.

□ Pending. Leaving for Pekoms. □

(Inkupo: Soriddo Sukuriputo) Ink Arts: Solid Script
Type: Suplementary
Rank: D - S Rank
Range: Short -Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Solid Script is specialized branch of ninjutsu developed by the some of the best Ink Ninjutsu users within the world. The process of it is done in three differing steps, all of which occurs instantly within each other, utilization of chakra absorbing ink similar to Ink Art: Fragile and Empty , manipulation of ink into words and finally infusion of elemental chakra into the words while also molding ink and element together. What solid script pans out to do is through the limitless imagination of the user, due to the essence of art - will create objects through the use of words, i.e creating the word “barrier” while infusion earth based chakra into the word will cause the formation of an actual stone barrier capable of defending the user from attacks. This technique is not limited to only defensive uses, as it can create a variety of things, be it animals, boats, trees etc. The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form, they also need to be drawn on certain objects in order for said creations to be made such as holes on the ground. The size, strength and range all differ based on the ranking of the technique used with D - C Rank being able to be used up to short range, B- A Rank Up to Mid Range while S - Rank up to long(Regardless of Rank used, all will first originate from within short range of the user. The creations of D - C range reaching up to five meters, B-A reaching up to 10 meters while S - rank being 10 meters and above. A Ranks can be used up to three times per battle, while S ranks can be used up to twice though needing a hand seal. In the case of the S rank usage, no Ink Technique above A Rank can be used in the next two turns. While the creations such as animals can still be made, they are able to act on their own and outside the need of user’s concencration but can only last up to three turns - while they also carry the elemental properties of the infused element. The user can also use this without the need of an ink brush similarly by controlling the ink similar to Ninja Arts: Ink Flush.
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Permision to make a minor variant of Fragile and Empty:
Link to Fragile and Empty:

□ Declined. Although I like the technique, its too encompassing. Okay, creating a familiar with elements is not an issue, but creating actual stuff like walls, or say a water blast, would only allow this to be a bypass for hand seals and also clash with some Kisei stuff (Conjuration, for example). So in full, the technique, like your previous Ink one, tries to do too much. □
 
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Sasori

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(Marinetto no fukkatsu; shi no shi) Sealing Arts/Puppet Arts/Illusionary Arts: Rebirth of the Marionette
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: NA
Description: An advanced technique developed by Sasori of The Red Sand; which directly calls for one's ability to utilize puppets and sealing arts. In order for this technique to work the user must first beforehand have a sealing tag placed on one of their puppets before a battle; this seal is only capable of being placed on a max of one puppet. By first performing a single hand seal the user infuses their chakra into an opponent, and at the same time of the infusion of chakra, it causes for the seal on the puppet to activate at the same time. While the target is trapped inside of the genjutsu their body will be binded to a certain degree. Inside of the genjutsu, they will find their body linked to the puppets body; a certain bond will be formed between the two. Depending on what the user desires it is possible for them to control and limit how the target’s body is immobilized. This all simply means that since the two are now linked, any movement the puppet makes is replicated on the target. For example, if the user attempts to move the puppets arm downward, the enemy will find a powerful downward force pulling down on said arm. When using this form of the technique it allows the user to potentially cause the enemy's attacks to be thrown off. If desired the user can also replicate physical damage done to the puppet on to the target; for example if the user were to stab the puppet, the target would also feel the mental and physical pain of the stab. The mental attribute of the technique comes from the illusion itself while the actual physical damage is from the user sealing the opponent inside of the puppet. However, due to the object being sealed it takes place in up to four turns before the opponent is sealed inside of the puppet completely. After the first turn one of the enemy's arms will be sealed preventing them from using said arm, after the second turn one of their legs will be sealed preventing running somewhat, after the third turn their head is sealed, and if the enemy is not freed before the fourth turn, their original physical body will be completely immobilized while the victim will now look upon the world from the eyes of the puppet; with the only way to escape being to destroy the puppet, attack the user, or simply break the seal.

Note: Can only be taught by Sasori.
Note: Can only be used once.
Note: No A-rank or above Genjutsu/Fūinjutsu after usage ends.
Note: Technique lasts at most four turns.

□ Declined. Firstly, an old rule of Scorps was to not allow a Genjutsu that controls the opponent fully, only allowing a potential scenario where the opponent will perhaps react in a certain way. Nonetheless, many of the effects of your illusion has been done with three different illusions, from the copying of stances, the Hidan effects, etc. □

-Changed name to Supernova
-Changed Bomb to exploding spheres
-Removed Barrier
(Sūpānovu~a) SuperNova
Type: Puppet
Rank: S
Range: NA
Chakra: 40 (-30 for each exploding sphere )
Damage: NA
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of exploding spheres that Sasori is capable of utilizing throughout a battle. SuperNova can also extend its body parts up to Mid- range in order to make using exploding sphere s more convenient. Also, exploding spheres can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. SuperNova itself is a seven foot tall puppet that is rather thick and rounded and, also is covered in layers of metallic plates and has its innards branched off into separate layers containing one of it's exploding spheres. due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of SuperNova in order to replicate the effect of an exploding sphere . All of the exploding spheres are essentially metallic balls with sealing tags on them which can be expelled from Supernova's body up to long range unless stated otherwise.

Cracker: This is one of SuperNova’s most rudimentary types of exploding spheres available in its arsenal. The Cracker exploding sphere is simply an exploding sphere that will in a way explode once it has made contact with a surface. While utilizing this sphere, the user is capable of catapulting this exploding sphere up to Long range. When the exploding sphere goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This exploding sphere works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface. This particular bomb is expelled from Supernova’s abdomen.
Timer: The user is capable of placing this exploding sphere underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the exploding to go off or to activate when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this exploding sphere works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets exploding sphere contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra. This particular bomb is expelled from Supernova’s right arm.
Implosion: The implosion exploding sphere can also be planted underground or anywhere else on the field. When this exploding sphere activates it swirls in on anything nearby and sucks it in. The exploding sphere can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion exploding sphere suctions in everything up to Short-range around it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded. This particular bomb is expelled from Supernova’s left arm.
Flammable Oil exploding sphere: Now this is an exploding sphere that only has four sides to it. Once the exploding sphere goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other exploding spheres this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire. This particular bomb is expelled from Supernova’s left thigh.
Final Explosion: The last exploding sphere in SuperNova’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in SuperNova is a large quantity of explosives that are specifically for setting off inside of SuperNova. Once the user activates SuperNova’s last ability the user will catapult SuperNova up to Long range at a target, and once it has reached the target, it will activate releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as SuperNova will be destroyed in the process. This particular bomb is expelled from Supernova’s body as a whole.

Note: Each exploding sphere s counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two exploding sphere s can be used at once; except for any combination with Final Explosion.
Note: Each exploding sphere requires a turn cool down after each usage.
Note: If using the same exploding sphere twice at once then it requires a two turn cool down.


Approved: removed the homing-type bombs.


(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra: NA (+10-40 to affected jutsu)
Damage: NA
Description: There once were a pair cleverly crafted manacles found in a desolated and rundown village; that held much power to behold. The Manacles themselves were believed to be built by a gifted weapon craftsman; who upon crafting imbued them with strange and abnormal powers. The exact origins of these manacles are unknown, but it assumed to be an ancient heirloom passed down through generations. The villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the power the craftsman imbued them with.

Abilties:
These manacles whenever worn automatically made a mental and physical connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost, for example, twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu; upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori
Note: No Usage limit for 10 chakra points.
Note: Using 20 chakra points on a technique can only be used four times.
Note: Using 30 chakra points on a technique can only be used three times.
Note: Using 40 chakra points can only be used twice.


Approved: edits annotated in pink. Adjusted the usage limits.




(Shīruātsu: Aporosankutamu) Sealing Arts: Essence of The Puppet Master
Type: Supplementary
Rank: A
Range: NA
Chakra: NA
Damage: NA
Description: A seal that will be predetermined before a battle has been commissioned—therefore this seal has to be stated in the initial post of a battle or in the user's biography. This seal is one based upon Fūinjutsu’s innate ability to seal and unseal just about anything. Fūinjutsu also has shown the ability to seal things that are not tangible simply meaning that abstract things are capable of being sealed as well— this has been proven when emotions have been sealed inside of a person. Essence of the Puppet Master is a seal that the user will have placed on a solid surface nearby them and once it us triggered with the infusion of chakra a bright light will erupt around the user encasing them in a sealing aurora. This specific seal will serve to seal away up to two of the user's five basic elements. Due to the mechanics of this seal it is imperative that at the beginning of a battle that it is stated exactly which elemental Natures have been sealed away. Additionally, since the user has sealed away up to two of their elemental Natures it leaves them completely unable to mold chakra for said elemental nature as long as the seal has them contained inside. On to the main function of this seal(s) will be to place them upon puppets of the user's choice. Let it be noted that one seal can contain up to two elemental Natures; meaning that said seal can only be placed upon one puppet or it is possible that there are two seals each containing one elemental Nature. Essentially the seal will be placed upon puppets of the user, and will be passively activated at the start of a battle. With the activation of said seal with chakra it causes for the previously sealed Elemental Nature to begin coursing throughout said puppet. In a way this seal will work similar to Human Puppets and Sasori's Core— which just means how because Human puppets are created from the body of a once living person who could mold chakra and in Sasori's case where he had a living part of himself that could do the same; it enables the puppet with the seal to do the same. This is all just to say that the puppets who possesses the seal will be capable of utilizing all jutsu of the elemental nature chosen due to a part of Sasori essence has been imbued into the puppet. It however, will still be necessary for the user to infuse chakra into the puppet through a medium in order to activate any jutsu.

Note: Can only be taught by Sasori.
Note: Counts as the Puppets one seal.
Note: Can only be used by Sasori Biographies.
Note: If the seal is disabled/destroyed then the Elemental Natures return to the user.
Note: Up to two puppets can possess this seal.
Note: Only works with basic Five.

Leaving all for pekoms.

I swear you just make jutsu long for the sake of ti :|



Declined: I'm not entirely sure that this'll be feasible. You can seal a technique prior to an event and use it sometime later. A technique is within the realm of being preset, but an entire element getting preset with one seal? I'm having difficulty seeing how when each time the same seal is undone, you'll be able to use an array of techniques for an indefinite period. Not to mention, where do the puppets get the chakra or ability to mold these elemental techniques? Human puppets are, more or less, refurbished corpses that retain the deceased's chakra, so they already have an independent chakra source.

(Shīruātsu: Aporosankutamu) Sealing Arts/Puppet Arts: Essence of The Puppet Master
Type: Supplementary
Rank: A
Range: NA
Chakra: NA
Damage: NA
Description: A seal that will be predetermined before a battle has been commissioned—therefore this seal has to be stated in the initial post of a battle or in the user's biography. This seal is one based upon Fūinjutsu’s innate ability to seal and unseal just about anything. Essence of the Puppet Master is a seal that the user will utilize to seal a Jutsu inside of beforehand. Due to the mechanics of this seal it is imperative that at the beginning of a battle that it is stated exactly which jutsu have been sealed away. On to the main function of this seal(s) will be to place them upon puppets of the user's choice. Let it be noted that one seal can contain up to two Jutsu; meaning that if both Jutsu are released at separate intervals then they will take up two usages of technique. With the activation of said seal with chakra it causes for the previously sealed Jutsu to be released from the puppet as if it was coming from the user themselves. This is all just to say that the puppets who possess the seal will be capable of utilizing the preset Jutsu inside of the seal. It however, will still be necessary for the user to infuse chakra into the puppet through a medium in order to activate any jutsu and will take up chakra equal to the actual rank of the cannon Jutsu. The most important thing about this technique is how it can only be utilized specific canon Jutsu and those are the following: Earth Release: Hardening Technique, Fire Release: Exploding Dragon Strike, Lightning Style: 1000 Birds Thunderstorm, and Wind Release: Serial Waves. To go more in depth, if the Hardening technique was used it will create an armor of earth around said puppet, and for all other Jutsu they will simply be expelled from where the seal is facing.


Note: Can only be taught by Sasori.
Note: Counts as the Puppets one seal.
Note: Up to four puppets can possess a seal and this seal can only be used a maximum of four times.
Note: Only works with specified jutsu.

□ Pending. Leaving for Pekoms. □


Declined: after some consideration, the optimal approach is to integrate such seals into each puppet submission.


(Asutarosu) Astaroth
Rank: S
Type: Puppet
Range: NA
Chakra: 40
Damage: NA
Description: A rather tall, demonic oriented puppet— whose frame is more expansive than that of any ordinary puppet or human because of its height of around 15 meters; implying that it is one of Sasori’s more distinguished puppets. As far as aesthetics go, Astaroth is a puppet that possesses a brownish hue, and was crafted after a demonic spawn from Purgatory itself. Astaroth is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Located on top of its head, are two sets of sharp edged horns adjacent from each other with one lesser pair of horns directly in front of it. Some of its more essential features include: its extensive, crimson shaded whips connected by a hilt; sprouting from Astaroth's whip hilt are two distinct whips most suitable for lashing out at target. More of its noteworthy features include: A massive yet rudimentary axe that it is capable of utilizing while in battle; more importantly there is a Fūinjutsu tag locating on the crevice of its blade containing a special that can be called upon as wanted. Sprouting from its dorsal side are a pair of expansive wings—with unique flaps located on its surface.

Abilties:
First off, Astaroth is capable of utilizing any Basic puppetry technique as long as it is within its capabilities. The wings located on its back are capable of targeting an enemy from behind or in front by expanding themselves; not only can they be used for attacks it is also possible for the user to manipulate them to close in on Astaroth, therefore providing a shield for itself that can sustain up to B-Rank attacks. Moreover, the wings serve an ulterior purpose which involves manipulating each flap located in its wings. While chakra is connected to its wing via a method the user will pump chakra into them triggering forth a reaction. With help of the chakra the wings are capable of lifting Asatorth into the air allowing for it to activate a sort of flying mode, that requires -10 chakra each turn. Only the initial takeoff will counts as a move. Onwards, there is a rather large axe that it holds in its left hand that can be used for rudimentary strikes equivalent to C-rank. It is only when Astaroth makes use of the sealing tag on the weapon does its potential come to fruition. Once the seal has been activated through the usage of chakra it begins to coat— the axe in a magenta colored barrier. This barrier—surrounding only the blade has a special property derived from its malleable property. When the blade comes into contact with a physical substance; that is when the Barrier comes into action—to then utilize its bouncy like properties and repel said attack back into the opposite direction. This ability is only able to work on Attacks up to A-rank, and can only be used four times, with a turn cool down each time. More importantly, there is Astaroth signature ability: It's whips. While it cannot be told from simply looking at it; there are special abilities of these whips. Both whips will normally be used in conjunction with each other, and are equal to a S-rank tool.

Even though they can be used together—it is also possible for them to be used individually at the same time, and when doing so the damage is split between them. They can be used for alternate purposes such as: slashing a target or coiling around them. Each whip holds the ability to extend up to Long-Range. While in action, it may appear that the user is not actually in control of the whips and their direction, and that is true for the most part because the wielder does not control them all the times. Located inside of the hilt of its whips are a special Fūinjutsu tag that affects each whip. Whenever it is wanted it is possible for the user to simply lash out their whips which will cause for the sealing to passively activate. Once activated the whips will be directed towards any foreign chakra with or against the user's volition. Upon being directed towards a target the user can choose to entangle the target with a binding of the two whips or choose to simply strike them. Additionally, there are two more distinct features of these whips—one that manipulates Astaroth Electrical generator concealed in its abdomen. The electrical generator does produce strong enough currents to coat its whips in electricity, but it does give them a sort of shocking or zap effect with each contact made upon a target, this is something that adds to its overall lethality. Lastly, there is another sealing tag located, on the hilt of the whips. This sealing tag is to only activate once the user bunds a target with their whips, and upon doing so will cause for the tag to activate; therefore activating a sealing technique that drains a target's chakra by -50 each turn active while also paralyzing them with an influx of electrical currents. If desired the user can submerge Astaroth whips underground for a surprise strike.

Note: Can only be taught by Sasori
Note: If simply using the whips for a basic strike/restriction without help of a Fūinjutsu tag, they require a Turn cool down each time.
Note: If using the chakra absorbing restriction method—let it be known that it must be stated that the user is using The whips for that purpose and can only be activated four times.


Declined - too long. If it needs to be this long, you've added too many abilities, or too much filler.
Appearance:

(Būmu) Boom
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40 (-30 for each bomb)
Damage Points: NA
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of bombs that Sasori is capable of utilizing throughout a battle. Boom can also extend its body parts up to Mid- range in order to make using bombs more convenient. Also, bombs can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. Boom itself is also a rather thick and rounded puppet due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of Boom in order to replicate the effect of a bomb. All of the Bombs are essentially metallic balls with sealing tags on them.

Cracker: This is one of Boom’s most rudimentary bombs available in its arsenal. The Cracker bomb is simply a bomb that will in a way explode when it has made contact with a surface. The user is capable of catapulting this bomb up to Long range. When this bomb goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This bomb works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface.
Timer: The user is capable of placing this bomb underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the bombs to finally go off or to go off when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this bomb works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets bomb contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra.
Implosion: The implosion Bomb can also be planted underground or anywhere else on the field. When this bomb activates it swirls in on anything nearby and sucks it in. The bomb can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion bombs sucks in everything up to Short-range of it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning/sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded.
Homing: This bomb stays true to its name. The homing bomb does just as it says— it tracks enemy’s location and explodes once it has made contact or come within range of its target.Though with this bomb it is only capable of following enemy’s up to Mid-range, and even when it has made contact with a target it doesn’t have the ability to cover everything up to Short-range, but instead only explodes on the person or object. Inside of this bomb is a sealing tag that contains an explosion attracted to foreign chakra that controls the bomb to go after it. Also, there are Chaka blasters on it enabling it to fly Mid-Air as it travels towards the enemy.
Flammable Oil Bomb: Now this is a bomb that only has four sides to it. Once the bomb goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other bombs this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire.
Barrier: Out of all Boom’s bombs there is one however that is not in fact a bomb. The barrier bomb is one that the user can use in the in the air or underground/on the ground. This sealing tag contains a defensive sealing barrier which is crimson in color and provides defense of anything short range of the user and defends against equal elemental blasts. It is also possible for this bomb to be used in an offensive way which is to catch the enemy inside of the barrier where it will then close in on them crushing, and if doing so for that purpose it can be propelled up to Mid-Range.
Final Explosion: The last bomb in Boom’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in Boom is a large quantity of explosives that are specifically for setting off inside of Boom. Once the user activates Boom’s last ability the user will catapult boom up to Long range at a target, and once it has reached the target will go of releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as Boom will be destroyed in the process.

Note: Each bombs counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two bombs can be used at once; except for any combination with Final Explosion.
Note: Each bomb requires a turn cool down after each usage.
Note: If using the same bomb twice at once then it requires a two turn cool down.


Declined: first, this puppet requires a proper description in regards to its general appearance. Then, change the term from "bombs" to "exploding spheres." Next, limit where each type of exploding sphere can be released from the puppet and lastly, remove the barrier-type. Overall, this particular puppet is close to being approved.



(Imada umarete inai) Unborn
Type: Puppet
Rank: A
Range: Short
Chakra Cost: 30 ( If summoning)
Damage Points: NA
Description: Unborn is an infant sized puppet that would appear to be no older than a year old. Due to its small structure and size there are not many hidden features inside it. It is draped in an amber shaded cloth covering its entire body frame. Taking consideration in how Unborn was crafted it just goes to prove how this puppet is not based upon offensive fighting. Unborn’s most distinguishing feature would have to be its wide circular hole in the middle of its chest. Judging from the structure of the opening— one would assume that it served the purpose of a holster. The main purpose of this puppet would be how the user or more specifically Sasori will utilize it by sending his heart container into Unborn. More importantly, Sasori will attach Unborn to his core body so that it can act as a sort of attachment to his puppet body. While Sasori has Unborn attached to his body it will be physically attached or more so clinging to the user's body. More specifically, Unborn will be placed directly over Sasori’s heart container. Unborn’s appearance while on the user can be quite similar to that of a child clinging to their mother. It's hands will be more so positioned on the user's shoulders clinging on to it. Essentially, it is a protective carrier for Sasori's core. Whilst Sasori's container is concealed inside Unborn is free to crawl around the user's puppet body positioning itself as it pleases. The only limitation to this is that if the user was to maintain control over their current puppet body they will have to remain in contact with the puppet.

Furthermore, Unborn while equipped with a host will hold Sasori's heart container inside of it. Unborn serves as a protective holster while attached to Sasori and serves the purpose of protecting his core. In order to ensure protection of the heart— a special metallic lid will slide over the heart container concealing it inside. While concealed inside Sasori's heart will be provided the most upmost protection. On to the puppets only offensive capability which would be its innate ability to release a narrow scaled flash beam aimed at a target. This flash is emitted from the puppets eyes, and Sasori can position Unborn it so that it can be expelled from just about any angle. This flash beam is capable of being extended up to Mid-Range and can be prolonged for one entire turn. It will require a one turn cool down after each usage.

Additionally, located along its dorsal is a Fūinjutsu sealing tag that the user can utilize as they please. Once triggered with a surge of chakra the seal will spring forth a spherical and pink barrier that will conceal Unborn inside of. With the barrier it allows for the user to aid the puppet in defense. Along with being able to provide protection its allows for the user to manipulate said Barrier to hover into the air up to Mid range into the surrounding vicinity. This specific seal can only be utilized three times and each time lasting only one turn. Seal requires a turn cool down each time. Let it be known that this barrier is capable of sustaining up to A-rank damage. Lastly, located on the outer surface of its feet are chakra blasters that can be used to propel the puppet into air allowing it to sustain flight. Each time it has been activated it takes -5 chakra and can be sustained as long as a move is spent each turn. As a last resort, the user can expel the puppet up to Mid-range away with the help of its chakra blasters, and if deciding to abandon their original body— the user can choose to activate another Fūinjutsu tag— this time calling forth a rudimentary doll that Unborn will place itself inside of, spending one move in order to do so. This puppet doll wields all of the user's scrolls and can be utilized as if it was Sasori's core body itself.

Note: Can only be taught by Sasori.
Note. Unborn can take up to A-rank Damage.
Note: Can use all basic puppetry.
Note: All ranked ability or chakra associated ones count as a move.

Declined - enough protective puppets like this exist really. Also as you're sasori you'll have to summon all additional puppets. An seal of invisibility has been done too

‡ All Pending ‡ Leaving for Pekoms.
(Imada umarete inai) Unborn
Type: Puppet
Rank: A
Range: NA
Chakra Cost: 30
Damage Points: NA
Description: Unborn is an infant sized puppet that would appear to be no older than a year old. Due to its small structure and size there are not many hidden features inside it. It is draped in an amber shaded cloth covering its entire body frame. Taking consideration in how Unborn was crafted it just goes to prove how this puppet is not based upon offensive fighting. Unborn’s most distinguishing feature would have to be its wide circular hole in the middle of its chest. Judging from the structure of the opening— one would assume that it served the purpose of a holster. The main purpose of this puppet would be how the user or more specifically Sasori will utilize it by sending his heart container into Unborn. More importantly, Sasori will attach Unborn to his core body so that it can act as a sort of attachment to his puppet body. While Sasori has Unborn attached to his body it will be physically attached or more so clinging to the user's body. More specifically, Unborn will be placed directly over Sasori’s heart container. Unborn’s appearance while on the user can be quite similar to that of a child clinging to their mother. It's hands will be more so positioned on the user's shoulders clinging on to it. Essentially, it is a holster for Sasori's core allowing it more maneuverability instead of remaining in one fixed position. Whilst Sasori's container is concealed inside, Unborn is free to crawl around or inside the user's puppet body positioning itself as it pleases. The only limitation to this is that if the user was to maintain control over their current puppet body they will have to remain in contact with the puppet.

Furthermore, Unborn while equipped with a host will hold Sasori's heart container inside of it. In order to ensure protection of the heart— a special metallic lid will slide over the heart container concealing it inside. While concealed inside Sasori's heart will be provided the most upmost protection. On to the puppets only offensive capability which would be its innate ability to release a narrow scaled flash beam aimed at a target. This flash is emitted from the puppets eyes, and Sasori can position Unborn it so that it can be expelled from just about any angle. This flash beam is capable of being extended up to Mid-Range. It will require a one turn cool down after each usage. Lastly, located on the outer surface of its feet are chakra blasters that can be used to propel the puppet into air allowing it to sustain flight. Each time it has been activated it takes -5 chakra and can be sustained as long as a move is spent each turn. As a last resort, the user can expel the puppet up to Mid-range away with the help of its chakra blasters, and if deciding to abandon their original body— the user can choose to activate another Fūinjutsu tag— this time calling forth a rudimentary doll that Unborn will place itself inside of, spending one move in order to do so. This puppet doll wields all of the user's scrolls and can be utilized as if it was Sasori's core body itself.

Note: Can only be taught by Sasori.
Note: Can use all basic puppetry.
Note: All ranked ability or chakra associated ones count as a move.

□ Pending. Leaving for Pekoms. □


Declined: unless the puppet body is being vacated, his core ought to be immovable.

If I've personally approved a CJ with similar function, let me know and I'll reconsider this check.

 
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Ryóma

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(Inkupo: Chizu Sakusei) Ink Art: Cartography
Type: Supplementary
Rank: B- A Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This technique through the inspiration of Earth Style: Wheel Of Fortune, takes a similar twist in its formation in which the user will have pre drawn maps on scrolls in which they can through the use of their chakra bring these maps to life. What it does for the ink artist is allow for them to create 3D models of terrains they have been in before or created through imagination - allowing for them to create mazes, temples and all sorts of terrains through the pre drawn maps. To even further the beliefs of these creations, the user can use differing colors of ink in order to add more life to the creations. The larger the terrain, the bigger the scroll needed for the user to carry in order to draw. The created terrains are capable of being used as a source of the user’s ink creations if needed, thus removing the need for drawing them. This technique must be mentioned in the user’s biography or before battle, while each rank corresponds to how big the scale of the terrain can be. B Ranked scales up to short range, A ranks can scale up to mid range, with B ranks three times per battle and A rank twice per battle. Much like Ninja Art: Super Beast Imitation these creations are capable of existing outside the need of the user’s chakra, keeping an inanimate and realistic look. Lasts 3 turns.

□ Approved. Edits made. □

(Inkupo: Kara no Waremono) Ink Art: Fragile and Empty
Type: Suplementary
Rank: S - Rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: This technique combines the aspects of Ink Clone and expanding upon the potential of it, through which the user will have either a drawing down beforehand on a scroll, by drawing it on the spot under a few seconds or through a temporary water resistant tattoo located on the body in order to create a “clone” of the user, but what makes this far more unique than its predecessor technique is the special ink used to form the technique, and through the infusion of elemental chakra. The ink that was used is a special chakra absorbing ink, that through which the ink takes on the elemental nature of the that was being channeled while creating the works of art. Once the creation comes to life, it can take the form of anything the user desires, ranging from looking like the artist to taking the form of an animal. The creation has the elemental affinity of the infused elemental nature capable of using it up to A rank elementals, while also retaining the ability of using Ink Ninjutsu up to A rank. Much like Ninja Art Beast Imitation, if the user uses an animal - it is capable of acting much like it’s real life counterpart. This can only be used twice per battle, with each creation lasting only for two turns before the ink falls and become unusable. After use the user is unable to use Ink Ninjutsu above A Rank in the same and next turn, while all jutsu coming from the creations counts towards the collective three jutsu usage per turn. Scrolls or tattoos must be mentioned in biography or before battle with each affinity mentioned. The creations however cannot be no more than twice the user’s size.

□ Approved. Edits made. □

(Inkupo: Batafurai Eisha) Ink Art: Butterfly Swimmer
Type: Offensive, Supplementary
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: Having pre drawn on a scroll, the user will toss it into the air where the scroll will unwind and reveal the artwork. It is a lovely depicted river, drawn in colorful ink in order to mask the true nature of it secretly appearing as an water based technique. Through the methods of Ink Ninjutsu, the user will cause the 2D image to form into a 3D, flooding the area with ink. The amount of ink formed is enough to rival that of Water Release: Great Exploding Water Colliding Wave in terms of the amount of end resulting water is made, being enough to flood the entire battle ground. Due to the nature of this technique, it's near impossible for the enemy to adjust their chakra into the ink is it is laced with the user’s own chakra (similar to how Earth Release: Swamp of the Underworld is) and thus can’t stand on it causing them to sink down and potentially suffocate and drown. The user can manipulate the ink in order for them to not be harmed by it once it downpours, while being able to use this technique three times per battle with a two turn cool down.

□ Declined. The technique will affect you if you are in range, also Mid range. And does it just drown the opponent, or does it trap them inside the ink, constrain their movements? □
(Inkupo: Batafurai Eisha) Ink Art: Butterfly Swimmer
Type: Offensive, Supplementary
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Having pre drawn on a scroll, the user will toss it into the air where the scroll will unwind and reveal the artwork. It is a lovely depicted river, drawn in colorful ink in order to mask the true nature of it secretly appearing as an water based technique. Through the methods of Ink Ninjutsu, the user will cause the 2D image to form into a 3D, flooding the area with ink. The amount of ink formed is enough to rival that of Water Release: Great Exploding Water Colliding Wave in terms of the amount of end resulting water made, being enough to flood the entire battle ground. Due to the nature of this technique, it's near impossible for the enemy to adjust their chakra into the ink as it is laced with the user's own chakra (similar to how Earth Release: Swamp of the Underworld is) and thus can’t stand on it causing them to sink down, potentially drowning while also restraining them, preventing them from moving properly. The amount of ink released only spans out enough leaving a two meter gap between the user in order to avoid self infliction, while being able to use this technique three times per battle with a two turn cool down. This technique carries the same s/w of regular Ink.

□ Approved. Edits made. □​

(Inkupo/Taijutsu: Kaosu Dansaa) Ink Art/Body Arts: Chaos Dancer
Type: Offensive, Supplementary, Defensive
Rank: B - Rank
Range: Short - Long
Chakra: 20 (-5 per turn)
Damage: 40 (+10 in conjunction with Taijutsu)
Description: This technique takes a unique twist on the concept of Taijutsu and Ink Ninjutsu, where the user will through the use of ink, create long vector arrow shaped tattoos along the body. These tattoos run from arms, down to the hands going all the way back down to the legs , feet and even around the back of the user. These tattoos are semi permanent in nature, allowing for them to exist on the skin of the user for very long periods of time, but when ready they can lifted off the skin though not completely. The ink is being controlled by the user, in which the arrows are being used as a sort of weapon - being sharp at the tip these vectors are proven to be dealing in close quarter combat, being able to stab deep, attacking from differing angles making the user a tough opponent. The ink’s structure is solid enough to provide a defense against basic weapons, as well as lift the user off the ground when needed. The unique trait of this technique is through the focus of imitation, the user is able to produce animal like limbs on the ends of the arrows in which by move towards the hands, will expand and form actual claws around them. This is much like its parent technique Ninja Art Beast Imitation these animal parts act much like their real life counterparts, meaning such as creating bear claws would allow the user a powerful slashing strike, creating lion heads in order to pin down enemies etc. This technique when activated remains active so as long as the user desires, but can only be maintained should they have efficient chakra to do so, while being able to only activate it three times per battle. The vectors when no longer in use, will simply merge back with the skin into a dormant state. While active however, only five vector arrows can be active at a time.

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□ Declined, DNR. There exists a CFS based on this, and I believe it would directly clash with it, even if the method of creation is different. □​

(Inkupo: Kakikae) Ink Art: Rewrite
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Per Technique)
Damage: N/A (+20 Per Technique)
Description: Rewrite is a unique Ink Ninjutsu technique that can be applied before hand to certain techniques drawn on scrolls or when proceeding to draw the technique. Normally as seen with Sai, he is capable of creating his own explosive notes through the drawing of the tag with his ink and infusion of chakra in order to store the explosive nature of the technique within it. What Rewrite does is when the user is proceeds to draw their creation, they will swiftly draw the same kanji on the paper, while infusing chakra into it. Once the drawing comes to life, it will carry the kanji “爆 Baku” meaning explode. This allows for the user to add an extra amount of destructive power to their creations, allowing for them to explode on command of the user or when near foreign chakra. When applied to supplementary techniques, the technique gains offensive power and deals damage based on the rank of the technique, i.e. A rank dealing 60 damage but when it is applied to an already offensive technique, it adds a +20 damage boost to the technique. Due to the nature of this technique, acting similar to aN infusion technique, it can be performed within the same time frame of another technique. While it requires no chakra to apply to a pre drawn technique, it will still cost the extra amount of chakra in order to detonate it but through this method this technique simply needs to be posted as a reference and thus doesn’t count as a move. This technique can only be used five times per battle, needing a two turn cool down before being used again.

Reference to Sai Drawing Explosive Notes:

□ Pending. I'll have to discuss this first. □

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

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

□ Declined. The two areas in bold are overpowered considering the arsenal you have, and also vague. Leaked into your body, and then what? You can release a technique that requires no input and a normal technique at the same time? □
(Fuuin/Meiton: Furuato no Jashuu) - Sealing/Dark Release: Runes of Heresy
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: After making at least a single absorption, the user will focus their chakra into one of their replica dark marks. They will do this in order to mold the chakra for any Meiton technique and have it pre-set within the chosen dark mark. The dark mark will effectively ‘contain’ the technique until the user wishes to release it. This is somewhat akin to the use of scrolls to seal elemental techniques within. Whenever the user wishes to, they can release the technique from the mark at the cost of a move. It's release and initiation will be as fast as a standard chakraless Taijutsu technique as the preparation component is voided and therefore will capable of intercepting of targets who are much faster than the user. If the mark is contact with the user, the chakra contained within can be leaked on to/into their body for the use of Dark techniques which work internally (e.g. to transform the body). The dark mark must be in contact with the floor for techniques which are released into or created underground. While a dark mark is ‘storing’ a technique, it cannot be used to perform other techniques, whether they are absorption or release-type. The jutsu utilized along this technique must be posted for reference alongside Runes of Heresy when it is first prepared, though collectively they will only take up a single move and slot in the timeframe. The user cannot use another technique at the same time as the Dark technique's release. It can only happen directly after if they're fast enough (e.g. jutsu used in the same timeframe, passive jutsu, chakraless Taijutsu.)

Note: Can only be used twice per battle
Note: Must be posted alongside another Dark Release technique
Note: No S rank Dark techniques in the same turn when this is initiated.

□ Approved. Edits made. □

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

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

□ Declined. No passive creation of marks, make it mid range and you can't apply it to your person. Even if on attire, its like a seal still. Also, usable once, and that filler restriction has to go. Ambiguous wording on the speed of what it can absorb. Interesting technique though, well thought out Negative Blunt. □
(Fuuin/Meiton: Yakunan Shitsunen) - Sealing/Dark Release: Unholy Oblivion
Type: Defensive/Offensive/Supplementary
Rank: S
Range: Short - Mid (Absorption is Short-ranged)
Chakra: 40 (-5 chakra per turn while active)
Damage: N/A
Description: The user will place one of their dark marks in contact with solid matter in order to create a replica of it on the said medium. The created mark will be unique in the sense that it will also possess a pre-set function and a trigger, enabling it to activate involuntarily and without the user's volition. When a technique containing foreign chakra gets within the vicinity of the mark, it will initiate an absorption automatically; effectively sealing the technique before it can travel any further. It will detect this through an invisible and intangible barrier that is erected around the mark upon it's creation and will span a three-meter radial distance in every direction (including underground). To maintain this barrier the user will lose 5 chakra every turn it is active. The barrier will not react to the user's own chakra and will only be triggered by foreign chakra that passes through and/or is spawned inside of it. When this criteria is fulfilled, an absorption vortex will surround the vessel the mark is applied to and anything attached to or in contact with it. As with all Dark Release absorptions, it will abide by the element's S/W. The absorption vortex will be capable of absorbing neutral techniques of the same rank (S-Rank), one rank above for elements weak to Dark and one rank below for elements strong to it. As the chakra for this technique has already been molded and prepared in advance, this absorption is triggered and occurs fast enough to intercept and counter jutsu that are spawned right next to the dark mark. The initial creation of the mark costs a move but when an absorption is triggered, it will not count towards one of the user's three jutsu per turn. Upon absorbing a technique, the user can release a Dark Release replica of it composed of purple flames, from any of their marks, but this will cost a move.

Note: Can only be used once per battle
Note: Lasts 2 turns
Note: Fuuinjutsu component of this technique is A-Rank
Note: No Dark above A-Rank in the turn after mark is triggered
Note: Only one mark can be created through each use of this technique
Note: Cannot be applied to the user's clothes
Note: Each mark created through this technique generates two absorptions
Note: The replica is the same shape, size, speed and damage as the absorbed jutsu

□ Approved. □

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

Note: Can only be used thrice per battle

□ Declined. First bold, how many times? Second bold, link techniques that you reference, not gonna go search for them myself o-o. Third bold, extending durations is a no. And two times per fight. □


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

Note: Can only be used twice per battle
Note: Lasts two turns

□ Approved. Edits made. □
 
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Zaphkiel

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(Fūinjutsu: Jōmyaku Katsuryoku) – Sealing Technique: Intravenous Vitality
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (-X chakra cost injected into the seal)
Damage: N/A
Description: Intravenous Vitality is an advanced sealing technique which utilizes a common principle: the Multiple Infinite Embraces. This technique applies the reverse abilities of the Multiple Infinite Embraces; instead of specializing in chakra withdraw and the sealing of abilities, it specializes in chakra injection. The tag has two primary uses. The first is that it can be applied to the user’s techniques and act as a battery. Techniques which require the user to sustain and concentrate on them can be sustained by this tag. For example, a golem which must be sustained can have the tag applied causing a ‘chakra drip’ allowing the golem to be sustained by the tag. The per turn chakra cost of the golem, or any technique applied, will draw chakra from the tag rather than the user evenly over the number of turns it exists for. The second application allows the user to directly apply this tag to a target, such as an ally. The tag will apply the reverse of the Embraces and inject chakra into their target. Unlike the first application chakra drained from the tag spans over a full turn rather than evenly being drained from the tag at a normal per trun rate. The tag can be applied directly to the desired target or technique. Alternatively the user can apply the tag in a similar method to the generic Sealing Tag. The tags can be directly incorporated into a technique, restraining or otherwise, within the same timeframe of its application. Its mechanics are simple; like the Embraces the Tag produces a small geometric barrier on the target or technique’s body. The barrier binds itself to the target and injects chakra in accordance to the seal. The tag’s effects can be stopped by either destroying the tag or removing it from the targeted individual or technique. When a technique is being fueled by this tag and is prematurely destroyed the user can opt to fuel the technique directly, however this requires the user shift their concentration to that technique. One may insert a maximum of 60 chakra into the tag. This technique can be used three times per battle and can only be used once every two turns.

The following takes inspiration from . Permission .

□ Declined. Clashes with several existing techniques. □

(Fūinjutsu: Akiresu Kyōka) – Sealing Technique: Achilles’s Bulwark
Type: Defensive, Supplementary
Rank: A
Range: Short – Mid range
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. This technique is initiated by the user either crossing their arms or by lifting either arm into a vertical position; from their arms a translucent barrier in the shape of a large kite shield is produced. The shield can vary in size reaching a maximum coverage from the user’s feet to the user’s neck. This allows the shield to adjust itself to larger users while covering the same proportionate area of their body. The Bulwark, while translucent, possesses special black sealing script atop it which bears an ornate appearance. The sealing script, while remarkable, carries functionality to make the Bulwark operate in a similar fashion to the Magenta barrier of Sealing Technique: Spiritual Acquiescence, based on the Elemental Sealing Method. This grants the Bulwark specialized abilities. When coming in contact with solid matter the barrier will exert a specialized pressure within the target which allows it to pulverize the physical object and then seal it within. This sealing method is capable of sealing up to S-Rank physical-based entities. Against incorporeal targets, like energy, wind, Sound, etc, the barrier holds no defensive capabilities and they will simply phase through it with ease. Achilles’s Bulwark is purely a defense utilized against tangible targets. This technique can be used twice per battle with two turns in between applications.

□ Approved. Edits made. □

(Fūinjutsu: Hokori no Arukadia) – Sealing Technique: Refulgence of Arcadia
Type: Supplementary
Rank: C
Range: N/A
Chakra: N/A (+5 chakra cost to applied technique)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement passively applied to a seal, or an adjustment to sealing script, applied to other seals. Refulgence of Arcadia is designed to slightly adjust sealing script to emulate radiant techniques. Through an infusion of chakra the applied adjusted script will glow brightly releasing a magnificent white light. This white light is potent in that it can blind all within mid-range of the script it adjusts. Because the light, stemming from the sealing script it is produced from, is created from the user’s chakra it has the potential to blind even Doujutsu wielders, bar the Byakugan. Because of its nature the user, with the knowledge of the technique, can close their eyes momentarily to avoid the blinding effects of the light. The user can, left to their discretion, choose to have the effects of Refulgence persist for the duration of the script or prematurely deactivate the radiance. In order to stop Refulgence outside of either of these methods one must destroy the sealing script which it is applied to.

□ Declined. This needs a conclusive number of turns it lasts. □
 
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Referencing the below technique as a sort of parent technique to prove that the premise is not only possible but something I've done before.

(Forgotton-ō no shukufuku) - Blesssing of Forgotton Kings
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A (+20 to another creatures technique)
Description: This technique is in essence a defensive technique but can be used to increase the power of others techniques as well. It is based heavily around the Sage Transformation ability to imbue upon another being Natural Energy albeit a small, safe fraction of the user's total power. This Natural Energy does not combine with the allies' chakra flow, and only surrounds their body momentarily being taken out either by an incoming attack that makes contact with the Natural Energy or the release of a technique moving from around the allies body and onto the technique imbuing it with a layer of Natural Energy.
To activate this technique a Jugo clan member must make physical contact with another creature while under the affects of a partial transformation (if not already under the effects of a transformation this technique can instigate one) and through that contact infuse them with an unseen aura of Natural Energy encasing them in a protective cushion that will not in any way impede their movement. During this process the user needs to make contact with the ally and sustain contact during the molding of chakra, or until the aura is negated. It can also be used on summoning creatures to increase their durability and can be done in the same timeframe as a summoning technique as long as the user is making contact with the creatures. This process is very similar to the one Jugo performed to remove the Zetsu spores from Sasuke's body and also when he imbued upon Sasuke's Susanoo the power of Natural Energy.
Note: Can only be used thrice per battle
Note: The defensive ability can be used on the user himself but not the boosting ability
Note: Aura lasts until released by use of a technique or the user and cannot be controlled by the ally
Note: The aura can defend from A rank elemental techniques of any nature, Natural Energy or Senjutsu
Note: The aura can defend from S rank raw chakra techniques or similar including weapon based ninjutsu and most forms of taijutsu including S rank

Approved


(Senpo/Senninka: Illidari no Kokonotsu no Toku) - Sage Art/Sage Transformation: Nine Virtues of the Illidari
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (+20 to extend miasma)
Damage: 80
Description: The Nine Virtues of the Illidari is the antithesis of the calm meditation and dedication required for Sage Mode. It is something only a Sage Transformation clansman who has trained in Sage Mode can hope to achieve it is rage, anger and instinct personified into a state of mind that allows the user to completely clear their mind of any thought as one would when meditating and modifies their Sage Mode aura. Meditation revolves around finding a form of enlightenment by bypassing the human consciousness and attuning to the nature around you, with Sage Mode it's the process by which the user begins drawing in the natural energy around them. This technique performs a similar action with a berserker like feral rage more akin to the animals found in nature these animals meld with nature in a very different way, they hunt and kill, they fight and intimidate for example wolves, bears, coyotes, lions, tigers etc.
This technique allows the Sage Transformation clansmen to control and use the natural energy by surrounding their body in a dense shell of natural energy corrupted by their intense rage, hate and anger masking their presence in a dark nearly vanta black aura of corrupted natural energy akin to the chakra released when a Curse Mark user activates and uses the Senjutsu chakra obtained from their mark. To do this the user would need to release natural energy from every pore of their body as they do this it becomes solidified into a corrupted form surrounding their body in darkness masking the presence of chakra making them meld into the natural energy aura all throughout the world making them invisible to chakra sensing, sharingan, and byakugan they can however still be seen by the naked eye due to the visible natural energy just sensing through chakra is jammed. The Sharingan, and chakra sensing aren't able to pierce through this veil and only those who have trained in natural energy are able to perceive the veil of natural energy as anything other than a dark black cloud of impenetrable mist that surrounds the user completely.
This aura works as a corrupted version of the basic cloak given by Sage Mode, but is a more solid and intense variation that needs extra focus and power put into it to keep the solid aspects of it. It works as a defensive aura that blocks various types of attacks stopping them from making direct contact with the user instead making contact with the natural energy shell that surrounds their body being able to stop A rank elemental ninjutsu and below completely and stalemating an elemental S rank attack once. The aura can also defend from S rank taijutsu, kenjutsu or weapon based ninjutsu and will be stalemated by a Forbidden ranked variation of any of these. The aura can be fed more natural energy to extend this aura out like the Hiding in Mist technique creating a massive black miasma that masks the users presence even further as they visually slip into this miasma and the arms and legs of the aura can be extended to attack from a distance sort of like how a Sage Transformation clansmen can extend their arms and legs. Due to the natural energy being released from their body at all times they are able to sense everything inside of the miasma differentiating chakra sources, people, techniques and animals. The miasma harms anything that is inside of it excluding the user and can fill an entire battlefield. This can only be used by a Sage Transformation clansmen who knows Sage Mode.
Note: Must be in a form of Sage Mode to activate and can be used twice
Note: Lasts as long as the remaining form of Sage Mode or until the aura is broken through damage
Note: The miasma cannot be blown away by wind as it's a form of corrupted natural energy




□ Declined. This needs to be shortened, first of all. This can all be explained in a much shorter way, its basically an aura that not only masks you to Sharingan users and what not, but acts as a defense. Can only be used once, and the aura needs to have a shorter duration due to its many abilities. Nice technique though, reminds me of Mad Enhancement but with Sage Energy. □


(Hebi Senpo: Derauea Sumasshu) - Snake Sage Arts: Delaware Smash
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will concentrate a massive amount of natural energy into one of their index fingers extending their respective arm out while bending the finger back with their thumb to a painful degree. The user continues to force immense amounts of natural energy into their finger as their arm and hand begin to glow slightly with their veins being outlined in a glowing aura before finally releasing the finger flicking it out towards an opponent. As they do this they release all of the built up natural energy creating a dense torrent of natural energy that picks up the wind around the users fingers creating an intense gust of wind accompanied by a dense, destructive and forceful burst of natural energy that collides with anything in it's path. Due to the sheer amount of stress placed on the finger it is broken by the release of so much energy.
This torrent of natural energy is strong enough to pierce through the human body and it has a three inch radius being up to long range in length from where the user releases it. It is also strong enough to deal with any elemental nature on par with it nullifying anything S rank or below, continuing on if what it nullified was weaker than S rank. This torrent acts like a percussive shockwave when it comes in contact with a solid object traveling through it while also causing a fair amount of damage to it with it radiating out throughout the medium. It will crush and crumble earth, bend and break steel as well as other solid objects or elemental releases or blast away liquids like water or poison etc. If it comes into contact with an energy based object the shockwave with blow fire away and destabilize lightning while also breaking down wind or elements of a gaseous nature due to the colliding shockwave-like aspects. If it strikes a person at full strength it can pierce through them creating a six inch hole through their body while also radiating through the body like it would any solid medium breaking and snapping bones, bruising and tearing muscle and organ tissue as well as bursting and rupturing nerve endings causing excruciating pain all throughout the body. If it strikes a person after being weakened it has enough force to create the rippling effect breaking bones, tearing and bruising muscles and organs as well as rupturing nerve endings but cannot create the piercing effect which is the most substantial damaging aspect.
Note: No other Sage Arts can be used in the same turn or the turn directly after
Note: It breaks the finger involved and can only be used twice per battle once per index finger

Appearance [ ]

□ Declined. I have a few concerns. This is just a blast of Natural Energy (it feels a bit generic, might have been done before), which is neutral to elements, @Bold, are those the effects it has when it comes in contact with stuff weaker than it? And no Long range. □


(Senninka: Schwifty o Nyūshu) - Sage Transformation: Get Schwifty
Type: Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage: ( heals 30 to 80 damage depending on wounds healed )
Description: Get Schwifty is an ability that allows a Sage Transformation clansmen to replace limbs, or appendages lost in battle and recover from similar severe damage such as crater-like wounds to the upper or lower body barring complete organ degeneration. The Sage Transformation clansman is able to produce muscle, flesh, nerves, bones and tendons but is unable to produce organs, however it can produce small amounts of organ tissue these cells only replace what was lost and cannot create different appendages ie; if an arm was lost and is being regenerated the user cannot produce a wing instead it has to be an arm with the same exact proportions and usability. They can also produce endothelial cells though to replace blood vessels that were severed or lost due to damage but are unable to replace the entire heart muscle itself if it is excessively damaged but can heal organs if they were merely bruised or harmed mildly they just cannot replace entire organs. This is based heavily on the ability that Juugo was shown to use that allowed him to enlarge his child sized body during his fight with A the Fourth Raikage. He was shown to be able to produce muscle, flesh, bone, tendons and nerves by entering a Complete Sage Transformation replacing the cells he had given to Sasuke to heal his wounds. The Sage Transformation clansmen can also reattach limbs by placing them against a wound and using this technique instead of growing an entirely new limb. This process is a lot like how a lizard can regrow a tail, or the African Spiny Mouse can regrow it's skin. The process is rather painful even though it is replacing what was lost and is able to break any genjutsu that can be broken through pain. This technique can be performed alongside most other Sage Transformation techniques happening in the same timeframe. By rejecting the new cells and providing them to a Curse Seal recipient the user is able to heal them in a similar fashion to healing their-self. This is because any Curse Seal user is compatible with the Sage Transformation enzyme which grants the shape-shifting abilities.
Note: Can only be used twice per battle
Note: Cannot be used while in Complete Sage Transformation



Example of what it could do
Principle behind the technique in use notice the increased length in arms, and legs as well as the increase to muscle mass:

□ Declined. While the technique has some backdrop as to how it's possible, I feel like you need to give this a solid ranking, and perhaps have it only be able to re-grow certain parts, instead of how it can basically replace whatever has been lost. It's too encompassing as it is now, and too overall that its basically better than some Medical techniques as it is now. How fast would this technique be as well? □
 
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