Custom Jutsu Submission - III

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Negative Knight

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New Cycle: 15/05/2017 - 21/05/2017

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.
 

Alyx

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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. 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. □
Made edits, separated them into individual techniques.

(Inkupo: Soriddo Sukuriputo) Ink Arts: Solid Script
Type: Supplementary | Defensive | Offensive
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, being the sister counterpart to Ink Arts: Myriad Colors Phantom 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 blasts of water or other forms of elemental attacks such as streams of fire, weaponry ranging from swords to shields, and non sentient objects(meaning no familiars, animals etc) such as boats to sail on, umbrellas etc . The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form then making a hand seal(should it be needed). 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. 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 weapons can be made, they are able to exist on their own and outside the need of user’s concentration thus acting like real weapons but creations such as bolts of lighting only last two turns - 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 though for B/A - Rank usages, the user needs to make a single hand seal in conjunction to the element it is associated with( such as the Tiger Seal being heavily involved with Katon) while S-rank requires two hand seals(though if the user is has a primary affinity for the infused element, only one seal is required).
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□ Declined, DNR. After some discussion, this clashes too heavily with Kisei stuff, and other existing techniques. □

(Inkupo: Musaigen no Phantom World) Ink Arts: Myriad Colors Phantom World
Type: Supplementary | Offensive | Defensive
Rank: D - S Rank
Range: Short -Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Myriad Colors Phantom World is specialized branch of ninjutsu developed by the some of the best Ink Ninjutsu users within the world, being the sister counterpart to Ink Art: Solid Script. 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 Myriad pans out to do is through the limitless imagination of the user, due to the essence of art - will create familiars through the use of words, i.e creating the word “dragonr” while infusion earth based chakra into the word will cause the formation of an actual stone dragon capable of defending the user from attacks or even attacking the enemy. This technique is not limited to only defensive uses, as it can create a variety of things, be it animals, mythical creatures, golems etc. The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form, then making a hand seal(should it be needed). 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. Creations made from this technique are able to act on their own and outside the need of user’s concentration 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 though for B/A - Rank usages, the user needs to make a single hand seal in conjunction to the element it is associated with( such as the Tiger Seal being heavily involved with Katon) while S-rank requires two hand seals(though if the user is has a primary affinity for the infused element, only one seal is required).

□ Declined. I am fine with only normal animals being created with this not golems and stuff, only basic 5 elements can be infused and also, @bold, remove stuff like that, a hand seal is mandatory (or three, according to the update anyway). The creations need a turn duration as well, and proper restrictions, I don't want to see that filler stuff that everyone puts in these days. □
 
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Sirius Black

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Summoning Animal: Gannet (Northern Gannets)

Scroll Owner: Sirius Black

Other Users who have signed the contract: None Yet

Summoning Boss if existing: To be created

Other Summoning Animals tied to the contract: To be created

General Description: The gannets are large white sea birds with yellowish heads; black tipped wings; and long bills. General Gannets will have a wing span of up to 2 meters while large summons (like boss summons) may be as huge as Gamabunta, while small baby gannets will be comparatively smaller. Gannets hunt fish by diving from a height into the sea and pursuing their prey underwater. Gannets have a number of adaptations which make them stand out from other birds: Gannets dive from a height of 30 metres, achieving high speeds as they strike the water, enabling them to catch fish much deeper than most airborne birds as the structure of their bodies is adapted for this practice. They do not have external nostrils and their secondary nostrils can be closed when they want, mostly when they are in water. The opening of their auditory canal is very small and is covered with feathers; the openings can also be closed in water using a system that is similar to that used for the nostrils.They have air sacs in their face and chest under their skin which act like bubble wrapping, cushioning the impact with the water. The sternum is very strong and sufficiently long to provide protection for the internal organs from impacts with water. The feathers are waterproof, which allows the birds to spend long periods in water. Their beak is long, strong and conical with a slight downward curve at the end. The front part has a sharp edge. Their eyes are positioned far enough forward on their face to give them binocular vision, allowing them to judge from long range distances accurately. When they see a fish they will dive into the water. They usually push their prey deeper into the water and capture it as they return to the surface. The bird’s subcutaneous air bags aid their rapid return to the surface. Ninja Gannets can attach weapons to their wings, allowing them to perform various attacks.
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Approved & Added: the contract-wide Suiton immunity has been omitted, as have the Kenjutsu references.


(Genjutsu: Kain no enchanto) | Illusionary Arts: Cain's Enchantment
Type : Attack
Rank : A
Range : Short-Mid
Chakra Cost : 30
Damage Points : 60
Description : The user starts by forming a single handseal and placing his target(s) in an illusion. The illusion not only affects the user's visual and auditory senses, but their own chakra senses too (chakra sensory, heat sensory etc), which makes this a simple yet powerful tool that the user possesses. When the illusion is triggered, the user's body starts glowing brightly before he sprouts wings made of lightning. The victims have also complained about hearing chirping noises like that of a lightning jutsu from the user's entity when the justu starts. Targets who have the ability to sense, have sensed a lightning entity emerge from the user's body. The light is so bright and concentrated, that the target/s are mostly forced to look away. Targets who really wish to see the user, will see him glow as the area all around him becomes dark, as if it is the side effect of watching something too bright. Then the user's soul emerges out of the user's body, who actually possesses the wings that sprouted earlier. The soul, which looks like an angel, will fly towards the targets (and split into different copies for multiple targets) before piercing itself into the said target's body, and killing the target's soul. The target would feel helpless as if loosing control of his muscles as this happens. The target would feel incresed anxiety and fear, making him take mental damage due to the illusion. In reality, he will be paralyzed on the spot, unable to move. And if the target(s) manage to take the mental damage, they will have reduced speed and mental strength by two ranks for two turns.
Note:
Can only be used twice.
No other Genjutsu in the same turn
Can only be taught by Sirius Black

□ Declined. You can't force someone to do something in a Genjutsu, only guide them to specific situations and what they see, and this has been done before in some form or another. □
 
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Smirk

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Summoning Animal: Carp
Scroll Owner: Smirk
Other Users who have signed contract:
Summoning Boss if existing: None Yet
Other Summoning Animals tied to contract: Creating Soon
Description and Background: Carp is a name commonly used for various species of oily fish from the Cyprinidae family, a very large group Native to Europe and Asia, although introduced to various locations around the world. Amongst many different types of Carp fish, all of which have teeth, their remain a widely known, three types of Carp.

-Common Carp: The oiliest of the carp, with special body oils that spread through the water hindering the vision of predators.
-Bighead Carp: The fastest growing, as well as the biggest in size species of Carp, known for their massive size and extremely evasive abilities making them hard to catch traditionally.
-Asian Carp: The various species of heavily-bodied Carp. Known for their abilities to jump high distances out of water, as high as 10 ft out of water, as well as knocking humans unconscious, or in some serious cases killing them, with their heavily built bodies and strong exoskeletal heads. Also a very evasive species.

CC:
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BHC:
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AC:
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Approved & Added: like most nearly any other aquatic animal, they'll require a water source.


(Suiton Toku Kaisou)Water Shield Reflection
Type: Defense
Rank: S
Range: Mid-Long
Chakra: 40
Damage: N/A
Description: Water Release: Water Shield Reflection is a Defense-Counter jutsu in which the user performs two hand seals to instantly form a wall of water directly in front of them[that will also act as a current], out of the moisture within the air. At the same time as the wall of water forms, it runs a stream of water beneath the earths surface towards the opponent, forming a pool of water directly beneath them[4ft wide/ 2ft deep]. Lighting attacks that make contact with the water wall, may continue to travel throughout the water stream an electrocute the opponent, if they're caught in the pool of water. The Wall Shield deflects light upon impact of incoming ninjutsu, potentially blinding the opponent, briefly.

-Water Specialist do NOT require hand seals to perform
-Usable 3 time per battle
-User must wait 4 turns between use
-Taught by Smirk

□ Declined. Okay, the technique is a bit weirdly worded. A wall is formed before you, and a stream of Water then goes towards the opponent at the same time. Okay, now you say it runs beneath the surface of the Earth, how would the opponent be affected if the water is underground? Also, the light part just seems thrown in there. □​



Cortana
Type: Weapon/Supplementary
Rank: S
Range: Short-Long
Chakra: 40[Per Ability Turn]
Damage: N/A
Description: Cortana, a being made up of Dr. Cathrine Halsey’s Chakra. The Neural pathways of the Brains chakra were scanned and copied through a process, Cognitive Impression modeling. Cortana connects with the user through chakra, usually from tattoos, this process nearly binds them telepathically. Through a small handheld device in which the user can place upon any surface, either to call Cortanas physical form or to have Cortana run a scan of the environment and its surroundings. Cortanas scans are powered through rapid bursts and surges of raw nature chakra[That act in ways similar to sonar], which relays back to her information of the environment and surroundings, which she can simultaneously through the Mental connection she shares with the user, inform them of any potential threats[That contain chakra].
Ability Note: The user may carry up to 3 scan devices per battle. The scan devices may be deployed discreetly by being dropped or thrown, Scanners must make contact with a surface or form of liquid to be able to scan. Example: User places Scanner on rocky terrain, opponent then summons a dessert of sand over the previous rocky terrain. User must then throw another scanner onto/into the sand, to scan the new surroundings. Once a scanner is activated, the raw nature chakra within it disperses and Cortana is able to continuously scan the environment, until deactivation or environment changing situations. Due to Cortana being made up of Raw Chakra and being connected with the user, she is capable of passively breaking the genjutsu as its used on the user[Tattoo on the user will glow as this happens due to surging chakra]. Releasing genjutsu of A rank and below, Releasing S rank genjutsu will put Cortana into a "Sleep Mode" for 2 turns[User is unable to communicate with her as she builds chakra for those turns].
Cortana: PHYSICAL FORM - Cortana appears blue due to being made from pure chakra
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TATTOO(S) - Standing for "Eld", Meaning "Eye", as well as "Enforcer"
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SCANNER(S)
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-Tattoos appear a glowing blue color when Scanners are active and when Cortana communicates with the user.
-Cortana is passively active, each scanner used besides the first one thrown, counts as a move.
-Each turn scanning ability is active, the user spends +40 chakra.
-After deactivating the scan ability, scanning stops and the user must use another scanner to reactivate environment scanning.

□ Pending. Leaving for Vex/NK. □

♪ Declined: By request of member. ♪
 
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Klad

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Meiton: Kurayami no Inferno - Dark Release: Inferno of the Dark Ones
Type: Offensive/Defensive
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After having absorbed chakra beforehand through any means, the user can channel his dark chakra equally inside the medium range radial reach by touching the surface with one of his dark marks. This means that it can be applied to the ground, walls, solid structures, bodies or even water at some point. Then, a massive amount of light blue flames will come out from the "Release" mark of any of user's dark marks which will fill the whole medium range very quickly. The lethality of these amplified flames is that they can cause 3rd degree burns to anyone caught in between them and can easily evaporate B-rank or lower water quantities in an instant. At the user's desire, he can freely increase and decrease the volume of the flames, making them reach up to 5m in height and burn almost anyone fully. Alternatively, the user can only apply these flames in selected parts of the battlefield, in order to deal damage to individual targets or objects. The size and volume is up to the user as long as they are within the medium range reach.

Usable only twice per battle with two-turn cooldown.
The user cannot use any "Release" related Dark techniques in the same turn this is used, and the next.
No jutsu above A rank in the following turn.
Can only be taught by Klad

Approved.

Meiton: Kurayami no Inferno - Dark Release: Inferno of the Dark Ones
Type: Offensive/Defensive
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After having absorbed chakra beforehand through any means, the user will perform two handseals and channel his dark chakra equally inside the medium range radial reach by touching the surface with one of his dark marks. This means that it can be applied to the ground, walls, solid structures, bodies or even water at some point. Then, a massive amount of purple flames will come out from the "Release" mark of any of user's dark marks which will fill the whole medium range very quickly. The flames adapt to the frame of a body if they're applied to something specific such as the body of the target or an opposing technique. The lethality of these amplified flames is that they can cause 3rd degree burns to anyone caught in between them and can easily evaporate B-rank or lower water quantities in an instant. At the user's desire, he can freely increase and decrease the volume of the flames, making them reach up to 5m in height and burn almost anyone fully. Alternatively, the user can only apply these flames in selected parts of the battlefield, in order to deal damage to individual targets or objects. The size and volume is up to the user as long as they are within the medium range reach.

Usable only twice per battle with two-turn cooldown.
The user cannot use any "Release" related Dark techniques in the same turn this is used, and the next.
Can only be taught by Klad

□ Update Approved. □

Resubmitting

Meiton/Fuuin: Mumei no Kōgeki- Dark/Sealing: Nameless Attack
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (60)
Description: The user takes advantage of the barriers' aspect from Fuuinjutsu and the Dark chakra from Meiton in order to generate a cylindrical opaque barrier, purple in colour which travels at the speed of a lightning technique. Hiruko has displayed such a technique when he fought against a multitude Naruto clones, where he used the barrier similar to this one, which upon contact completely erased the clones out of their existence. This nameless move also follows the same principles. Upon the formation of one handseal, the user flarres up in red chakra which will go up skyward while simultaneously generating a purple barrier all around himself (it won't travel underground) which reaches long range both horizontally and vertically. The red chakra which surrounds user's body connects with the purple barrier, as it has the same reach vertically only. The barrier can absorb chakra from any construct and is very solid in nature, able to deal with any solid element, however it will still abide by Dark Release's S&W (S-ranks for elements weak to dark; A-rank for neutrals and B-rank for elements strong to Dark). Since the user basically has a connection to this barrier from the red chakra connection to it, anything the barrier absorbs is passively sent to the user's marks. Upon contact with an actual enemy, the barrier won't only deal fatal damage to them, but it will also absorb a total of 100 chakra. For every 20 chakra this barrier absorbs from anything, the user gains a dark fuel which allows him to perform any Dark technique afterwards. Barrier won't affect anything of user's own (such as clones, his own entities or anything his) as they're made of his own chakra.

-Cannot use other Fuuinjutsu or Dark in the same turn, and is able to only use one of them in the next
-Can only be used four times a battle with a two turn cooldown.
-Can only taught by Klad

Declined - Reduce the scale.

0:30 to 0:38

Meiton/Fuuin: Mumei no Kōgeki- Dark/Sealing: Nameless Attack
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (60)
Description: The user takes advantage of the barriers' aspect from Fuuinjutsu and the Dark chakra from Meiton in order to generate a cylindrical opaque barrier, purple in colour which travels at the speed of a lightning technique. Hiruko has displayed such a technique when he fought against a multitude Naruto clones, where he used the barrier similar to this one, which upon contact completely erased the clones out of their existence. This nameless move also follows the same principles. Upon the formation of one handseal, the user flarres up in red chakra which will go up skyward while simultaneously generating a purple barrier all around himself (it won't travel underground) which reaches mid range both horizontally and vertically. The red chakra which surrounds user's body connects with the purple barrier, as it has the same reach vertically only. The barrier can absorb chakra from any construct and is very solid in nature, able to deal with any solid element, however it will still abide by Dark Release's S&W (S-ranks for elements weak to dark; A-rank for neutrals and B-rank for elements strong to Dark). Since the user basically has a connection to this barrier from the red chakra connection to it, anything the barrier absorbs is passively sent to the user's marks. Upon contact with an actual enemy, the barrier won't only deal fatal damage to them, but it will also absorb a total of 100 chakra. For every 20 chakra this barrier absorbs from anything, the user gains a dark fuel which allows him to perform any Dark technique afterwards. Barrier won't affect anything of user's own (such as clones, his own entities or anything his) as they're made of his own chakra.

-Cannot use other Fuuinjutsu or Dark in the same turn, and next turn can only use either of them.
-Can only be used four times a battle with a two turn cooldown.
-Can only taught by Klad

0:30 to 0:38

[video=youtube;hm6h2uPDmTw]https://www.youtube.com/watch?v=hm6h2uPDmTw[/video]

□ Declined. @Bold is a bit too much. It takes 100 chakra at once, and enhances your techniques and doesn't affect anything else of yours? Then be usable 4 times? Make it three. □

New submission

(Meiton/Fuuin: Shin'en no Ryouiki) - Sealing/Dark Release: Umbra Imperium, Abyssal Domain
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Mid (Long-range vertical reach)
Chakra: 40
Damage: N/A (80 damage upon contact with the barrier)
Description: The user will form three handseals, place one of their dark marks in contact with the ground and release their chakra into it in order to create a large-sized seal across it. This enlarged dark mark will span a mid-range radial reach and will be created to encompass both the user and any opponents or allies within range. Upon creation, the seal will immediately begin to drain the chakra of anyone in contact with it (including the user) as well as restrict their ability to use or mold chakra entirely in the same manner as the Chakra Draining Seal. Simultaneously an opaque, deep purple barrier infused with dark chakra will be released from within the seal and extend towards the sky. The purpose of the barrier is to extend the seal's influence to airborne beings, meaning people and summons caught within the barrier cannot simply jump upwards in order to escape the chakra drain and regain the use of their chakra. The dark mark will drain 100 chakra per turn from everyone within the barrier or in contact with the seal. While most of the sapped chakra will be stored in the dark mark, a small portion of this chakra (40 chakra) will be suffused into the barrier to grant it certain offensive properties. Anyone who tries to escape or destroy the barrier through brute force or physical contact will instead be met with an explosion of violet flames that emanate from wherever the barrier was struck. Umbra Imperium possesses one final property, which is arguably the only one which confers any advantage to the user. When this technique is first used, the barrier will essentially have a pre-set function ingrained into it. Whenever anyone moves faster than the user's speed (the value when this technique was initially used), the barrier will exhibit an immediate and potent downwards pulling force similar to Multiple Infinite Embraces known as the 'Abyssal Zone'. This will instantly bring the offending person/parties to the ground before they can even travel a short-range distance or perform any physical attacks. This pulling force will not only ground them but effectively slam and pin them to the floor until this technique ends. The chakra drain in that specific area (spans one meter all around their body) will then intensify and increase threefold until this technique ends. If the user activates any speed boosts after this technique's initiation then they too will be subject to the effects of the Abyssal Zone.

Note: Lasts four turns
Note: Can only be used once per battle
Note: No Dark or Fuuin above A-Rank on the turn this ends
Note: Fuuinjutsu component of this technique is A-Rank
Note: Cannot be used solely on opponents, the user must also be in contact with the seal.

♪ Declined: Lmao this is way too wild to be approved as it currently is. Restricting chakra usage whilst making the technique so large would make it difficult, if not impossible for the user to escape. If you want this so badly, you'll need to allow the opponent some way of escaping (preferably by simply jumping upwards). If the released chakra from the user is being stored in the dark mark, then they're not really 'losing' it at all, are they? The fuuin component is A rank, but its effects are harsh enough to warrant S ranked fuuinjutsu. The Abyssal Zone is quite wild as well, why would the chakra drain in just that specific region become so much more potent? ♪

□ Pending. Leaving for Vex. □
 
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Priest

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Seinaru Aganai: Supirittsu Obu za Supiritto - Sacred Purgation: Fruit of the Spirit
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A(Depending on the lightning technique attracted)
Description:
A lightning based technique of the Sacred Arts.
After 2 handseals, the user would release a pulse of harmless electric polar charges in an omnidirectional manner. The pulse is similar to the way an EMP is released and thus it won't interact with any matter whatsoever except for organic biological matter such as, the skin, plant etc. Once it passes harmlessly through organic matter, it sheds a polarized part of it all over the organic matter. In this case, the target matter is entirely clad in invisible negative charges. Similar to the way negative charges are abundant within the earth surface thus why electricity is easily attracted and channel through it, the matter would in turn, constantly attract electricity and lightning technique, while passively, due to the great force of attraction of the over abundant negative charges which is now much greater than that of the Earth, would spontaneously cause the formation of thunder clouds which would release a single bolt of electricity towards the attraction once per turn until the target purges himself off the charges. The target's force of attraction would cause lightning techniques, both his or his opponent's to be attracted to him, as they home on him wherever he goes. Elaborately, if the target sends out a lightning technique, it would precariously turn back towards him while homing on him. The user's lightning technique targeted at the victim would now move twice as fast towards him due to the force of attraction plus the force by which the user send it towards him. By purging oneself, one is able to free himself of the charges. The thunder clouds dissipates once the charges have been undone.
Usable 2x per battle
No lightning above S-rank the turn this is used.
2 turns in-between usages.
Lightning bolts from the thunder clouds is equivalent to the rank of the technique itself.

♪ Approved: Note that the pulse isn't 'instant'; it can be stopped by same ranking energy based elements, or non conductive elements like wind. ♪

Seinaru Aganai: Seitai Hairyō, Howaitotsuin - Sacred Purgation: Communion, White Twin
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
Reverse of "( Suji Haji Fūin ) - Muscle Restriction Seal", This is a special seal that is in the formed through contact. The user can mark a medium and make it act as a conduit for the effect to take place or he could mark himself directly. The seal has a kanji for "White" and once applied, two things are instantly executed on the user. The seal has a physical and a spiritual characteristic and while they work hand in hand, they are inversely proportional to each other. A dual nature effect on the user's Tajutsu and Genjutsu. Which means one has to become weak for the other to become strong, thus for this particular seal "White Twin", the genjutsu weakens as a pre-requisite for strenghtning taijutsu. The seal restricts the usage of genjutsu by causing constant fluctuations in the user chakra flow while increasing one's taijutsu by pouring chakra into every muscles to increase their density and tightens them. This would cause the user's taijutsu to increase by +30 damage or 1 rank and +10 damage. The constant fluctuations of the user's chakra has its own benefit as though the user can't cast genjutsu, also genjutsu won't be able to linger on him as it would immediately be broken by the perturbed chakra.
The fluctuations is only enough to inhibit the usage of genjutsu, it won't affect ninjutsu usages.
Usable 2x per battle
Due to it been a rather supplementary and activation jutsu that only inhibits/enhances other techniques, it can be used in the same timeframe as another jutsu.
Last for 4 turns and the seal vanishes.
Must be a Fuinjutsu Master to use

♪ Declined, DNR: Immunity to gen, +30 to tai, and through the infusion of raiton, and not taking up a slot in time frame? Not only is this similar to existing concepts, but it's also pretty wild with no sort of restrictions at all. ♪

Seinaru Aganai: Seitai Hairyō, Burakku Tsuin - Sacred Purgation: Communion, Black Twin
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description
Reverse of "( Genjutsu Fūin ) - Illusion Skill Seal", This is a special seal that is in the formed through contact. The user can mark a medium and make it act as a conduit for the effect to take place or he could mark himself directly. The seal has a kanji for "Black" and once applied, two things are instantly executed on the user. The seal has a physical and a spiritual characteristic and while they work hand in hand, they are inversely proportional to each other. A dual nature effect on the user's Tajutsu and Genjutsu. Which means one has to become weak for the other to become strong, thus for this particular seal "Black Twin", the Taijutsu weakens as a pre-requisite for strenghtning genjutsu. The seal restricts the usage of A-rank and above taijutsu by relaxing/weakning the muscles to the extent that if the user tries to execute A-rank and above taijutsu, he would fail and receive damage from torn muscles. In turn, the power of one's genjutsu is increased. This is done through the seal pouring chakra into the user to fine tune his chakra flow and thus increasing his control of chakra to the max. This would cause the user's genjutsu to increase by 1 rank. The serenity of the user's chakra has its use however, having increased his genjutsu offense, he would need less chakra to break from genjutsu(1 rank lower). For example to break a b-rank genjutsu requires an A-rank elemental chakra surge. Due to the seal, the user would only be needing an equal rank elemental chakra surge to break from the genjutsu. Same applies to normal chakra which would now need to be only one rank higher.
This would affect any of the user's taijutsu, including taijutsu based cfs.
Usable 2x per battle
Due to it been a rather supplementary and activation jutsu that only inhibits/enhances other techniques, it can be used in the same timeframe as another jutsu.
Last for 4 turns and the seal vanishes.
Must be a fuinjutsu master to use

♪ Declined: Techniques which boost the rank of gen won't be approved. ♪


Seinaru Aganai: Omo no Bansan - Sacred Purgation: The Lord's Supper
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: By slamming either his arms on the ground or by stomping his foot, the user would create a flower(up to 100 meters in size both height and width, depending on the target. However, it is only able to trap a single target at a time) made purely of barrier, with 4 separate petals to emerge from the ground. The flower's emergence shifts between non-physical barrier and physical barrier. This means at it emerges, it assumes a non-physical form until it has fully emerged and become a tangible barrier. The translucent petals would close up once it had caught and trap a target within it and once it closes, it locks whoever is trapped within in a suspended animation, while releasing a mist withing the inner confines. The mist released would induce those trapped in a genjutsu that puts them to sleep within one turn. While the opponent is trapped, the flower would begin to churn as if it is chewing whatever was trapped inside it. However, through this movement, it would begin to drain the chakra of the victim while transferring the chakra to the user. The chakra however, is not absorbed directly into the user's chakra network, instead, it is stored in a container within the user's body totally split from the user's chakra network and only serves to add more chakra to the user's advanced chakra manipulation techniques like Fuinjutsu, Med Ninjustu, Genjutsu etc. This means the chakra would not respond to conventional techniques other than those mention. By responding to advanced chakra manipulation, the container releases and adds chakra that is same with the amount of chakra put into the technique during molding process, thus raising the rank of the technique by a rank. However, once the chakra within the container is used up, the infusion stops. The flower, absorbs 100 chakra from a ninja per turn and last until destroyed.
NOTE:
Flower can be destroyed by S-rank elemental ninjutsu and equivalent.
Usable 2x per battle with 3 turns inbetween usage
Through the cost of one move, the user can passively change the location of the flower, making it become intangible once more and retreat into the ground only to re-emerge at another spot.

How it looks, however, its rather translucent.
You must be registered for see images

♪ Declined: Reduce the scale of this by a lot. Again, you won't be raising the ranks of Fuuins, gens, or Medical ninjutsu with this. The last note/restriction simply can't be approved lmao. What is this genjutsu mist? Where does it come from and why does it have genjutsu inducing properties, especially if the entire flower itself is made of barrier chakra?? ♪
 
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Sasori

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(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.


(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 sets set of sharp edged horns adjacent from each other with one lesser pair of in size directly in front of it. Some of its more essential features include: an 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:
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 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 -15 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 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 ability derived from its malleable property. When 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. Both whips will normals 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. It's 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 user 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. Lastly, there is another sealing tag located, on the hilt of the whips. This sealing tag is to only activate once the user binds 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 with/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: despite the barrier being malleable, the axe isn't. Ergo, there's no space for malleability to have effect.


(Beresu) Beleth
Rank: S
Type: Puppet
Range: NA
Chakra: 40
Damage: NA
Description: Beleth is a puppet similar to one used by Chiyo known as the Lion-Headed Kannon. This puppet starts off as a small capsule which can be stored inside of a puppet beforehand. To be more precise Beleth takes the form of miniature caterpillar until it is propelled towards a target where it will then grow to be the size of a giant puppet. When utilizing this puppet the user can simply manipulate chakra inside of the puppet in order to spew out the capsule from Short-Mid range. Similar to the one Chiyo was seen using this puppet also possesses a Fūinjutsu seal which is located along its abdomen. The moment the puppet is at least five meters away from the target it is then that the seal on the puppet will activate. From the seal a magenta colored barrier will expand from it and quickly entrap anything within a five meter radius inside of a dome like barrier. Upon the seal being activated the puppet will move in at an accelerated rate towards the target in order to initiate the second phase of the attack. Once in range the caterpillar begins to uncoil its body where it will then attempt to coil around the target in order to bind or crush them. The purpose of the barrier in this case in this case is to place the enemy under an extreme downward pressure which more than likely will prevent them from moving or performing things such as hand seals. Additionally, due to the pressure exhibited by the barrier it causes the target to have trouble molding chakra above S-rank while having their chakra drained from them. Each turn the target is inside of the barrier they will have fifty chakra points taken from them each turn. However, instead of the chakra being sent to the user of the technique it instead stays inside of the barrier until it is needed. The chakra is never needed unless the caterpillar puppet is destroyed by an attack, which at that point the chakra from the barrier will be directed towards the puppet, and similar to Sasori’s puppet body when it is destroyed the chakra will help to rebuild the puppet to its prime state. The puppet itself is capable of taking up to A-rank damage before being destroyed and the barrier itself can be destroyed by an A-rank attack.

Note: Can only be taught by Sasori
Note: Can only be used twice and placed inside of up to two puppets.


Declined: if this is to be in more than one puppet, make it a pair. Decide upon whichever puppets they'll be in.

Note: I'll be leaving the Fūinjutsu bits for another mod to decide.


(Ten no ryū no keiji) Fire Style/Sealing Arts: Revelations of the Celestial Dragon
Type: Supplementary/Offensive
Rank: S
Range: Short-Long (Mid-Long)
Chakra Cost: 40
Damage Points: NA (80)
Description: The user first performs three hand seals, and begins to focus their fire chakra in front of them. In a matter of seconds a massive dragon composed entirely out of flames will manifest itself in front of the user. This dragon rivals the size of the Great Stone Golem Jutsu. Immediately as the dragon is created, the user user streams a sealing tag coated in a layer of chakra onto the dragon in order to avoid damage to the seal. It is possible for the seal to be placed on the dragon due to how the dragon holds the property of being solid. Once the sealing tag is in place, the dragon then propels itself into the sky at an accelerated speed; it continues to move upwards until it is directly above the target which must be at least five meters away. When in position above the target, it is then that the sealing tag in the dragon activates and a wide array of metallic wires rain down from above towards the target. None of the wires are aimed directly at the enemy, but instead are used to pierce the land around target in a circular manner until a prison of wires has been formed around them. The maximum distance these wires can be placed at is ten meters; which is precisely why it has to be performed at least Mid range distance away. At the same time as the wires are raining down; flames from the fire dragon will begin to be imbued into the wires until the dragon has been completely dissipated into the wires. Once completed, the victim will be confined inside of a dome of flames/wires with height/width being at least five meters or a maximum of ten. While entrapped inside of the barrier, its temperature will skyrocket making one quickly fatigued and prevents the usage of any water techniques above S-rank. The main offensive purpose of this technique comes from the user's ability to launch fire coated wires that have been heated to extreme temperatures towards the targets from just about any angle available. These wires are able to easily pierce through human flesh if wanted or can be used to restrain an enemy, but will cause severe burns to their body if doing so. If wanted, the user can choose to release the flame infused wires to directly attack the target when they are first raining down feel the sky. Alternatively, there is another method of utilizing this technique, where the user can simply propel the dragon directly towards an enemy after placing the sealing tag on it. While the dragon is in motion the user activates the sealing tags causing the metallic wires to instantly be expelled from the dragon and be heated to scorching temperatures from the flames. These wires now can be used to submerge underground to surprise an enemy and throw them off or simply burst until a wide scale array of wires that can be used to attack nearby enemies or the target themselves in a variety of ways. How the wires are utilized is up to the user, but cannot exceed five meters in length. When the dragon itself makes contact with a target will explode on impact, and will send small patches of flames throughout the air up to five meters in a circular manner, but are simply freeform fires.

Note: Can only be used twice
Note: No Fire or Fūinjutsu above A-rank next turn

Leaving for another mod.

□ Declined. @Bold, nah fam. That ain't gonna swing. Also, restrict the technique correctly. No Fire S rank and above is barely a restriction for this technique. Also turn cool down in between turns. Other than that, interesting concept. □
 
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Shīnju

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Re: Custom Clan's Jutsu Submission

(Ikarusu) Icarus
Type: Puppet
Rank: S
Range: Short-Mid
Chakra: 40
Damage: NA (80)
Description: Icarus is a small capsule sized puppet that the user will place inside of a puppet similar to that of the Lion Head Kanoon. Once ready the user can spew out the puppet from an opening on the puppet and release it, where it will then grow to the size of a rather large dragon oriented puppet. Once the puppet is released the puppet will begin to move in a fixed linear position with the main drawback of it being that it cannot change direction. Once the puppet is at least five meters away from the target it will begin to emit a bright white light which will cause for the enemy to be blinded whilst the puppet is heading at them; it however does not cause any strain to the eyes, but simply makes it hard to see. Taking advantage of the light the puppet will use it a decoy while it's body automatically dismantles itself simply meaning that it body will dismantle in up to four parts if desired or they can keep the puppet together as one entity. The special thing about these parts is that they are layered with a plethora of explosive tags set to go off upon contact object. Due to the large amount of tags present it it allows the puppet to do substantial damage to whatever it makes contact

Note: Can only be taught by Shinju
Note: Can only be used twice.
Note: Can be placed in up to two Puppets


Declined: if this is to be in more than one puppet, make it a pair. Decide upon whichever puppets they'll be in.


(Hadesu no sureddo) Puppet Arts/Fire Release: Hades’s Threads
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user places their hands on the ground and begins to the generate chakra threads from their fingertips. The chakra threads travel their way underground, and towards the enemy’s location. Once the strings are directly below the enemy they will emerge from the ground and snap down on everything short range of them in an attempt to bind the enemy to the ground with the chakra threads. There are ten chakra threads in total. Also, the user is capable of increasing the binding strength of the threads so that it begins to do the enemy damage (60 damage points). Another thing to note about these threads is that the user has channeled their fire chakra through them, so the threads even have enough force to burn through the opponent’s flesh if the user wishes it. This technique is capable of even binding small sized summonings.

Note: Can only be used four times
Note: Can only be taught by Shinju
Note: Must know puppetry

Pending~

(Ningyō no arashi) Puppet Arts/Wind Style: Wrath of the Puppets
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Cost: 80
Description: The user starts off by focusing their wind chakra into the nearby land in front of them. Using shape manipulation they will cause for wind currents gathered in front of them to begin to swirl and converge. As the wind is swirling it begins to gather higher in the sky until it looks like a tornadoe. With their precise chakra control the wind in the air will begin to shape itself into a large scale tornadoe. When the tornado has been brought into existence it starts to unleash gales of wind in all directions nothing special, but, because of it the wind currents in the air are changed drastically. Now with the enormous tornado summoned forth the puppeteer will then pull out one of their scrolls that contains one of their puppets set aside for this specific technique. Inside of the scroll the user contains up to ten puppets which are ordinary dolls, and do not even have on any clothing. The user then summons forth the scroll with the puppets and, aims it at the tornadoe where the mannequins are then sucked into the tornadoe. Once fully sucked into the tornado they will begin to swirl around inside of it spinning at high speeds. From the outside the tornado has little brown specks inside of it, but until you get up close you will be unable to tell that inside are puppets. On to the more offensive parts of this technique, with this technique the user is capable of sustaining it as well as using the puppets to attack the enemy. It is possible for the user to control the tornado to propel up to one puppet (which can be done in the same timeframe of creation) at a target at high speeds which are capable of crushing bones. For each puppets that is sent from the tornado it is equal to S-rank strength, and counts as one of the user’s moves for that turn. Each doll sents at a target has pretty sharp accuracy, and most of the strength behind each one of them come from the force of the winds emitting from the tornado. The user of this technique has a pretty wide scale where they are capable of attacking enemies from considering how large the tornado itself is. If wanted by the user it is possible for them to manipulate the tornado in order to attack an enemy head on. If the user is using this technique to target an enemy head on it will be only good for one go, and the user is unable to use it again.

Note: Can only be sustained for three turns and takes -10 for each turn.
Note: Can only be used twice
Note: After this technique is finished no A-rank or higher wind or puppetry for next turn.
Note: Can only be taught by Shinju


Declined: if the tornado can be used directly and is S-rank, then your puppets aren't going to withstand it.

 
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(Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user starts by infusing Wind Release Chakra into a projectile weapon, typically a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen weapon with the Chakra, they become completely shrouded in a light swirling vortex with a faint green hue. The user then launches the projectile, deliberately aiming off-target as a means of faking-out their true quarry, as the shroud channels from the weapon into the fired projectile. As the infused projectile flies through the air at an incredible speed, twice the user's running speed, thanks to the shroud of Wind reducing wind resistance for the projectile, once it reaches a certain point, usually as it is about to fly past the intended target, the user surges their Chakra, activating the shroud's second effect. The majority of the shroud's presence becomes accumulated at one central point along the shaft/ body/ etc of the projectile, and immediately releases three bursts of Wind, first to halt/ slow the projectile down, second to change its trajectory, then finally fire the projectile in that direction at top speed. The sudden change in the projectiles trajectory, and the process used to achieve this change, is virtually instant, making it very difficult to track without some form of Chakra Sensory or Dōjutsu, and harder still to defend against, simply due to the tricky nature of the shot. Finally, the user can apply the shroud to multiple projectiles, such as knocking multiple arrows on a bow simultaneously, but with each additional projectile the power of this Jutsu is distributed equally amongst them, to a max of 4 projectiles with 10 power each. Easily utilized for swift and silent takedowns during covert ops, this technique is also very handy for simply outright shooting the user's targets with a blindingly fast, Chakra infused projectile, and was used by a lone Guardian, and legendary Hero of Justice, who only appeared when the world was drenched in warfare, and on the brink of annihilation.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Declined. Its fine, though no Long range, and also, twice the user's speed? Nah. Also, amount of times it can be used. □
(Ototon: Eishō no Madōshi) Sound Release: Aria of the Magus
Type: Supplementary/ Offensive/ Defensive
Rank: E-Rank - A-Rank
Range: Short - Long
Chakra: 5 - 30
Damage: 10 - 60
Description: A highly specialized form of Sound Release, only utilizing one's voice for the Jutsu, the user starts by performing a series of "Chants", which are spread over the course of several turns, max of 5, in an attempt to create a single "Aria", which is the end result of ones Chants, even if there is only one Chant performed in an Aria. These Chants are all infused with Sound Release Chakra, and act as a sort of modifier for this Jutsu, allowing the user to perform various basic applications of Sound Release with only spoken words. Each individual Chant is performed as a passive action, but only one can be performed per turn. With the user spacing their aria's out over the course of up to 5 turns, these don't count as one of the user's Jutsu until they complete the Aria, at which point, the number of chants determine the rank and cost of the Jutsu, and damage where applicable. For example, an aria with a single chant can be used instantly as an E-Rank, whereas an aria with 2 Chants is performed as a D-Rank over 2 turns, 3 Chants is a C-Rank over 3 turns, and so on. The user can engage in other forms of dialogue while they stretch their aria out over the course of several turns. Only words that are imbued with the user's Sound Release Chakra are considered part of a Chant, so the user doesn't interrupt their own Aria if they were to engage in conversation whilst performing one. Upon completing the desired number of Chants, they then expend the requisite amount of Chakra, and performs the Aria just like a regular Jutsu, requiring one of the user's 3 Jutsu per turn, etc. As long as the Chant of any given Aria possesses a specific meaning and/or set of keywords, the particulars of said incantation are left to the user's own tastes, however, the greater the meaning behind the contents of any given Chant, the better the Aria's final product will be. In other words, changing the words of an Aria does not mean much; what matters is the meaning behind them. While the specific applications are determined by the user, and what kind of Chants they perform for their Aria, the user can only utilize Destructive Sound Waves with this Jutsu. Hindering and Genjutsu Inducing Sound Waves are far too complicated to be performed in unison with such simplistic actions. Despite this however, the user still has control over the form their Destructive Sound Waves take, allowing them to perform Offensive, Defensive, and Supplementary applications with this Jutsu, with varying ranges and intended uses, such as simple projectiles, infusion into weapons, channelled through the user's body, etc. For example, if the user performed a Chant that mentions a sword, their Aria could possess an offensive nature, due to a sword naturally being used to inflict harm. If they mention some sort of a projectile, such as an arrow, within their next Chant, and then performed these two Chants as an Aria, it could create a projectile with an offensive nature, similar to the "Echo Assault Skill".

(Kousoku Eishō) High-Speed Incantation: This is a more advanced usage that allows the user to expend additional Chakra and effort to expedite the usage of this Jutsu, allowing the user to perform higher level Aria's much quicker than normal. To an outsiders perspective, it appears as though the user is speaking with multiple voices that overlap one another [SUP][ ][/SUP], in reality however, they are utilizing Sound Release Chakra to "amplify" the speed, clarity and precision of their voice, allowing higher level incantations within a shorter time frame, at the cost of an additional 5 Chakra per Chant. Naturally, even if the users Chants, which are passive actions, are amplified, the user is still required to perform their Aria as one of their 3 Jutsu per turn. The art of High-Speed Incantations simply allow the user to perform higher level Aria's quicker than normal.​

Note: If an A-Rank Aria is successfully performed, the user cannot perform this Jutsu for 3 turns, including the performance of Chants in preparation for another Aria.
Note: If a "(Kousoku Eishō) High-Speed Incantation" is performed, the user cannot perform this Jutsu for as many turns as Chants in the Aria.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Declined. Incantations and spoken words kind of clash with most of Kisei stuff now. Looking past that, the technique encompasses too many existing techniques as well. □
(Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user starts by infusing Wind Release Chakra into a projectile weapon, typically a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen weapon with the Chakra, they become completely shrouded in a light swirling vortex with a faint green hue. The user then launches the projectile, deliberately aiming off-target as a means of faking-out their true quarry, as the shroud channels from the weapon into the fired projectile. As the infused projectile flies through the air at high speed, thanks to the shroud of Wind reducing wind resistance for the projectile, once it reaches a certain point, usually as it is about to fly past the intended target, the user surges their Chakra, activating the shroud's second effect. The majority of the shroud's presence becomes accumulated at one specific point along the shaft/ body/ etc of the projectile, and immediately releases three bursts of Wind, first to halt/ slow the projectile down, second to change its trajectory, then finally fire the projectile in that direction at top speed. The sudden change in the projectiles trajectory, and the process used to achieve this change, is virtually instant, making it very difficult to track without some form of Chakra Sensory or Dōjutsu but not impossible and harder still to defend against, simply due to the tricky nature of the shot. Finally, the user can either apply the shroud to multiple projectiles, such as knocking multiple arrows on a bow simultaneously, or infuse a single projectile with the ability to change it's trajectory multiple times, but with each additional projectile or infusion into a single projectile, the power of this Jutsu is distributed equally amongst them, to a max of 4 projectiles with 10 power each, or 3 consecutive changes in a single projectiles trajectory. Easily utilized for swift and silent take-downs during covert ops, this technique is also very handy for simply outright shooting the user's targets with a blindingly fast, Chakra infused projectile, and was used by a lone Guardian, and legendary Hero of Justice, who only appeared when the world was drenched in warfare, and on the brink of annihilation.

Note: Can be used a max of 5 times per battle, and only once per turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Approved. Edits made. □




Sound Training: .

(Ototon: Eishō no Ite) Sound Release: Aria of the Archer
Type: Supplementary/ Offensive
Rank: E-Rank - A-Rank
Range: Short (- Long if used through a ranged weapon)
Chakra: 5 - 30
Damage: 10 - 60
Description: A highly specialized form of Sound Release, only utilizing one's voice for the technique, the user starts by performing a series of "Chants", which are Chakra infused phrases, or words, spread over the course of several turns, max of 5, in order to to create a single "Aria", which is the end result of ones Chants, even if there is only a single Chant performed. These Chants are all composed of Destructive Sound Waves, which allow the user to enhance their weapons, tools, etc with only spoken words. Each individual Chant is performed as a passive action, but only one can be performed per turn, with the exception of "High Speed Incantations". With the user spacing their Aria's out over the course of up to 5 turns, these don't count as one of the user's Jutsu until they complete the Aria, at which point, the number of chants determine the rank, cost and damage of the Jutsu. For example, an Aria with a single chant can be used instantly as an E-Rank, whereas an Aria with 2 Chants is performed as a D-Rank over 2 turns, 3 Chants is a C-Rank over 3 turns, and so on. The user can engage in other forms of dialogue while they stretch their Aria out over the course of several turns. Only words that are imbued with the user's Sound Release Chakra are considered part of a Chant, so they don't interrupt their Aria if they were to engage in conversation whilst performing one. Upon completing the desired number of Chants, the user then expends the requisite amount of Chakra, and performs the Aria just like a regular Jutsu, requiring one of the user's 3 Jutsu per turn, a slot in the timeframe, etc. Once complete, the user directs the Sound Waves from their Aria into the selected medium, a weapon, tool etc, which saturates it in Offensive Sound Release Chakra. This Chakra remains fixed to the chosen weapon, up to a max of 3 turns, during which time, any offensive action or interaction with a substantial external force, such as weapons colliding, a sword rending flesh, an arrow hitting it's mark, etc, releases the Sound Waves in the form of a highly concussive shockwave/ explosion [SUP][ ][/SUP] which engulfs a short range around it in the direction the attack is performed, and can cause serious, even fatal, harm for the target, especially at higher Ranks. Alternatively, at the additional cost of 5 Chakra, the user can perform one final Chant as a form of "activator" for the Chakra present within their chosen weapon, using this "finale", so to speak, to prematurely release the Sound Waves contained within the weapon, allowing the user to prematurely detonate projectiles, or use the force in an indirectly offensive manner, like intercepting incoming projectiles, Jutsu, etc.

(Kousoku Eishō) High-Speed Incantation: A more advanced usage that allows the user to expend additional Chakra and effort to expedite the usage of this Jutsu, allowing the user to perform higher level Aria's much quicker than normal. To an outsiders perspective, it appears as though the user is speaking with multiple voices that overlap one another [SUP][ ][/SUP], in reality however, they are utilizing Sound Release Chakra to "amplify" the speed, clarity and precision of their voice, allowing higher level incantations within a shorter time frame, at the cost of an additional 5 Chakra per Chant. Naturally, even if the users Chants, which are passive actions, are amplified, the user is still required to perform their Aria as one of their 3 Jutsu per turn. The art of High-Speed Incantations simply allow the user to perform higher level Aria's quicker than normal.​

Note: If an A-Rank Aria is successfully performed, the user cannot perform this Jutsu for 3 turns, including the passive performance of Chants in preparation for an Aria.
Note: If a "(Kousoku Eishō) High-Speed Incantation" is performed, the user cannot perform this Jutsu for as many turns as Chants in the Aria.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Declined, DNR. I thought I was quite clear last time that this clashes with too many stuff >->. □




Link to Parent Technique [ ]

(Taijutsu: Wan Fō Ōru) Body Art: One For All
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Self
Chakra: N/A
Damage: N/A (Converts absorbed shock from "Quirk" into damage for Taijutsu)
Description: Derived from the Taijutsu technique "Quirk of the All Mighty", or "Quirk", One For All utilizes the concept of shock absorption for offensive purposes, radically different from the purely defensive capabilities of the parent technique. Instead of diverting force from an external physical attack safely outside of the body, for example into the ground, the user gathers and "stockpiles" the absorbed shock, or for the purposes of this technique "Power", within the body itself. They achieve this by storing it within muscles that are not directly used in hand-to-hand combat, the most common of which include the various muscles found within the torso and abdomen. Once the Power is stockpiled within the users body, it remains dormant until they wish to use it to reinforce their own Taijutsu, which they achieve by re-diverting the stored Power into their attack, enhancing whatever muscles are required to perform the selected technique. One For All's creator, a man who turned Heroism into a popular profession, was fond of stockpiling his Power within his buttocks, and released it with the mighty roar, and war cry of "SMASH!!". Due to the supplementary aspect of this technique only adding the mechanic of "stockpiling" Power to the parent technique, the supplementary aspect of this technique is considered to be a natural reaction, rather than an action which expends effort and requires concentration. As such, using this technique to stockpile Power doesn't require one of their moves per turn to perform, and is achieved within the same timeframe as the user's usage of "Quirk", becoming as natural to the user as breathing as they master the redirection of Power through the contraction of their muscles. Once the user has utilized "Quirk" and this technique to absorb and stockpile Power, they can utilize the Offensive aspect of One For All. While there is neither a limit to how much Power the user can store at any given time, or release into one of their own Taijutsu attacks, they suffer negative effects from both storing and releasing large amounts of Power. For example, storing excessive amounts of Power can cause the whole body to shake, akin to trembling in fear, but is actually the Power vibrating intensely within the body, causing a great deal of internal discomfort, and a relatively small amount of pain. This occurs once the user has stored at least 50 Damage in their body as Power, and causes 10 damage to the user per turn for as long as the total amount of Power the user has stored is above this threshold. Additionally, the user suffers an additional 5 damage for every 50 Power stored above the aforementioned threshold. When performing an attack that has been reinforced with One For All, the user receives severe recoil damage from the additional force present within the attack. This results in the user taking damage equivalent to half of the Power they redirected into the infused attack. At smaller increments this is negligible, only causing discomfort for the user for a couple of turns, but at higher increments this can cause severe damage, such as high levels of bruising, broken bones, torn muscles, etc, making this techniques usage a sort of double-edged sword. This redirection of Power into limb(s) costs the user one of their 3 moves per turn, but doesn't take it's own slot in the timeframe, as it's used in the same instant they release the attack on their target. Upon activating the offensive application of One for All, the user's body may take on certain, sometimes drastic, cosmetic features due to the presence of the additional Power in those parts. This includes their skin taking on a glossy-red colour [SUP][ ][/SUP], vein-like flows of energy across affected body parts [SUP][ ][/SUP], uncontrollable vibrations, a light shroud of pinkish-red energy [SUP][ ][/SUP], etc. Finally, with the user storing the Power from offensive techniques within their own body comes a certain risk. If the user is hit with enough force from a physical attack (Taijutsu, Elemental Ninjutsu of a solid nature, etc) that can't be negated with Quirk (S-Rank or above), they lose the equilibrium of focus required to maintain this technique, and as a result, any and all Power stored within the user is instantly released within the body, inflicting the total amount of Power to the user in the form of internal impact damage, potentially killing them if the amount of stored force is high enough, or depending on where the Power was stored.

Note: The "Power" this technique absorbs is stored within and applied to the Biography which absorbed it, meaning it is universally applicable. Power gained in the NW can be utilized in the BA, and vice versa, etc.
Note: The user is in charge of calculating and maintaining their current stored Power, similar to how users have to calculate and maintain their Health and Chakra during battles and on-going events.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty".

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□ Pending. Leaving for Vex/NK. □
 
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Panthalassa

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( Aburame no Jutsu: Agarimono ) Insect Technique: Copiotroph

Type: Supplementary
Rank: N/A
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: This is a passive technique that can be applied after a successfull absorption of chakra by the user's insects or the user. Through their symbionic relationship, the host and the insects share a portion of the chakra drained, while the remainder is directly metabolized by the insects themselves, as part of their digestion. As a mark of a Master Aburame, this portion can be changed. Kikaichu, for example, usually retain 10% to digest while sharing the remaining 90%, as it is considered more benefitial for the host to retain the chakra rather than the nourished insects. This technique allows for the user to, at max, invert the proportions, allowing the insects to metabolize up to 90% of the chakra, sharing just the remaining 10%. This will increase the nourishment of the insects allowing them to become faster and stronger temporarily, due to the increase in metabolized chakra. For every increment of 20%, the insects' following technique will gain a +5 damage boost, up to a maximum of +20 damage increase.

Note: Can change metabolic percentages at will, but can only gain the boost 6 times per battle, nor towards the stack boost rules, as it will only affect the next technique used through the swarm, as long as it is done within the same turn ( This technique can only be used after confirming the drain, which only happens at the begining of the turn following the draining technique ).

□ Approved. □

( Aburame no Jutsu: Iikikaseru ) Insect Technique: Aposematism

Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: 20 ( +5 per turn )
Damage Points: N/A
Description: The insects release a colored mist of chakra-charged pheromones, while combining with the Transformation Technique. This pheromone mist will disorient animals, Taste and Scent Sensors, through it's sexually and heavily scented nature, while also dishorienting Chakra sensors through it's chakra nature, in a similar manner as ( Mushi Jamingu no Jutsu ) Wicked Insect Folk Tools Technique. The main attribute though, is in it's Transformation combination. A fraction of the swarm will assume the exact same color as the mist, which will grant them an illusionary invisibility, a sleight on the eye, while the remaining will assume the exact opposite color. Further manipulation of the swarm, through the normal Aburame techniques, will always create a sort of phantom, damageless copy of the technique, utilizing the dissonant colored phantom, while the actual bulk of the swarm will perform the physical technique. The distance of the phantom is slightly juxtaposed, though separate enough that a clear shot against the phantom will invariable miss the actual attack. Alternatively, the phantom can be 100% juxtaposed with the physical attack, but bigger or smaller than it, giving a percepetion of an attack exactly 1 rank higher or 1 rank lower than what it actually is.

Note: The mist will last for as long as the user wills it, or runs out of chakra, or runs out of insects, for they will continuously exude it. Throughout the technique, the user can choose which variant the phantom will realize, for each technique used.

□ Approved. □

( Aburame no Hijutsu: Shintou ) Secret Insect Technique: Osmosis

Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: Allows the user to coat a vessel with insects, which will then bite through the surface, draining chakra that is currently inside it. This is particularly useful when the targets are trapped inside a technique, like an armor, a prison or a barrier, or when the targets are underground, underwater or merged with either. The technique follows the insect's natural chakra draining abilities. This technique causes no damage to either the targets or the techniques, and won't work if the vessel damages all the flies, like if the target is encased in a projectile of rock, that rushes towards something, if the user sends the insects to the front, they'll just be pummeled, or if there's fire coating the surface of the vessel, following the insects' S&W.

Note: As a default, it can't be used on any vessel-like offensive elemental ninjutsu, as even D rank can neutralize the insects, so it only suitable against non-damaging techniques or passive features, like the ground or water sources.

✦ Both Approved, made edits ✦
( Aburame no Hijutsu: Shintou ) Secret Insect Technique: Osmosis

Type: Supplementary
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A
Description: Allows the user to coat a vessel with insects, which will then bite through the surface, draining chakra that is currently inside it. This is particularly useful when the targets are trapped inside a technique, like an armor, a prison or a barrier, or when the targets are underground, underwater or merged with either. The technique follows the insect's natural chakra draining abilities. This technique causes no damage to either the targets or the techniques, and won't work if the vessel damages all the flies, like if the target is encased in a projectile of rock, that rushes towards something, if the user sends the insects to the front, they'll just be pummeled, or if there's fire coating the surface of the vessel, following the insects' S&W. Thus, as a default, it can't be used on any vessel-like offensive elemental ninjutsu, as even D rank can neutralize the insects, so it only suitable against non-damaging techniques or passive features, like the ground or water sources.

This technique can also be used in combination with another insect technique, allowing the user to target the vessel with a technique of his own, thus being able to target offensive vessels as long as the S&W maintain ( Equal or Stronger than the vessel ). While the second technique may have a damage associated with it, the user does not necessarily need to destroy the vessel, merely using the strengthening effect to counter the vessel's damage output, while keeping the draining for more turns, if applicable.

Note: First variant is a standalone technique, C rank. Second Variant is considered a Passive Technique and spends just one move per combination, but the user is required to spend chakra for both techniques.


□ Approved. □
 
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Ryóma

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(Inkupo: B-Usagi no Cheen ) Ink Arts: Chains of the B-Rabbit
Type: Supplementary | Defensive | Offensive
Rank: D - S Rank
Range: Short -Long
Chakra: 10 - 40
Damage: 20 - 80
Description: A technique that combines the core concepts of Earth Release: Sticky Earth Drop with the usage of Ninja Arts: Ink Flow. The user will cause a portal(s) technique much like its mother technique to form around the enemy, allowing for an abundant amount of ink to flow outwards from within it. However, rather than dumping out a mass of ink, the user will seize control of the ink before leaving the portal allowing for it to take the shape of a spear headed chain. The chain(s) would then burst out of the portals relative to the user’s current base speed and stab into the the target, in which through control of the chains the user can control the chains direction of movement should the enemy somehow avoid it. What makes this technique unique opposed to others is the sole fact of it being able reform like its other parent technique, should it not be fully destroyed, thus allowing for the chains to keep aiming to stab or restrain the target from moving. The amount of chains that can be created is broken down into ranking, allowing S-Rank to create one, A-Rank to create two and etc, doubling into each rank. The A and S-Rank usages require the Ram Hand Seal though. The chains can be sustained for up to two turns. S-Rank usage can only be used twice per battle, A-Rank can be used three times per battle, B-Rank four times, whilst C-Rank is unlimited. After S-Rank usage, the user is unable to use Ink Ninjutsu above A-Rank in the same turn nor the next turn, and each portal must be made at least five meters away from the target.
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□ Declined. First, I don't really think this falls under what is normal for Ink, ad secondly, @Bold, nah B. □

(Inkupo: Kyōkai no Kanata) Ink Arts: Beyond the Boundary
Type: Supplementary
Rank: B - Rank
Range: Short -Long
Chakra: 20
Damage: N/A
Description: Through the use of a scroll the user will toss it into the sky about five meters in which it will poof open, while unwinding in order to allow a pre drawn work of art in the form of large amount of clouds to fly into the skies above, matching the current speed of the user. Once the clouds fly up, they will deceptively blend in with the real ones and begin to downpour ink in the form of rain drops. Due to the unique coloring of the rain drops, it will be difficult to tell the difference between the real rain and the fake rain. The ink will continue to fall from the sky above, forming puddles of “water” while also soaking into other non sentient objects. The ink is connected to the user’s chakra, and thus can be used as a source to create their ink techniques, but the other use of it is that the user is mentally aware of when the ink touches something, acting as a unique form of sensory for the user. Like Ninja Art: Ink Flow, the ink can go through the ground should no foreign chakra be merged with it and form other patches of ink for future uses of ink techniques. Can be used five times per battle, lasting four turns each.

□ Declined. Remove speed references that can be abused. And no to the indistinguishable nature of the Ink. Ink is Ink. It will be seen as Ink, and also, limit the use of the technique. This technique now creates clouds, allows you to sense, creates puddles for future uses and creates underground puddles too. And 5 times per battle for four turns each, that's 20 turns. >_>. Limit the technique to a specific purpose, not 4 different ones squashed into one. □
 
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ZK

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(Genoge) – Below Below
Type: Defensive/Supplementary/Offensive
Rank: A-Rank
Range: Short
Chakra cost: 30
Damage points: 60
Description: A technique that takes advantage of the inherent abilities of Asura Path. By exerting more control on the transformative capabilities of Asura the user is able to utilize this technique to alter parts of their body from flesh to mechanized parts and vice versa. In addition to allowing the user to grow new, mechanical body parts Genoge furthers this ability by granting the user to exert complete control over the process within logical boundaries. This can be used, for example, to grow mechanical objects and weapons from one’s own body. As long as the user describes a continuous transformative process this technique is only limited by one’s imagination and logical restrictions such as size.
-Can only be activated by a user with (Shuradō) - Asura Path activated.
-Can only be taught by ZK.

-Approved-

(Shukketsu Kurotama) – Bleeding Black Soul
Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra cost: 40 (-10 per turn to maintain)
Damage points: N/A
Description: A technique that takes advantage of the inherent abilities of Human Path. By extending the range of the Soul Removal Technique in exchange for limiting its lethality the user is able to use this technique to influence and analyze the souls of those within range. Instead of ripping a target’s soul from their body and learning all that they know Shukketsu Kurotama allows the user to passively determine the nature of nearby individuals through their souls, including their memories and thoughts. The longer an individual remains within range of this technique the more pronounced the effects will become and after three turns the connection will grow strong enough for the user to become able to marginally manipulate the affected souls. The user cannot remove souls entirely using this technique, but they are able to draw parts of souls out of targeted areas or body parts for a moment, resulting in temporary effects similar to that of Shiki Fūjin on Orochimaru’s arms for the duration of a turn. This causes no permanent damage, but can still be debilitating and thus costs a move to use.
-Can only be initiated and maintained by a user with (Ningendō) - Human Path activated.
-Remains continually active, though while it is so the user is unable to use any other techniques requiring Human Path.
-Can only be taught by ZK.

-Declined- I was fine with it until you got to the part about drawing out parts of the soul. This is too easily exploitable, I'm only willing to allow the supplementary usage which allows the user to determine the nature of nearby individuals but only so far as their memories. However, even then, it may clash with the Kisei's clan Legillimency so you'll require permission from the clan head.
 
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Hell Autarch

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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. □
Resubmitting.
Made minor changes. Mostly kept Pervys original restrictions

(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 once per turn. In general, the technique can only be used four times per battle

□ Update Approved. □

(Bakugeki-te Geijutsu: Majo Hachi) - Bombardier Arts: Bewitched Cauldrons
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: The Bewitched Cauldrons are special pre-prepared enclosed cauldron-shaped bottles designed by Moryo, an ancient shinobi that once ruled over the Land of Demons. In terms of appearance, these bottles bear intricate patterns depicting the image of a Bombardier Beetle. Upon shattering, each bottle 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 the mist being neutral to elements. The mist remains on the field for the duration of the turn, dispersing in the users next turn. Usage of the bottles 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 bottle(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 bottle in order to cause a single massive explosion or alternatively into numerous bottles for multiple minor explosion. In any case, usage of the bottles in this manner costs as one of the three moves per turn.
Note: The S Ranked version can only be used thrice per battle, with a two-turn cooldown period.
Note: The Bewitched Cauldrons 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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□ Pending. Will have to find out about this. □

Leaving for Detective L.

New Submission
(Genjutsu: Gaikoku Hito) - Illusionary Arts: The Foreigner

Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The Foreigner is an illusionary technique that was developed by Pernida Parnkgjas, designed specifically to manipulate the targets response to the user's technique. This technique is initiated with the user performing a single handseal, placing the target under a Genjutsu, one that is dormant in nature however. The Genjutsu remains in this state until the user chooses to activate it simultaneously with a technique of his own. This illusion essentially alters an elements characteristics, making it so that to the target, it would appear that element X had adopted the characteristics of element Y. This technique does not alter an elements physical appearance in any manner but simply deals with it's characteristics. As such, a Fire technique would not display it's fiery attributes but would instead electrocute the target if forced to adopt the traits of Lightning Release. Similarly, a Wind technique would appear to be extremely dense and solidified if made to adopt the traits of Earth Release. In reality, whilst there would be no actual change and the elements would be displaying their own original traits, the target of the illusion would however be incapable of sensing them, instead being forced to feel the effects of the illusion i.e a Water technique that adopted Fire Release would be capable of delivering severe burns within the illusion. Similarly, a Wind technique that adopted Lightning Release would be able to paralyze the target. All of these effects would ofcourse be illusionary, and any damage dealt to the target would be considered as mental damage. Regardless of that however, the target can be submited and forced to go unconscious if he suffers severe damage within the illusion and does not break the Genjutsu so as to relieve his mind.
Note: The user's technique can only adopt the characteristics of an element possessed by the user.
Note: Can only be used thrice per battle, with no Genjutsu technique above A Rank in the same turn that this technique is performed
Note: Can only be taught by Hell Autarch

□ Declined, similar to existing techniques. □
 
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Jᴀʏ

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(Doton: Chokkan) - Earth Release: Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user begins by channeling chakra to the heels of his/her feet, manipulating this chakra to form into a blob of Doton that will detach from the user and burrow into the earth. This blob of earth would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below. They also have offensive capabilities, the tentacles can travel towards the opponent to wrap its tentacles around his/her leg, or hardening the tentacles to pierce their body. The squid along with its offensive abilities is able to harden its tentacles to deflect or destroy techniques up to S rank, depending on the number of tentacles used to defend. The tentacles can merge with one another and expand to form barriers around the user of this technique. The rank of the technique is divided among the number of tentacles used within the time-frame. The squid has complete freedom to manipulate the tentacles. Due the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at S rank. The tentacles can fuse together and separate. Each use of the squid counts as a move per turn, however it will not consume a slot in time-frame. If all six tentacles merge to strike the technique will have S rank power.

Note: Lasts three turns after activation.
Note: Can only be taught by Jᴀʏ
Note: Can only be used twice, two turns between uses.
Note: User cannot use S rank Earth techniques the next turn after this jutsu is activated.

□ Declined. Similar to NK's Maleficence of Mora. □

Permission to Resubmit :

There isn't no similar existing technique, because I submitted a similar technique long ago and it didn't get approved . It's been worked on since then and refined so much to make sense. Would be unfair to waste such work

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

Note: Can not be used in consecutive turns
Note: The user can use the empowerment ability on their own techniques or techniques of their allies, however in this case the technique will continue onwards to the adversary instead of being redirected.
Note: S rank version may only be used twice
Note: Can only be taught by LonelyAssassin
Note: Redirection can only be used on techniques of the same rank
Note: Can only engulf and empower elements that work logically (KG and CE alike)
Note: Can only redirect fire technique a rank lower than the the one used, redirection does not work on lightning.

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

Note: Can not be used in consecutive turns
Note: S rank version may only be used twice
Note: Can only be taught by Jay
Note: Redirection can only be used on techniques of lower rank.
Note: Can only engulf and empower elements that work logically (KG and CE alike)


♪ Approved: Made edits. ♪

□ Pending. Leaving for Vex/NK. □
 
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Nathan

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(Kuchiyose Tanken) - Summoning Daggers
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Summoning Daggers are a series of unique, custom-made kunai whose creation was commissioned by Artoria. Their purpose revolves around the summoning of an individual's contracted beasts without the need of performing the typical, time-consuming method. To this end, the daggers each appear as curved, exceptionally light weapons with the contract-formula for a particular summoning printed upon the handle. This print, while it appears as nothing more than black "ink", is actually a special blend of paint mingled with the blood of the user, so that by simply conducting chakra through the blade, a complete summoning technique may be performed.
Notes:
- User may only carry up to four of these custom made kunai.
- User may only use this method of summoning twice per-match.
- Must be mentioned in the users biography.
- If the user has two summoning contracts, they may only use one of those summoning's using this method.
- Can only be taught by Nathan.


Declined: I'm fairly sure that somebody tried a similar concept with cards, and it got declined.

Anyways, I brought it up, and it wouldn't work—dried blood won't suffice.

 
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Inch

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(Yoton: Toketa Keshin)-Lava Release: Molten Incarnate
Type: Defensive, Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: A technique which offers quick, versatile defense in close range combat, Toketa Keshin can largely be seen as an alternative version on the Lava Skin release, though it offers no damage boosts. In a manner similar to the Hydrification technique, the user will convert the entirety of their body into lava of the liquid form by performing a single handseal. In this state, the user's body becomes quite similar to damage by physical means as the user will be able to lavify any of their body parts at will. This technique differs greatly from the Hydrification technique, however, in that it does not allow for the user to use their body as a source for other lava jutsu. In this state, nonphysical attacks of A rank and higher (regular strengths and weaknesses apply) will knock the user out of this technique and damage them as if hit regularly. This technique does however grant the user ability to merge their body with the entirety of other sources of liquid lava provided that they can get in direct contact with that source. This is achievable as a passive action, but will cost the user one of their three moves if this is done at any time other than the initial activation of this technique.

In this state, Toketa Kenshin allows the user to essentially spread out across the entirety of that source of lava, though they can solidify their body into any point of the lava at any moment, effectively resolidifying and ending their 'merge' with the source of lava. While merged with a source of lava, the defense of the user will depend on the rank of the lava itself. While merged, the user is able to freely control its shape and movement, moving at a speed equal to his own. This is obviously a very risky move, as any nonphysical attack of a sufficient rank which hits any portion of the lava will knock the user out of their lavified state, should they fail to solidify out of the way of the incoming attack in time. Obviously this, could prove lethal in certain circumstances just from the assumed presence of the lava. If the user is knocked out of their lavified state in this manner, their body will act as if it had taken a direct hit from the technique which damaged the lava mass, which can also quite easily lead to the user's death.

Note: Lasts for 5 turns, and has a three turn waiting period after it ends before the user can reactivate it.
Note: While active, the user's elemental ninjutsu is restricted to Earth, Lava, and Fire only.
Note: Clothes, weapons, etc... will be lavified/merged as well.
Note: Usable twice per event.

‡ Approved ‡
 
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(Sunaton: Chi sono Keigai)- Sand Release: Blood and Bane
Rank: Forbidden
Type:Defensive/Supplementary
Range: Short
Chakra: 50
Damage: (10 to user)
Description:
The user will surge their chakra throughout their body, building it up and focusing it across their skin. By doing so they create Sand directly through their chakra which takes the form of a powerful defensive layer upon their skin. This layer of sand covers the user from head to toe, while able to shift to prevent from hindering the users movement or senses. As it is formed the user shapes the sand into several Trilobites across the users body, their tough shell facing outwards while their claws/mouth dig into the user slightly causing them pain but allowing them to function as armor plating.(S rank in strength)

By digging into the users body this bonds the Trilobites to the user preventing their removal from outside forces, while the user is able to pulse chakra through them to release them instantly and harmlessly. By digging into the users body the Trilobites will make contact with the users chakra network that lay just under the skin, connecting them to the users chakra flow which gives them a small degree of sentience. Infused and connected to the users chakra as they are the Trilobites function under a ‘Hive Mind’ with the user able to give them directions with a mere thought that they will carry out without need for further direction. This causes the Trilobites to essentially ‘become the users skin’, allowing techniques to be released/created through or around them without issue.

Being composed of Sand themselves the Trilobites function as a source for Sand techniques for the user, following the use of a Sand technique the Trilobites will quickly replenish themselves with sand to prevent any drop in the defense them provide. Through their chakra infusion the Trilobites themselves are able to release Sand techniques from their from their shell, their composition allowing them this manipulation through the Hive Mind. Finally the Trilobites are able to take advantage of Sands natural absorption of water, upon contact they instantly draw the water out of Earth or Earth based techniques/elements and causing them to degrade into Sand. However this ability is not without its drawbacks, as the moisture within them will temporarily weaken the Trilobites reducing the protection they provide by 1 rank for 2 turns.

Note:
~Lasts 3 turns
~Can only be used 2 times
~If the user wishes this technique may replace their CW for an event/battle, so that it lasts until its completion

♪ Declined: This won't last until the end of an event. Specify that this immunity still follows normal strengths and weaknesses. Additionally, remove the portions saying that the armor is sentient. And, finally, specify that while this is in use, the user is restricted to using Sand and the elements that compose it. ♪


(Busō no Bachiatari) - Accursed Armament
Rank: Forbidden
Type: Supplementary/Defensive
Range: Short
Chakra: 50
Damage: N/A (-10 to the user)
Description: After making a series of four handseals, the user will surge their chakra throughout their body, building it up and focusing it across their skin. By doing so they create Sand directly through their chakra which takes the form of a powerful defensive layer upon their body. This layer of sand covers the user from head to toe, while able to shift to prevent from hindering the users movement or senses. As it is formed the user shapes the sand into several Trilobites across the users body, their tough shell facing outwards while their claws/mouth dig into the user slightly allowing them to function as armor plating.

By digging into the users body this bonds the Trilobites to the user preventing their removal from outside forces, while the user is able to pulse chakra through them to release them instantly and harmlessly. By digging into the users body the Trilobites will make contact with the users chakra network that lay just under the skin, connecting them to the users chakra flow. Infused and connected to the users chakra as they are the Trilobites function under a ‘Hive Mind’ with the user able to give them directions with a mere thought that they will carry out without oversight. This causes the Trilobites to essentially ‘become the users skin’, allowing techniques to be released/created through or around them without issue.

Being composed of Sand themselves the Trilobites function as a source for Sand techniques for the user, following the use of a Sand technique the Trilobites will quickly replenish themselves with sand to prevent any drop in the defense them provide. Through their chakra infusion the Trilobites themselves are able to release Sand techniques from their from their shell, their composition allowing them this manipulation through the Hive Mind. Finally the Trilobites are able to take advantage of Sands natural absorption of water, upon contact they instantly draw the water out of Earth or Earth based techniques/elements and causing them to degrade into Sand.(following elemental adv/disadv) However this ability is not without its drawbacks, as the moisture within them will temporarily weaken the Trilobites reducing the protection they provide by 1 rank for 2 turns.

Note: The technique will last for a total of 6 turns and can be used once per battle.
Note: While active, the user is restricted to Sand, the elements that compose it and any non-elemental ability.
Note: Afterwards, the user is unable to perform A-rank and above Sand techniques for two turns.


Approved: edits annotated in pink. Added a note. Just like Vex said, this won't last indefinitely.


Resubmitting from here


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

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

♪ Approved ♪

Resubmitting from here

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

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

♪ Approved, made edits. ♪



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

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

♪ Approved ♪
(Māku no Bachiatari) - Mark of the Accursed
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The technique 'Mark of the Accursed' is a unique technique that allows the user to differ from the usual manipulation of Sand. Generally, Sand is compressed and hardened however this technique brings in a distinct factor that involves the expansion of Sand structures. Basically, the user channels his chakra either into the terrain or any Sand structure present anywhere on the terrain, infusing his chakra into them and compressing them into thousands of 5cm spherical clumps of sand. Once the user has done so, he can manipulate the clumps to expand and instantaneously explode in a synchronized manner. This results in sand grains scattering across the terrain in an omnidirectional blast ranging upto Short Range from the techniques point of origin, though it's range in terms of height remains an exception as it reaches upto Mid-Range in that case. The sand grains essentially act as shrapnels and pierce right through the targets flesh and bone, as well as any other obstacle present in its course, completely destroying most of the surrounding. If the user somehow happens to be within the blast radius of the shrapnels due to any particular case of scenario, he can choose to utilize a Sand users capability to manipulate sand grains, and can as such alter the characteristics of the blast, changing it from being omnidirectional blast to an outwards 90°, 180° or 270° blast, one specifically targeting the opponent. The user can alternatively utilize this technique within the same timeframe as another Sand technique, increasing it's damage by +20. It would ofcourse still count as a move


Update Declined


Resubmitting. Changes in bold

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

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

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

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

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

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

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

Declined - stop updating.... seriously.

Submitting the above tech but in Fire Version

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

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

□ Declined. Although not much is wrong with it, I don't like the passive changing of its uses, that will cost a move, and please for the love of God, and all other Gods that some may praise, change that filler restriction of no Fire S rank and above when the technique is deactivated. That is barely a restriction. Also, just to Mid range. □


(Katon: Rushifā no Nekkyō) - Fire Release: Lacerations of Lucifer
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 to maintain after initial turn)
Damage: 80
Description: The user performs three handseals, generating a burst of ash that surrounds the users body. The stream of ash is subsequently shaped into hundreds of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of ash, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and first-degree burns, the effect can be drastically increased upto third-degree burns when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body (does not harm the user), forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user can use only Fire techniques for as long as this technique remains active.

Note: Manipulation of the birds count 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 Fire above A-rank the turn after deactivating this technique. Moreover, there must be a four-turn break inbetween before this technique can be used again after it ends
Note: Can only be used twice per battle.


Approved: edits annotated in pink.

 
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Typhon

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(Kuchiyose no Jutsu: Nanaki) - Summoning Technique: Nanaki
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Nanaki is a descendant of Hunahpu, the Hero Twin of the Sun and the son of Seto. Like his father he holds a strong affinity for fire, and has even surpassed his father in its usage. Like most Jaguars he stands on all fours and has the traditional orange and black coloration. When on all fours his back reaches five feet, slightly smaller than Hunahpu. His powerful jaws are capable of crushing any physical defense C-rank or below. While not as physically impressive as some of the other warrior jaguars, his skill in fire usage is unrivaled. Once he enters combat he continually focuses fire chakra throughout his body causing his orange and black fur to turn a fiery red while a flame grows from the end of his tail. While in this Lunatic High his fire techniques gain 15 damage, though he receives that much more damage from water. He can use fire ninjutsu that the user knows up to A-rank and his normal attacks such as clawing and biting gain an additional heat element. Twice per battle Nanaki can use an A-rank attack called Sled Fang. With this attack he focuses fire chakra to his paws while hunkering down. He then uses the build up fire and releases it through his feet to launch himself forwards at rapid speeds (2x kage speed) where he claws through the target, coming to a sliding stop several meters behind them. Once per battle he can use a unique S-ranked fire technique called Cosmo Memory. He rears his head to the sky and howls manifesting a ball of flames high in the air. Numerous smaller balls of fire circle and collapse into the central one, raising its heat while keeping it condensed. Once the final one merges with it the ball releases the pent up heat as a focused blast down at the target. It starts out a couple of feet in diameter and rapidly expands to a short-range radius, incinerating everything in its reach.

-Lasts four turns once summoned.
-Can only be summoned once.
-Lunatic High is B-ranked, counts as a move to activate, and lasts as long as he is summoned.
-Sled Fang is A-ranked and can be used twice.
-Cosmo Memory is S-ranked and can be used once.
-Disperses regardless of turn after Cosmo Memory is used.


Approved: edits annotated in pink.


(Kuchiyose no Jutsu: Kimahri) - Summoning Technique: Kimahri
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Kimahri comes from an old line of Jaguar royalty and is one of the few remaining ones to stand on two feet. He has a melanistic coloration making his fur a very dark blue/purple verging on black. He stands almost ten feet tall and is build solidly. His imposing figure is matched by an equally imposing lance that is slightly taller than he is. Using his powerful jaws he is capable of biting through B-rank and below physical defenses. As is common with the melanistic type of Jaguars he is capable of hiding his presence from non-sensors making him deadly in low-visibility conditions. Kimahri is proficient in taijutsu and lightning ninjutsu, capable of using both up to A-rank. He has one unique ability called the Spirit Lance where he covers his spear in lightning and throws it high into the clouds while also channeling lightning throughout his body. Releasing the lightning he dashes forward at high speeds (3x kage speed) leaving a trail of electricity behind him. At the same time the spear comes down from above the target encased in a bolt of lightning. The two of them converge on the target, the spear a split moment before Kimahri. With one claw Kimahri strikes the target while grabbing the spear with the other, coming to a halt several feet behind the target spear in hand. The attack essentially looks like two bolts of lightning striking a target simultaneously, one horizontally and one from above.
-Lasts four turns once summoned.
-Can only be summoned once.
-Spirit Lance can only be used once and is S rank.


Declined: pick either Taijutsu or Raiton, not both. And dashing at 3x Kage-rank speed, even briefly, is too much.​


(Kuchiyose no Jutsu: Juuhi no Padora) - Summoning Technique: Hide of the Paddler
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: In Jaguar mythology there was an unnamed individual whose duty was to ferry the gods unnoticed to their desired destination. She was an old melanistic jaguar who carried these gods in her canoe. As is common with melanistic jaguars she was an expert at hiding her presence, and was able to extend this ability to the canoe in which she carried her fare. She was so adept at this ability that even those capable of sensing chakra were unable to detect her and her cargo. It is said that the Hide of the Paddler was made from her skin after her passing, used to safeguard the canoe and its travelers long after The Paddler was gone. A signee of the Jaguar contract is capable of summoning this hide to be worn briefly during battle, affording them this ability to hide their presence from both normal ninja as well as those capable of chakra sensing. They can still be seen as normal, but in low visibility conditions they become extremely dangerous. Similar to how The Paddler was able to hide the presence of her canoe, the wearer of this Hide is able to hide the presence of their techniques, at the cost of one of their moves. The Hide itself is worn as a hood that then hangs down the back of the wearer as a cloak. It is well made and can endure one B-rank and below attack per use.
-Can only be summoned once per battle.
-Lasts for four turns once summoned.
-Extending the chakra suppression to a technique costs a move and can only be done once.


Declined: for this to make the wearer undetectable by chakra sensing, there ought to be a much more substantive reason. And no to concealing the presence of your techniques with this item—again, there isn't any basis warranting it.

 
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Excision

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(Sekai Me) Eye of the Iron World
Type: Weapon
Weapon Rank: A rank
Range: Short-Long
Chakra: -20 per turn
Damage: N/A
Description: The eye of the Iron World is weapon created by the Third Kazekage to help augment, empower and overall strengthen his Iron sand usage. The eye itself looks like a small golden pendant, no wider than ones hand, and is chakra infused to the Thirds forehead, looking like a third eye. On each side of the eye, are two smaller eyes placed on either side, representing another ability, giving the Eye three abilities in total, One passive and two actives. The Eye is not "sentient" but it is "aware" of what happens around it, and can be activated with mental commands to act on its own, allowing the Third to attack with himself and the Eye at the same time.

Passive: Protection of the Iron World.

This technique is a passive that is always in affect as long as the user has chakra flowing through them. after the Third created Iron sand to mimic the One tailed Bijuu, he also witnessed how the Bijuu reacted once it had a host, and as such, he copied that ability as well, placing it upon his weapon (how have you replicated it?). The protections works the same was as a jinchuuriki of the one tails does, that the iron sand around him moves of its own free will without the third having to do it on his own (this implies sentience, not mere "awareness"). The eye is capable of reaction twice as fast as the user, but can only use this ability defensively to block techniques and actions. While active, the passive ability can block B rank taijutsu, and C-rank Elemental Taijutsu and regular jutsu from any direction around the user (just no, you aren't going to be able to passively block these sorts of things indefinitely). Even though this is primarily passive, the user can also mentally command the eye to sap more chakra increasing this ability slightly. When Enhanced, the Eye can block A rank Taijutsu, and B rank Elemental Taijutsu and normal jutsu, but the passive is then deactivated for a turn before reactivating. While the passive is active, Iron sand will float around the user similar to Gaara's. The active of this is B rank and can be used in the same timframe as other jutsu as it is performed by the Eye.

Active: Insight to the Iron World.

This active ability is the user tapping directly into the Eye. The Eye also acts as a storage device, holding a countless amounts of Iron sand inside a small pocket dimension within its center. This was done so that, even in the most unfavorable of situations, the third would have access to any amount of Iron sand he required. Through a mental command, the third released all the Iron sand stored inside the Eye through means of portals. Once activated, over 50 portals will open up all over the battlefield, spreading well over 500m in all directions. Each portal is almost 10m in diameter and will constantly rain down countless amount of Iron sand onto the battlefield. The Iron sand is already infused with the Thirds Magnetic chakra, allowing him to manipulate it as soon as it leaves the portals and use it for offensive means. This stays active for three turns (nope, especially not with the sheer number of portals and the excessive range), and while active, no other actives can be used through the Eye. After three turns, enough iron sand will have fallen to create a wasteland of Iron sand for the third to use. The Iron sand it so deep, that any Earth jutsu coming from below will lose -15 damage from the resistance of the Iron sand. This ability can only be used once per battle, and upon reactivation, the Iron sand will return into the Eye and be stored once more. This ability is classed as S rank (but the CW is merely A-rank). This ability can also be activated in the same timeframe as another jutsu as it is performed by the eye.

Active: Offence of the Iron World.

The final active of the Eye is is, through mental commands, the third gives the Eye an objective. As the eye can control Iron sand, the third can get the Eye to perform one jutsu up to mid range from any Iron sand Technique the Third has created or learnt (cannot exceed the CW's rank). Activating this costs an Additional +20 chakra on top of the techniques chakra requirement, as the Eye needs to draw chakra from the third to perform it (it should vary, depending on the rank of the technique to be used). The jutsu will remain unchanged, and will be the same strength and abilities as it always has, it merely allows the Third and the Eye to attack at the same time as the third allowing him to overwhelm the opponent (if it requires extra chakra from the Third, then it can't be in the same TF as another move of his). This active doesnt take up an additonal move slot, but the technique used still adds to the users 3 jutsu per turn.

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Declined: I've gone ahead and left comments in pink italics that've been interspersed within the submission, itself.​

In addition to my comments above:
  • Add restrictions, in addition to longer cooldown periods.
  • Set a chakra capacity on this.. which'll then be replenished when not in combat, to an extent.

 
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