Custom Jutsu Submission - III

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-Broly-

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(Hebi Kuchiyose no Jutsu: Shalashaska) Snake Summoning Technique: Shalashaska
Type:Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shalashaska is Doom's personal snake summon. Naturally, as a companion of Doctor Doom, Shalashaska has been modified and adapted to fit Doom's personal fighting style. Shalashaska is the size of a slightly larger than average Boa Constrictor and generally likes to wrap itself around Doom and hide in his cloak, which is all the better given its abilities. The first ability that Shalashaska has, being mainly a support summon, is that he is able to use any Medical Techniques that the user knows without handseals, merely by touching the user, and is also able to administer medicine and pills directly into Doom's bloodstream via biting him with his fangs. These fangs have been modified by Doom via sealings and medical procedures so that they are filled with the different medicines, antidotes, and liquified versions of the medical pills that have been implanted in the snake. However this has come with a cost, as Shalashaska no longer has the natural venom and poison that come natural to snakes, due to the venom being replaced by these additions. Being a medical snake, Shalashaska has great chakra control, and is able to use the "(Chakra Tensõ no Jutsu) Chakra Transfer Technique" in order to both help on the battlefield as well as help Doom when he needs it. The second ability of the snake is found when one notices that it's skin has been modified in a way that it looks like a long chain of seals that completely covers it. Simply by moving into place, Shalashaska can use any Fuuinjutsu technique that involves the use of seals/scrolls (thus no barrier or any other type of Fuuinjutsu) by using its body to place the seals onto its target. In addition to this, Doom himself can place seals on Shalashka before or during battle that it may also use as long as it falls under the restriction of being a sealing tag/scroll type fuuinjutsu. For ease of travel, Shalashaka is able to merge in and out of the user's body, however it can not use any of its abilities at all whilst it is merged. In battle it may only merge in or out once per turn. Meaning that it can only choose one of these things a turn. This does not count as a move.
-Lasts 4 turns
-Can be summoned once


Declined: to begin, this'd be a medical-nin CJ. Ergo, it ought to be submitted in another , but even so, not until the curriculum is done.. (read the bottom of the original post). Anyways, this snake has far too much stuff. A contracted animal is usually only able to use one field of techniques, but coupling Iryō Ninjutsu and Fūinjutsu is not abiding by that.. It'll have to be one or the other when resubmitting.. though a snake with Fūinjutsu seals inclusive of the medical-type is not so bad.


(Fuuinjutsu: Karada no shinayaka-sa) Sealing Arts: Ease of Body
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A body seal that reacts only to certain physical movements of the user, the Ease of Body seal is filled with the user's chakra before battle, which fuels the seal and allows its use. This seal only activates once the user uses non elemental taijutsu. Non Elemental Taijutsu often requires the user to infuse his body with chakra in order to successfully perform the technique he is attempting, which is strange because as shown, taijutsu is usually used to preserve chakra. This seal rectifies this by flooding the user's body with chakra at the exact points it needs to be in order to execute successfully, eliminating the need for the user to input chakra himself for this brand of Tai. By flowing chakra through the body for the user, the user is free to keep his chakra reserves in check, merely performing the actions necessary whilst the seal provides the boost in power needed.
-The user's next 4 Non Elemental Taijutsu moves don't require any chakra input from the user
-Seal can be used twice per battle
-3 Turn Cooldown between activations of this seal
-Seal may be passively applied

□ Approved. □

(Ninjutsu: Rachettoburakkuauto) Ninja Arts: Ratchet Blackout
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Similar to "(Chakra Tensõ no Jutsu) Chakra Transfer Technique", the user, when riding atop an animal under his control, will link their chakra to the beast of their choosing. This being done easier than the Chakra Transfer Technique due to the fact that this technique is being done not only on an animal, but also on an animal under the users control. Needing only to make physical contact with the animal, when this technique occurs, due to the link between the two being's chakra, they become able to communicate via chakra fluctuations only. In this process the user of this technique will be the one in ultimate control of course. The link also increases the users grip on the beast in the same way as chakra use in the tree walking practice technique, thus leaving him a stable ride. The link also leaves it so that the user and beast are able to utilize each other's chakra, giving it the ability to use all elemental chakra the user knows through the User's chakra(however they can't use any techniques canon or custom from these elements unless stated in the summon. This is merely to set the framework for techniques to come branching from this one). Furthermore, the constant chakra flow between the two give the combination an A rank immunity to Genjutsu. The beast that this is used on must be able to utilize chakra, and must also be reasonable and follow logic when it comes to riding it. While the user must be a great at chakra control to perform this on a beast that he controls (Hyuuga's, Fuuin Users, Med Nin, other users with great chakra control), he is able to use this on beasts that are under his opponent's control if they are of the chakra control that is needed to use the original Chakra Transfer Technique. This is a lower form of the tech due to being used on an animal you control, so less chakra control is needed.
-Due to the increased chakra, the beast's speed becomes equal to an Official Sage ranked Tai Master/Specialist while this is active
-Only able to take an opponent's beast for 3 turns and counts as a move when used this way
-Can be used passively when being used on an animal the user controls and lasts until deactivated
-Can only be used to take an opponent's beast twice per battle with 3 turn cooldown in between
-Can be 3x per battle on beasts under the users control

□ Declined. This too wild. □
 
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ᴍᴏᴏғʏ

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(Kuchiyose no Jutsu: Roronoa Zoro) Summoning Technique: Roronoa Zoro
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Being Straw Hat Luffy's personal summon and companion, Zoro is a well built muscular and athletic monkey with lightly tanned skin. His dark green, velvety fur covers a large portion of his arms, wrapping around his shoulders and around his abdominal area, not fully concealing them. A remarkable feature is his cropped green hair, which closely resembles a Marimo, literately meaning a ball of seaweed, something he has gotten made fun of in his land. Standing at 210cm tall, he towers over the average shinobi. His chest is decorated with a massive scar stretching from his left shoulder to his right hip. Zoro's eyes are as vibrant as a crimson moon, shining in the depths of hell. His tail being 40 cm in length is usually tucked away, wrapped underneath his sash. Zoro wears a long, open dark-green coat closed on his waist and is held by a red sash, in which his three chakra-bladed swords are tucked into, and a black bandanna tied around his left forearm. His coat exposes his bare chest, revealing his green haramaki underneath the coat. Zoro usually has a stern, serious, and distanced personality, but often loses his temper in a goofy and exaggerated manner when his fellow companions call him "Moss Head". Anger is the only emotion that Zoro often feels comfortable showing. Outside of situations where he feels confident in battle, he rarely smiles or laughs. He chooses to maintain a quiet solemnity rather than outwardly express his emotions, very similar in nature to Luffy's second personality. With that aside, Zoro has a kind heart and would give his life for his comrades and would even go far beyond the traditional means to save a stranger if the situation called for it. Zoro's attitude is tailored around a Samurais as he prefers to wield swords for combat. Unlike most Monkeys, Zoro's strength does not lie on raw strength, but on his speed. His base speed is twice as fast in comparison to a Kage's with the corresponding tracking capabilities to match his speed. Although he excels in and is well versed in free-form kenjutsu, his primary affinity is Lightning and can use its techniques up to S-Rank without the need for handseals. A passive ability is that he can either use the swords as an extension of his own body, being able to release techniques from them (ex: Releasing a bolt of lightning from the tip of a sword, or slashing motion). Zoro can passively use a levitating ability via lightning to add a form of dynamic to his Santoryu-Style, having the ability to be used in unison with other assaults. Zoro has the unique ability to passively transform into a Adamantine sword named Sandai Kitetsu, also known as the Third Generation Oni Piercer which possesses its own set of abilities. A notable feature after becoming Luffy's personal summon was that unless a killing blow was dealt on him, Zoro would not reverse summon back to its country. This was not only due to his trust in his partner and undying will to help, but also the ability to be healed by him through Medical Ninjutsu or Yang Release.

personal companion.
⋩ Must have signed the Monkey Contract
⋩ Can only be used once and lasts four turns when summoned (unless it enters weapon form)
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Leaving for NK

‡ Approved ‡

(Kuchiyose no Jutsu: Roronoa Zoro) Summoning Technique: Barto
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Barto is a middle aged monkey, covered in dark brown fur, standing at 50 cm, with a tail length of 6ft. Barto is very wise and his personality reflects it, as he is calm and collected but gets irritated by insolence. He spends most of his time meditating and studying various sealing formulas. His attire consists of a dark brown monk's robe, accompanied with a raggedy cape. His wrists, ankles and head is adorned with bronze spiraling amulets inscribed with kanji. Attached on his back is a wooden staff that is 4ft in length, with bronze ends, also inscribed with kanji. Each end contains storage compartments that hold all kinds of pre-made small scrolls and tags. Barto's intellect has allowed him to master the arts of fūinjutsu, being able to perform techniques up to S-Rank with a single hand-seal. As an extension of his body, Barto can use his tail instead of his hands to place seals or otherwise utilize techniques that require arm/hands. One of Barto's special abilities is being able to place one of the user's body seals on their body to be used on themselves. Barto has the unique ability to passively transform into a Adamantine sword named Kash Kitetsu, also known as Flower State, which possesses its own set of abilities. If the conditions logically allow it, the body seal chosen will be transferred onto the weapon's transformation.

⋩ Must have signed the Monkey Contract
⋩ Barto can remain on the field in Monkey form for four turns.
⋩ The Body Seal must be tied with summon when used.
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Approved: omitted the basic Nin bit.


(Adamantin Henge: Kashu) - Adamantine Transformation: Flower State
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Kashu in its transformed state is a nearly indestructible katana, compared to diamond in toughness. It is a single-edged, curved blade with a wavy hamon filled with engraved kanji formulas and bronze guard in the form of kanjis which make it stand out from the rest. Just like other weapons, Barto is able to extend at will and retract at twice the user's normal speed. Not only is he able to extend but he can also sprout limbs or body parts from the sword itself, using it tactically. The blade possess three distinctive abilities, with an additional fourth one, if the conditions allow it. (Body and/or Bio Seal) The first ability is activated by swinging the blade in any desired direction. When swung, the kanji on blade activate, releasing a white vapor type mist that is released up to short range and expands outwards. The vapor follows a similar method as the Elemental Sealing technique, in the sense that it will envelop a technique the wielder wishes to contain, and seal it within the sword itself. Just like its parent technique, this is a B-rank ability and it can seal up to S-Rank Techniques and be used thrice per battle. The second feature is a malleable barrier that is similar in nature to the "Four Violet Flames Battle Encampment" technique. The barrier can be made as a skin-tight armor around the wielder of Kashu, or in the form of a rectangular containment around the user/wielder. Just like the original technique, anything that comes in contact (Be it tangible or not) with the barrier will be completely stopped and engulfed in violet flames. The flames not only engulf physical entities but energy/chakra based ones as well, engulfing chakra itself at an attempt at destroying it. This is an A-ranked ability and can be used four times per battle. The barrier is sustained so long as the user fuels it. The third ability is an invisible barrier that extends up to mid-range in every direction, allowing both user and wielder to sense not only chakra, but the displacement of matter jut like its parent technique; Boundary Barrier Technique. This ability is self sustaining and will drain -10 Chakra from the user for as long as he is willing to fuel it. The fourth and final ability which is passive, is only applicable if Barto has applied a body seal on themselves and will follow its respective restrictions.

⋩ Must have signed the Monkey Contract
⋩ Each ability counts towards the user's jutsu.
⋩ Body Seal tied to Barto must be specified either in the Battle/NW Thread and/or Bio

□ Pending. Leaving all for Pekoms. □


Approved: edits annotated in pink and omitted some bits.

 
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System001

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Updating

Suiton: Poseidon no Paradokkusu) | Water Release: Poseidon's Paradox
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +20
Description: A water technique which is ironically made so as to empower fire techniques. This technique essentially allows the user to preserve, enhance and materialize the moisture surrounding a fire technique, rapidly converting it into highly volatile sticky water that surges into the fire technique in question. The sudden materialization of such volatile water, and its sudden ignition by fire results in the water/flames exploding. The combination of flaming sticky water and erupting flames showering the surrounding area so as to incinerate and blast away anything caught within the explosion radius, with the sticky aspect of the water making sure that any victim unlucky enough to come into the briefest of contact with the exploding flames will be plagued by the napalm like super hot flaming water that will cling to their bodies and ignite anything else that may be flammable. This jutsu is performed through use of an additional hand-seal directly after a fire technique so that this jutsu may be used in such quick succession that it, and its predecessor fire technique occur in more or less the same time frame. Because of this techniques successive speed, it's best utilised in conjunction with ground originating fire techniques such as erupting fire pillars so as to produce the full effect of a violent and erratic explosion of fire, and to surprise and overwhelm an unsuspecting opponent. However the eruption can also be made to be more tamed and directional should the user manipulate the manner in which the water surges in, I.e making it surge in from behind the flames would result in a more forwardly based explosion, which would allow for its effective use alongside projectile based fire techniques. For instance empowering a released fireball from behind would create a unidirectional eruption, which would send a violent and shapeless maelstrom of spurting flames that would lather anything in, or near its path in an inflamed napalm like liquid, blasting forwards towards an enemy.

Note:
- Can only be used 3x
- Cannot be used on consecutive turns
- No water techniques above S rank for the rest of the turn.
- Can only be taught by Scaze
- Cannot be used on sustained fire techniques (flamethrowers)
- Is also useable on fire CE and ignited flammable substances (such as ignited toad oil) (within reason).
- Can only be used on the turn as the targeted fire technique

□ Declined, keep the original. □
 
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Negative Knight

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New Cycle: 05/07/2017 - 11/07/2017

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.
6. In regards to your new rankings, be mindful of what you can and can't submit.
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.
 

-Albel-

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Re-worded all three jutsus, so I didn't bold the descriptions.

Can't quote the .
Updating:
(Meiton: Shoukyoku Seki) Dark Release: Negative Gate
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Having this technique to work the user must have one of their dark marks in contact with the ground where he will then send his dark chakra underneath his opponent. This will create a pool of dark chakra beneath them that spans five meters in diameter, where upon creating it countless arms with hands made of dark chakra will rise up up to five meters in height surrounding the target(s). Some of these arms will grab a hold of them, binding them in place to keep them from moving while also sapping sixty chakra points from them where it is sent back to the user. This can only happen as long as his dark mark remains in contact with the ground. While some grab hold to keep the target(s) from moving, the rest will form their hands into fists and begin assaulting them, and being made of dark chakra these blows will cause tremendous external and internal damage such as broken bones and rupture organs. Being connected to the user by his dark mark in contact with the ground it also carries the same properties of the absorption version of dark being able to absorb jutsus following the s&w of dark, one rank higher for those weak to dark, one rank lower for those strong to dark, and same for neutrals.
- Can only be taught by Albel
- Usable three times per fight
- Can not be used in consecutive turns

□ Update Approved. □

Can't quote the
Updating:
(Meiton: Kyoufu Tsubasa) Dark Release: Dread Wings
Type: Offensive
Rank: A
Range: Short-long
Chakra: 30
Damage: 60
Description: After absorbing chakra before hand through any means of dark release, the user will gather up his dark chakra and will begin releasing dark chakra anywhere on the field where it will take on the form of up to eight dark portals. These dark portals can not be made no closer than five meters from the target(s). As the portals are made a single sword made of dark chakra will emerge from each one and with a simple hand gesture the user can make which ones he wishes to fire towards his foe(s). The swords that emerge are a mix of black and red in color and are the same shape and size of regular swords. Being able to fire them off with a simple hand gesture he is also able to control how they move once they are released by continuing to use hand movements. These swords are capable of absorbing on coming jutsus following the s&w of dark release and if they manage to absorb a jutsu, these swords will change form into that where purple flames surrounds the blades, where if they were to make contact would not only slice through the area hit but also ignite the areas with the purple flames causing 3rd degree burns.
- Can only be taught by Albel
- Usable three times per fight
- Can not be used in consecutive turns

□ Update Approved. □

Can't quote the
Updating:
(Meiton: Mei Raihin) Dark Release: Dark Visitor
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Once the user has absorbed chakra before hand through dark release he will send his chakra into the ground by having one of his dark marks make contact with the ground, causing a pool of dark chakra that spans up to five meters in diameter under his opponent. Upon creation skeleton like arms made of dark chakra will begin to form from below grabbing hold of his victim as a large figure form behind him that resembles the grim reaper. The reaper that appears has white hair and blood red eyes while wearing a black and purple cloak, and carrying a scythe with a crimson red blade. As the reaper appears it will begin to spin rapidly with its scythe out slicing the victim multiple times up and down the body. After doing this the reaper vanishes as the skeletal like arms drag the pieces of the victim down into the depths on the dark pool of chakra leaving nothing behind.
- Can only be taught by Albel
- Usable three times per fight
- No Release type dark jutsus in the same turn this is used

□ Update Approved. □
 
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Klad

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Mandora no Mokushiroku - Malandra's Apocalypse
Type: Supplementary
Rank: B-rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: This is a technique which is directly derived from the Twin Dragon Rings and is explicitly used by its users only. As per the two rings' abilities, the "Absorption" and "Release" rings both release harmless dark chakra shock-waves which grant the user sensing, Malandra's Apocalypse slightly modifies its purpose. The user does a fair exchange with the rings by sacrificing a portion of his chakra within the marks. In other words, the user needs to have absorbed any amount of chakra beforehand through any means. The user then performs two handseals and applies said chakra in the shock-waves, changing their nature. However, this comes with a prominent loss. By offering up sensing in the turn Malandra is used, the user is able to give an active boost to any Dark technique which is currently on the battlefield, due to the shock-waves spreading up to long range and in an omnidirectional manner. Since the shock-waves are imbued with the chakra the user has used, this would translate that the user is able to empower "Absorption" techniques so they can absorb one rank higher, and "Release" techniques to gain an additional +20 damage to their original power. Though, the user is able to only do one of them at one usage, meaning that he can't use both rings with this technique. This boost lasts for as long as the duration of the technique it is applied to gives out. In the very next turn after the one Malandra is used, the sensing returns to the user. This technique can be used on techniques upon their creation and will be part of the same time-frame, however the user spends two moves. Alternatively, it can be used on techniques which are already present on the battlefield normally.

- Can only be used four times a battle with a two-turn cooldown
- Must own Twin Dragon Rings or have been given it.
- Can only be taught by Klad

□ Declined, DNR. It seems like an unnecessary boost, disguised under the guise of actually losing something to gain it. That aside, you also gain a +20 damage and is able to absorb one rank higher for 4 turns, and the added clause of "lasts as long as the technique its applied to". Bhill. □
Permission to resubmit from L here

Mandora no Mokushiroku - Malandra's Apocalypse
Type: Supplementary
Rank: B-rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: This is a technique which is directly derived from the Twin Dragon Rings and is explicitly used by its users only. As per the two rings' abilities, the "Absorption" and "Release" rings both release harmless dark chakra shock-waves which grant the user sensing, Malandra's Apocalypse slightly modifies its purpose. The user does a fair exchange with the rings by sacrificing a portion of his chakra within the marks. In other words, the user needs to have absorbed 20 or more amount of chakra beforehand through any means. The user then performs two handseals and applies said chakra in the shock-waves, changing their nature. However, this comes with a prominent loss. By offering up sensing in the turn Malandra is used, the user is able to give an active boost to any Dark technique due to the shock-waves spreading up to long range and in an omnidirectional manner. Since the shock-waves are imbued with the chakra the user has used, this would translate that the user is able to empower "Absorption" techniques so they can absorb one rank higher, and "Release" techniques to gain an additional +10 damage to their original power. In the very next turn after the one Malandra is used, the sensing returns to the user. This technique can be used on techniques upon their creation and will be part of the same time-frame, however the user spends two moves. Alternatively, it can be used on techniques which are already present on the battlefield normally. Depending on which boost the user chooses, the battlefield changes to a purple hue whenever Absorption boost is used, and to a blue hue whenever Release boost is used. This is for cosmetic purposes only.

- A ring can only be used once with this technique, thus the user can only use the jutsu twice in a battle, since he has two rings.
- The boosts last for two turns, and requires a cooldown of two turns before using again.

- Must own Twin Dragon Rings or have been given it.
- Can only be taught by Klad

□ Declined. Although toned down, I think the rings are enough as is. □

Meiton: Koburakuratchi - Dark Release: Cobra Clutch
Type: Supplementary
Rank: C-rank
Range: N/A (Same as Fuuinjutsu technique)
Chakra: 15 (-5 chakra to sustain)
Damage: N/A
Description: Cobra Clutch is a passive Meiton technique which is specifically designed to be used whenever the user uses a Fuuinjutsu technique which drains/absorbs a target's chakra (prime examples being Multiple Infinite Embraces or Chakra Draining Seal). Normally, whenever these techniques are used, the chakra sapped from the targets go into the user's body. This technique's purpose is to modify this outcome. The user activates one of his dark marks that's in contact with the ground to retrieve the chakra into it. The amount of chakra which enters the dark marks can be used as a source to perform Dark Release techniques. This technique is always used in conjuction with a Fuuin technique and is used right before it and remains active until the Fuuin ends.

- Can only be taught by Klad

□ Declined. Nah, MIE alone takes 100 per turn. So that's already a red flag, as this encompasses all kinds of seals that drain chakra. □

Updating

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

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

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

Note: Can only be used twice per battle
Note: Can only be applied to one technique per usage

□ Declined. Stick to the original. □
 
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Illyasviel

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(Hana Ninpou: Genso no Furawāzu)-Flower Ninja Arts: Elemental Flowers
Type: Offensive/Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: A technique developed in the land of Vegetables once,after the war more shinobi with various elemental affinities came looking for a home there.Derived from the Flower Ninja Art: Scattering Flowers,the user will release from one of his arms a wave of sharp flowers infused with their chakra.Using state manipulation,the user will create an elemental aura around the flowers and envelop them in the specific element.The aura around the flower will increase it's size around three times(for example using it with fire will create a flower shaped flame three times the flower size with the flower in the centre).The flowers themselves will retain their shuriken like cutting properties but the elemental aura around them will give them additional effects.Infusing them with fire will increase their damage by burning the enemy,wind will increase the cutting capabilities,earth will increase their weight enabling them to breach weaker defenses and adding brunt force to the impact(the flowers in this case would be encased in earth and wouldn't cut the opponent like they normally would),water will give them the ability to douse small fires and lightning would give the flowers a numbing effect where they hit.
~Note:Can be used 5 times per battle.

‡ Declined ‡ This is really just a multi-elemental custom that uses flowers an excuse. Not to mention the fact that Fire and Lightning would destroy them.

(Hana Ninpou: Hana Tatsumaki)-Flower Ninja Arts: Flower Tornado
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The pinnacle of the land of Vegetables' flower ninja arts,this technique stems from both Flower Ninja Art: Many Flowers In Bloom and Flower Ninja Art: Scattering Flowers,but it's on a much larger scale.The user will perform three hand seals and raise his hands towards the sky,opening two portals (in the way dropping lid for example is performed),summoning from first thousands of flowers and from the second a much smaller amount.Flowers from both will mix spin violently as they move towards the ground,forming a tornado of flowers.Flowers from the first portal will catch fire like the parent technique,making this essentially a vortex of fire while flowers from the other will be as sharp as shuriken,moving through the flames and on the inside of the tornado,cutting anybody in the way.The flames themselves are equal to A rank fire.The shuriken-like flowers can be enhanced using the elemental flowers technique(counts as a jutsu) giving the whole technique minor additional effects.Using wind and fire flowers would merely fuel the flames of the tornado adding to it,making the flames S rank fire,lightning ones would have no interaction with the flames and will just give the shuriken flowers numbing properties,water ones will have their water evaporated,creating steam on the inside of the tornado which can burn the opponent and finally,the earth ones would have the earth encasing them melted into mud which would continue to spin with the flames.The tornado can be formed above the opponent so it descends around him,capturing him in flame prison,(which has a short range radius) or be made to the side so it descends to the ground and then is manipulated to move towards the target by the user.Until the flowers exit the portals,the user must hold his hands raised to the sky,after that the flowers will continue with the program of the technique on their own and the user is free to take further actions.
~Note:Can be performed once
~Note:No above A rank techniques in the same turn.

‡ Declined ‡ DNR.

(Bakuton:Tō gyōsha ni yotte shōhi sa reru)-Blast Release:Consumed by the Art
Type: Offensive
Rank: B
Range: Short(for creation)
Chakra Cost: 20
Damage Points: 40
Description:After infusing his special explosive clay with chakra,Deidara will through hand contact envelop a solid object with the previously prepared clay which he can later detonate with his hand seal,preferably when out of range of the explosion.He can for example cover shuriken and then throw them with the explosive clay on them,put his hand on the ground to cover a small portion of it with clay setting a trap of sorts,maybe set it on a nearby earth technique before sending it towards the opponent or even leave it on the opponent.The clay exits through the mouth and spreads over solid objects thus contact is needed,however he can for example spread it via his sword onto the opponents sword and if they separate,he can selectively detonate the opponents part.He can't cover large objects completely as only a small amount of clay can be released at once,for reference,if released onto the ground there is enough to cover a circle of a half a meter radius.
~Note:The blasts engulf the short range area around them.
~Note:Can be used only by Deidara bios

□ Approved. □
 
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Daemon

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Scorch bio

(Shakuton: Sekandosan) - Scorch Release: Second Sun
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 (-5 per turn)
Damage points: N/A (60 if used to attack)
Description: After performing one handseal, the user focuses their Scorch chakra above the opponent ( at a minimum of Mid Range) to create a Water Prison size orb of scorch that is suspended in air, following the opponent where they go. The heat that radiates from the Second Sun desiccates the target overtime beating down its scorching rays of heat over the opponent's body. Under this intense heat, the opponent will rapidly lose moisture from their body at an alarming rate limiting their ability to perform techniques like in many other scorch techniques. The opponent is limited to 2 jutsu per turn for a total of 3 turns. The user can use this as an attack by manipulating the second sun, on creation, to crash down onto the opponent, mummifying them instantly as well as burning them to a crisp. This technique can be used 3 times per battle with a 2 turn wait in between usages. The chakra drain aspect of this technique only applies if not using offensively.

‡ Approved ‡

(Shakuton: Horusu kōka) - Scorch Release: The Horus Effect
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: 30
Damage points: N/A (+20 to Energy based techniques)
Description: The Horus effect is a scorch technique that harnesses the massive amount of energy produced by scorch release. Scorch Release gets it's unique and powerful abilities from the amount of heat that the flames give off themselves. By applying the same intense heat provided by Scorch to other energy based techniques within the same timeframe, the energy techniques gain an increase in damage as well as the emaciating ability of scorch release. This allows simple elements such as, for example, lightning release to generate massive amounts of heat increasing it's damage and mummifying targets on contact. While under the influence of The Horus Effect, the energy techniques affected gain a daunting orange glow. Each activation lasts a max of 4 turns, up to a total of two activations per event. However, there needs to be a three turn wait in between activation. Cannot be applied to techniques which spawn on the opponent's person or techniques which travel instantly.

‡ Approved ‡

(Shakuton: Kaku no chiheisen) - Scorch Release: Nuclear Horizon
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Nuclear Horizon is a scorch technique that uses the element in it's secondary fashion, burning waves of pure heat energy that function similar to the inferior element, wind. By performing one handseal and focusing their scorch chakra underneath the opponent in a 4 x 4 meter area, the user generates a powerful spiral of orange/white pure heat energy underneath the opponent that carries them into the air similar to a tornado. Unlike most scorch techniques that instantly desiccate a target on contact but rather exponentially increases in heat as it rises up, draining the opponent of all moisture in their body and immediate area. However, the opponent is still severely burned on contact receiving third degree burns. If the opponent manages to counter/escape this technique before they reach the peak of the spiral(about mid range above it's starting location), they will be left under severe fatigue and dehydration making it difficult to maintain techniques that drain chakra overtime, effectively ending them. These effects last for 2 turns before the opponent is able to reactivate chakra drain abilities. This can be used twice with a 2 turn gap in between usages.

‡ Declined ‡ This needs more than one handseal and you need to clarify the nature of this technique better. As it is, it essentially seems like an S-Rank that spawns on/under their feet but not from the ground. This leaves no room for the opponent to counter. Now Pekoms and I don't mind the creation of Scorch created away from the body but it needs to spawn some distance away like most other elements. If you want something like this, it will need to be channeled through the ground and rise up from it.
 
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(Yohane no mokushirokunoyonkishi) ⎊ Sealing Arts/Puppet Arts: Chikamatsu’s Binding
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Sasori first applies a sealing tag onto his inhumane body, which can be stated in the user’s biography so it doesn’t cost a move, or they can apply it after the battle has already started, but costs a move. The seal comes into action when Sasori is faced with a target moving at least two times the users base speed. Upon activation, pouring out from the seal is a plethora of chakra threads that will begin to attach themselves to each of the targets body parts and pull them in the opposite direction. Each of the chakra threads, will act as an adhesive substance capable of pulling just like actual chakra threads.. This technique works by utilizing the sticky and adhesive properties of chakra threads in order for the threads to attach to all the parts of the target and drag them in the opposite direction. It is possible to use this jutsu against attacks up to A-rank in order to slow down their momentum, but it is ineffective against most fire/Lightning jutsu considering they deal with burning instead of blunt force, so the seal is most effective when activating it against an attack that involves blunt damage. This technique is normally used to stop attacks or opponents in their tracks. Essentially, upon the attack coming within the user's vicinity, the seal activates, causing the attack to be nullified as the threads stop the attack, but can only stop targets moving at a max of x2 the user’s base speed.

Note: Can only be taught by Sasori
Note: Can only be used four times.
Note: Can act as a body seal that must be stated in the user’s biography.

□ Declined, DNR. Similar to Body of Doom Fuuinjutsu technique by Broly (though probably submitted by Vegeta at the time). □

(Yohane no mokushirokunoyonkishi) ⎊ Sealing Arts/Puppet Arts: Sensations of a God
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (-20 each usage)
Damage Points: N/A
Description: A relatively simple technique based off of Sasori’s puppet body. It is known that Sasori is capable of wielding and controlling a puppet to his will because of how he has a part of his chakra contained inside of the puppet. This chakra is known as his core or his heart which allows for chakra to flow through the puppet giving him full reign over his body. Due to the chakra flowing throughout the puppet he is able to move his body about. This technique is essentially a sealing tag that the user will place upon their inhumane frame just like any other puppet; therefore it will serve as a body seal. The thing that is so special about this seal is how it has a passive ability activate whenever the user is faced with Genjutsu Hindering Sound Waves or Hindering Sound waves if applicable at the time. Once activated in response to any of the previous terms the seal will begin seal a portion of the chakra from a select body part or area that is being targeted. The purpose of doing this is mainly to deal with sound waves based upon hearing; the chakra located in the users head for example will be drained of its chakra disabling the user from moving their head or seeing/hearing temporarily, but will prevent the genjutsu from affecting them due to how they are based on their victims ability to hear; the effects last as long as the technique is in place, and once done will return the chakra to its original place. Considering the functions of how this works it is ineffective against sound waves that carry physical force, and even though it activates passively, it will cost move

Note: Can only be used by Sasori
Note: Must be Stated in user's biography.

Leaving for NK

Otokonoko | The Boy
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: 50 (-10 per turn)
Damage: N/A
Description: The Boy is a human like doll which was said to at one point inhibit a child’s soul. The appearance of the weapon is that of a child like porcelain doll. Tale says that there was once a child around the age of seven who died in a terrible house fire. Along with the house the child was said to have been burnt to a crisp. There used to be rumors that instead of dying in that fire rumors say that the boy’s soul was placed into a child like doll which at the same time was also inhibiting the house. It goes on to say that the child who died in the fire had his soul placed inside of a porcelain doll or rather sealed inside of it which brought him to state of being alive or being sentient. On one of his journeys one day Sasori came across the doll which he thought fit his puppet collection just perfect. little did he know that it was more than just an ordinary doll. Usually, the weapon is normally placed on one of Sasori’s shoulder in a miniature, dormant state compared to when it is in its awakened form. When the “The Boy” is activated it grants Sasori a large array of abilities to use in combat. It is possible for the puppet to move around at its own will, but it is because it listens to Sasori that he is able to use it to his advantage. Sasori and The Boy were able to reach a mutual agreement by having the The Boy feed on a piece of his chakra each turn.

The first ability of the weapon is its ability to be linked directly with the user’s body. What is meant by that is that the user can use The Boy in order to spot incoming attacks heading in their direction with their linked vision. When in battle the weapon also appears to constantly be shifting its head as a way to keep an eye on the surrounding area and report everything to the user as it sees it. There is also a special ability the Weapon possesses which is when the weapon emits a sort of invisible, intangible chakra bubble from all directions including the ground which allows for the user sense anything before it comes in contact with something. Also, since the two have a linked vision whenever the user in a genjutsu they will be able to instantly realize that they are inside of genjutsu with the help of the Weapon’s eyes. Next, is the puppet’s ability to reconstruct its body back together similar to how Sasori’s puppet body form. The Boy however does not have as much efficiency when reconstructing its body back together like how Sasori does. The Boy is capable of this due to how it possesses a somewhat alive soul it has the ability to reassemble itself similar to how Sasori can regenerate. It is only capable of welding its body back together against blows up to A-rank while it can only mold back together against Fire jutsus up to B-rank due to it being weak against Fire. Once per battle The Boy can tank one S-rank jutsu, but at the cost of it taking one full turn to reassemble.

Offensive wise, The Boy’s body has been adjusted to have two sealing tags located on it. The first tag is located within its mouth and inside of it contains each of the five elemental natures. When activating the seal the user pays forty chakra points and selects an elemental nature. Once chosen The Boy releases from its mouth a thin concentrated beam of said elemental chakra that is capable of extending up to long range and doing S-rank damage. After using one elemental nature it requires a turn cooldown before it came be used again. Onto the second sealing tag, when activated at the expense of thirty chakra points a barrier emits from it in a spherical manner that covers everything five meters around the seal. The thing so special about this barrier is how it has the innate ability to seal momentum and force behind physical attacks leaving them to be sealed inside of the barrier after coming into contact with. Up to S-rank attacks can be sealed due to the nature of the barrier, but only if they are physical like earth and can only seal A-rank energy attacks such as Lightning. This ability can only be used three times with a turn cool down.

Note: Can only be taught by Sasori
Note: Can use all Puppetry jutsu of the user
Note: Can start the battle already activated.

□ Both Pending. Leaving for Pekoms. □


Declined: in spite of being a CW, it's first and foremost a puppet; no F-ranks are permitted. Overall, it's really too much, in terms of abilities.. Even if it were to be reduced to S-rank, there's just the fact that it can do so many things for so long. I'm not going to allow a sentient puppet like this, especially at the rank you've tried. Beyond that, the linked vision is a no-no.. Again, it's just crammed full with all sorts of mechanisms. You didn't include a rank or range for the detection barrier, and it's got no other usage limit. Its high durability, in conjunction with its repair capability, is another bit that's excessive. Like the detection barrier, it lacks a usage limit and seems to have little to no repair time.. bar an instance in which it tanks an S-rank attack. All in all, this'll need some substantive edits to even begin to be approvable.


First CW.

Otokonoko | The Boy
Type: Weapon
Rank: A
Range: N/A
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The Boy is a human like doll which was said to at one point inhibit a child’s soul. The appearance of the weapon is that of a child like porcelain doll. Tale says that there was once a child around the age of seven who died in a terrible house fire. Along with the house the child was said to have been burnt to a crisp. There used to be rumors that instead of dying in that fire rumors say that the boy’s soul was placed into a child like doll which at the same time was also inhibiting the house. It goes on to say that the child who died in the fire had his soul placed inside of a porcelain doll or rather sealed inside of it which brought him to state of being alive or being sentient. On one of his journeys one day Sasori came across the doll which he thought fit his puppet collection just perfect. little did he know that it was more than just an ordinary doll. Usually, the weapon is normally placed on one of Sasori’s shoulder in a miniature, dormant state compared to when it is in its awakened form. When the “The Boy” is activated it grants Sasori a large array of abilities to use in combat. It is possible for the puppet to move around at its own will, but it is because it listens to Sasori that he is able to use it to his advantage. Sasori and The Boy were able to reach a mutual agreement by having the The Boy feed on a piece of his chakra each turn.

The first ability of the weapon is also a special ability the Weapon possesses which is when the weapon emits a sort of invisible, intangible chakra bubble from all directions including the ground which allows for the user sense anything before it comes in contact with something which emits up to five meters in an omni-directional manner and equal to B-rank. Let it be noted, that the barrier passively activates upon The Boy activating and drains ten chakra points each turn and can only be used twice, with the first usage being the one activated with The Boy, and if the barrier is somehow overpowered then the user can activate it again at the cost of spending an active move, but can be done alongside other functions of the user themselves. While the two do not have linked vision, it is still possible for The Boy to act on its own without much say from the user if they are preoccupied; for example, if the user is placed inside of a Genjutsu The Boy can aid him without problem, but he cannot be placed in a Genjutsu himself and cannot release the user from one. Next, is the puppet’s ability to reconstruct its body back together similar to how Sasori’s puppet body form. The Boy however does not have as much efficiency when reconstructing its body back together like how Sasori does. The Boy is capable of this due to how it possesses a somewhat alive soul it has the ability to reassemble itself similar to how Sasori can regenerate. It is only capable of welding its body back together against blows up to A-rank while it can only mold back together against Fire jutsus up to B-rank due to it being weak against Fire. If regenerating From an A-rank or below attack the user must spend a move even though the regeneration begins passively. Also, if regenerating from an A-rank attack or B-rank fire then the user must wait a turn before it can do so again, while during that period it can be destroyed by relatively simple methods ex: Any ranked attack that destroys its entire body.

Regeneration from A-rank attacks or B-rank fire can only be done successfully three times if applicable at that time. Regarding regenerating from B-rank or below attacks, they simply require spending one of the user's three allotted moves per turn. Once per battle The Boy can tank one S-rank jutsu, but at the cost of it taking one full turn to reassemble, and if this is done then afterwards it will be incapable of regenerating anymore, and can be defeated by relatively simply methods such as a basic attacks that crush its body completely and even some free-form will do. But things like Kunai and basic shuriken will still be incapable of destroying it unless they have enough force or momentum behind them. Basically any ranked attack will do. Offensive wise, The Boy’s body has been adjusted to have one sealing tag located on it. The first tag is located within its mouth and inside of it contains an elemental nature. When activating the seal the user pays thirty chakra points and selects an elemental nature. Once chosen The Boy releases from its mouth a thin concentrated beam of said elemental chakra that is capable of extending up to long range and doing A-rank damage. After using one elemental nature it requires a turn cool down before it came be used again.

Note: Can only be taught by Sasori
Note: Can use all Puppetry jutsu of the user
Note: Can start the battle already activated.


[sup]
Declined: this puppet CW can have neither seals nor barriers until you've regained Sannin rank or higher.
[/sup]

(Teikoku guntai) Imperial Armory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Imperial Armory is a technique devised by Sasori of the Red Sand, shortly after receiving his human puppet known as . Ludger possessed the innate ability to control and manipulate the Steel Kekkei Genkai with ease. Imperial Armory is essentially a technique that takes advantage of Ludger’s ability to manipulate Steel in order to further enhance Sasori’s puppets. Basically, beforehand the user will have up to four puppets max to be summoned to the field coated in a thin layer of Steel that will essentially serve as an armor to increase the puppet’s defense qualities. All of the puppets affected by this techniques are capable of defending up to A-rank damage and the Steel involved in this technique follows the Strengths/Weaknesses of the Steel Kekkei Genkai. Also, due to how this technique is done beforehand, the Steel Armory will be crafted to fit the puppet’s unique frame while not hindering it in the least, and allowing it to release its functions without a problem. If Sasori currently has his Ludger puppet on the field it is possible for him to manipulate the Steel located on the puppets in order to create spikes to attack the enemy at the cost of a move.

Note: Must be stated in User’s biography and must state selected puppets it is applied to.

□ Pending. Leaving both for Pekoms. □


[sup]Declined: just beginning to feel that I ought to cap how many passive things can be stated in your bio.[/sup]​


(Hadesu no senjō) Lightning Style/Fire Style: Hades’s Battlegrounds
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (+20)
Description: The user first slams their hands on the ground generating their fire chakra into it from Short-Long range. The fire will manifest as a low heat underground, but not enough to the point that the ground becomes dangerous to stand on. This heat serves the purpose of draining the land of its moisture causing it to become dehydrated and make vegetation nearly impossible. Mainly any liquid present in the ground will evaporate as it becomes dry in the process. Once this quick process has been done the user swiftly performs a single hand seal and focus their lightning chakra into the sky from Short-long range. By doing so, the user starts to cause a disturbance in the clouds as thunder can be heard and lightning behind it. In a quick flash, lightning bolts will strike every part of the battlefield. These lightning bolts however, only strike the land five meters around the target and ten meters from the user. Upon striking the ground, the place where the bolts strike are engulfed in a hot flames around a foot in width and extend up to a meter in the sky. It is possible for the land to be engulfed like this because of a phenomenon known as Dry Lightning that causes wildfires due to the lack of moisturization in the ground which is why they are naturally known to occur in desert like areas where it is easy to start a spark since there is little vegetation and rain. Essentially, the user will engulf the entire battlefield in a wide array of fire that makes ground movement impossible as the fires are only placed about a foot apart. Regarding the enemy, they will find themselves blocked in by flames from all directions, but can be doused relatively easy methods; basically any ranked attack since the fires are mainly free form. Along with the effects on navigation that this technique has it also serves the purpose of increasing the strength of Wind, Fire and Earth jutsu by twenty damage points. The previous mentioned elements gain a boost in power due to the affect the flames have on them causing them to be strengthened. Basically any earth based jutsu originating from the ground will be coated in flames and heated to extreme temperatures making it all that much more powerful. While with any wind jutsu when applicable, will pass through the flames engulfing making them hotter and fire based due to how wind and fire compliment each other. And fire jutsu that are made with the help of the flames are considerably stronger due to how lightning and its subsequent flames are known as one of the hottest flames to exist, fire jutsu can also be affected by simply passing through the flames themselves.

Note: Can only be used twice with a two turn cool down.
Note: Technique cannot be used if it is raining.
Note: Lasts three turns.

□ Declined. @colored, is a no. If that is the purpose of the technique, it won't be approved for that. □


 
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-Broly-

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( Senpo: Anhedonia ) Sage Art: Anhedonia
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Only useable by those Snake Sage Mode users that have achieved the use of Inorganic Reincarnation, Anhedonia is a variation of said technique though on a smaller scale due to the target of the jutsu itself. With this technique, the user uses his ability to manipulate inorganic material so that he distorts the kanj/sealing formula of any number of fuuinjutsu tags that he is aware of. This is accomplished easily and can be used on any object that utilizes Kanji/Sealing Formula that is Fuuinjutsu based in nature. Needless to say, due to the fact that Inorganic Reincarnation can only be used on inorganic material, this jutsu likewise can only be used to target said formula if it is made with inorganic material itself. So for example, a sealing formula that is made with ink, engraved in metal, the ground, or other such material is all fair game for Anhedonia. However if an opponent were to create a sealing formula with wood release or any other such natural material this technique would be unable to be used on it. By corrupting the sealing formula of these seals, the user is able to render said seals useless. The caveat to this techniques use is that the user must know the exact location of the seals he is targetting as well as knowing of the whereabouts of the kanji/sealing formula in question, so this technique is very useful against opponents the user has faced in the past. Due to the fact that the user is simply manipulating the ink or metal or what have you of the formula alone, this technique is able to be used on any formula in the vicinity that the user is aware of. Due to the fact that the user is only manipulating the formula as well as the fact that such techniques receive their rank from the power of their affect rather than the power of the seal itself, this technique is able to be used on any sealing formuia regardless of rank, unless it has been enhanced in some way. If it has been enhanced, then normal elemental interactions apply.
-Can be used 3 times per battle
-2 turn cool down in between

□ Declined. Even if you faced someone in the past, what about the seals they didn't use? Seals beneath their clothing? If you can't see it, you can't manipulate it. Also, make it usable only twice. □

(Senpo/Fuuinjutsu: Allomaternal ) Sage/Sealing Arts: Allomaternal
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: When in the act of summoning an animal, the user will make a handseal and create a sealing formula on the animal itself. This formula is imbued with natural energy that, instead of seeping into the animal itself, completely covers it like an armor. This armor of Natural Energy serves to give the animal an extra layer of protection in addition to an increased amount of power when the summon uses a physical technique, resulting in all physical attacks from the summon in question become +1 Rank more effective. In addition to this, it now takes +20 more damage than usual to cause the summon to disperse as long as this technique is active. This technique can also be used in conjunction with any technique in which the user summons an animal, such as Snake Arts techniques. When used in conjunction with such techniques, this is used in the same timeframe but still counts as a move.
-Lasts 3 turns
-Can be used 3 times per battle
-2 turn cooldown between uses

□ Declined. Fuuinjutsu requires Sannin rank. □

( Kuchiyose no Jutsu: Ekitai/Kotai ) Summoning Jutsu: Liquid and Solid
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Liquid and Solid are two snakes that are direct descendants of the Snake Sage of Ryuchi Cave and are thus extremely powerful due to the fact that they are well adapt at utilizing and absorbing Natural Energy. Despite that, they are actually extremely small, only around 3-4 inches long each. Represented by their different color patterns, Liquid is a golden blonde-ish color and Solid is brown with one eye missing. When these snakes are summoned they are actually summoned biting into the users earlobes like they were earrings that hung down towards the users shoulders. On command, they are able to bite into the user's ears, injecting their venom into the user's bloodstream. Normally, this would be fatal, however as sons of the "Boss" (the Snake Sage) their venom has properties of his. This venom is extremely similar to the venom of the Snake Sage in that it augments Snake Sage Mode when it is received. Each snake, along with it's bite, is able to immediately convert 10% of the user's main chakra pool into Sage Chakra due to the fact that the venom injected binds to the user's body as it flows through and thus begins to force the user's body to absorb Natural Energy. The snakes can only bite one time each and these bites are passive in nature, with the user able to activate Sage Mode in the same timeframe as the bites. Despite their size, these snakes are very powerful and respected, and thus can only be summoned by those with the ability to use Perfect Snake Sage Mode. Unfortunately, due to the fact that the body is being forced to absorb Natural Energy due to the venom, this can only put the user into Imperfect Snake Sage Mode, the only reason they aren't simply killed by this injection being that they have mastered Sage Mode to such a high degree. Due to their size and ability, Liquid and Solid are usually simply worn around as earrings and are kept with the user until they have both used their ability. As such, these snakes have no turn limit when summoned and are even able to bite as they are summoned so that the user may enter Sage Mode easier, using the ability of Perfect Sages to instantly enter Imperfect Sage Mode anyway.
-Only able to be used if the user has the ability to use Perfect Snake Sage Mode
-Can be summoned twice
-4 turn cooldown between complete uses (both snakes biting)

Leaving for another mod.

‡ Declined ‡ With the aid of these snakes, you can convert up to 40% of your chakra into sage chakra (if ISM can be activated in the same timeframe). That's a higher percentage than Perfect SM and it even grants the ability to enter SM instantly, something which can normally only be used once. It's a nice idea but I see what you're doing. Combined with solider pills, you'll have 960 sage chakra once you reach Kage rank again. Combined with the Med pill you're making, even more than that. Tone this down and/or add a turn limit, but currently I don't see myself approving this.
 
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Updating Kullio to become a personal summoning of Priest.

Approved Submission



Pitohui Kuchyose: Kullio - Pitohui Summoning: Kullio
Type: Supplementary
Rank: S

Range: Short
Chakra: 40
Damage: N/A
Description: Kullio is a personal summoning of Priest who during their young age, train together and play together in the mountains of Modakeke. As Priest grow, so did Kullio and even both can't be separated except when one dies. Even Priest can't release Kullio as a summoning with his own free will except he wants to go himself.
Kullio was once a small messenger Hooded Pitohui with the size of a dog. However as he grew, he became more though his size did not change. He wears a light blue armor on his back and a "Sacred" inscription on his head band tied around his neck showing their loyalty to Priest. However he is but with very large and light feathers even he as a whole is a very rare one among his species being enormously lightweighted which naturally grants him immense speed twice that of its summoner. To make him more of an equal companion in terms of physical appearance, Kullio would sometimes transform into a fully grown, but rather sadistic man, also wearing the same attire as Priest, but in reverse color. He would also bear Priest's crucifix around his neck. He can communicate with his summoner telepathically and through Pitohuian Language.
Abilities:
♦Kullio is also known as the store keeper being very skilled with sealing art using its body(stomach) and can store very large amount of items in his body by swallowing them though this does not in anyway increase his weight albeit his prowess in fuinjutsu . Anything he swallows is frozen in time and can only escape using space time or if he releases them himself through regorgitation. The summoner can aswell hide inside Kullio and while inside, his chakra signature is completely hidden from the outside world.
♦Kullio is a master of fuinjutsu, able to use Fuinjutsu upto S-rank. Those that require handseals would require a gesture from his hood. His offensive fuinjutsu techniques or techniques that are targeted towards a target be it offensive or supplementary, passively would not affect the user while his defensive fuinjutsu could be made to also shield the user if he's in close proximity. Also the user's fuinjutsu techniques would affect Kullio as aforementioned. This is due to the mutual connection between them.
♦He also has some amount of neurotoxins though not enough to kill but can cause paralysis. Paralysis from his neurotoxin only lasts for 2 turns.
♦When in bird form, he can't be ridden as he's small(like Akamaru) and very light but can perch on its summoner's head without any stress/load on the summoner or hide within his cassock.
Note:
† Except for the summoner that can hide in Kullio while he's
alive and sound, Kullio can only swallow/seal opponent that are weak and at the brink of death, depleted of chakra, paralized/passed out and thus can not swallow opponent that are well and able to fight. Except for the user, those that are swallowed would gradually have their chakra drained into Kullio's infinite sealing space, some of which can be transferred to the user when he is also within Kullio.
Sealing Techniques used would count as move from the user's move slot. Swallowing and regorgitaion sealing counts as a move each and cannot be used on techniques. The swallowing sealing[\b] itself is A-Rank.
Transforming to human form requires one to post the "Henge" technique and counts as a move
† Priest's personal summoning


[sup]Update Declined: LoK has said no to having a contracted animal able to use Fūinjutsu in conjunction with the Ninjutsu bio specialty perk.[/sup]​


Fuinjutsu: Archne no Onchō - Sealing Art: Grace of Arachne
Type: Supplementary
Rank: A
Rnage: Short-Long
Chakra: 30
Damage: N/A
Description: Using the concept of but to a more indept level, the user after 3 handseals forms a moderately big non-physical barrier backpack in the form of a large spider. Immediately the spider is formed it disperses into countless of mini sized(1mm) spider barriers that spread outwards and around. The spiders however, would be drawn to foreign chakra networks, moving towards any living being within the field at adaptable speeds which can not exceed that which the living being is moving. They would converge and attach to the target's muscles. Immediately upon attachment, the spiders would become tangible and constrict on the muscles, working in a similar way to "Sealing Technique: Muscle Paralysis". The constriction is not painful nor noticeable albeit unti its effect on the target when they try to move past their base speed. It would make the target slower, restricting them to only their base speed. Furthermore, the target would not be able to perform above C-rank taijutsu without risking a muscle sprain and torn muscles if A-rank and above Taijutsu is attempted. The spider once they become tangible, can be overcome by S-rank technique suitable in flushing them out.
NOTE
-3x per battle
-Last until they are defeated
-No S-rank Fuinjutsu the turn after this is used
-Requires Advanced Fuinjutsu Mastery

‡ Declined ‡ No to the adaptable speed, they also need a turn limit.

Kemono no Shinjō, Zero - Creed of the Beast, Zero
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: Due to fighting alongside his summoning for a very long time, the user had come to interact freely with his summoning, making both parties have a special bond and favoring them in every way. The summonings too also return the favor. This is a special seal that is marked "zero" on the back of the user's hand. A total of two seal can be had, one on each hand and this can only occur when the user has summonings that meet the criteria for the sealing technique. The seal is specifically meant to be a storage/reservoir for something from the summoning of the user which the user himself can not control given to the user to seal in large quantity in an infinite container. A typical example is the Toads of Myobokuzan has abundance of oil and they would give the user to store. What a summoning may give varies and depends on their inate abilities. For example, snakes donates their venom in liquid form, summoning with gaseous toxins would donate theirs. However this seal is only meant to store and summon the substance and can not be manipulated further with this jutsu. The substance is only meant to be used or be a supplement to another jutsu (would be made separately). Summonings eligible for this feats are those that has something that is quite exclusive to them like ink, bubble, oil, toxins/venom etc they possess in liquid and gas form only.
NOTE: User only stores and summon but not able to create the substance by themselves
NOTE: Must be placed on the bio if the user has the required summoning. Up to two separate substances can be stored in the seals, one from each summoning and one in each seal. If the user has only one summoning with the requirement, then he only has one seal. Only one of the seals can be in use per match. If more than one summoning can be used(in special cases) per match, then both seals can be used.
NOTE: Summoning the stored substance is passive as it can only be used with other jutsus which would be submitted
NOTE: Must have Fuinjutsu Mastery

‡ Approved ‡ Nice work.

Raiton: Seishin Okurimono - Lightning Style: Gift of the Spirit
Type: Supplementary
Rank: B
Chakra: 20(-5 per turn)
Damage: (Depends on the rank of the taijutsu/movement causing the drag.)
Description: The user focus lightning chakra into their skin. Albeit the invisible presence of dense lightning chakra now coating the entire skin of the user, the actually lightning current is rather scarce. To call up the lightning current, there must be a drag between the body and the surrounding air and the more the drag, the powerful the lightning current able to be accumulated. The lightning chakra once released, is sentient thus the user has no control of the lightning output as the lightning output would now depend on the drag the user causes. This is particularly useful for taijutsu because taijutsu requires movement which cause the body to rub against the air. This makes it so that after activating this technique, the lightning output passively manifests whenever one throws a punch, kick, runs, spin, though this would also depend on the force behind the drag thus the rank of the lightning output would depend on the rank of the taijutsu movement. If the taijutsu/movement is B-rank, the lightning output would carry a B-rank damage etc. If the taijutsu movement is freeform, the lightning output only adds +20 damage and shocking effects to the taijutsu. The appearance of the lightning output is also focused on the part of the body making the drag. If only the arm is causing the drag, then the lightning output is only focused around the arm. If the entire body is making the drag. Then the lightning output is focused around the entire body.
Last 4 turns unless deactivated. Usable 3x per battle with a 2 turns rest in between usage. No wind jutsu that originates from the user's body while active

Declined - sentient lightning... which is pretty much just a form of lightning tai in a way which has been done in countless way of cannon or custom
Raiton: Seishin Okurimono - Lightning Style: Gift of the Spirit
Type: Supplementary
Rank: B
Chakra: 20(-5 per turn)
Damage: (Depends on the rank of the taijutsu/movement causing the drag.)
Description: The user focus lightning chakra into their skin. Albeit the invisible presence of dense lightning chakra now coating the entire skin of the user, the actually lightning current is rather scarce. To call up the lightning current, there must be a drag between the body and the surrounding air and the more the drag, the powerful the lightning current able to be accumulated. The lightning chakra once infused, is dormant and the user has no control over the lightning output as the lightning output would now depend on the drag the user causes. This is particularly useful for taijutsu because taijutsu requires movement which cause the body to rub against the air. This makes it so that after activating this technique, the lightning output passively manifests whenever one throws a punch, kick, runs, spin, though this would also depend on the force behind the drag thus the rank of the lightning output would depend on the rank of the taijutsu movement. If the taijutsu/movement is B-rank, the lightning output would carry a B-rank damage making both attack become a collective A-rank etc. If the taijutsu movement is freeform, the lightning output only adds +20 damage and shocking effects to the taijutsu. The appearance of the lightning output is also focused on the part of the body making the drag. If only the arm is causing the drag, then the lightning output is only focused around the arm. If the entire body is making the drag. Then the lightning output is focused around the entire body.
Last 4 turns unless deactivated. Usable 3x per battle with a 2 turns rest in between usage. No wind jutsu that originates from the user's body while active

‡ Declined ‡ This doesn't feel logical.
 
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pop123

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Sukaidoragon'appā) – Sky Dragon’s Upper
Type: Attack, Defense
Rank: B
Range: Short
Chakra: 20 (-5 per turn)
Damage: 40
Description: Wendy focuses her wind chakra on either hand and forearm to form a small hurricane around it to either attack or block a physical attack. The small hurricane can be expanded to take on attacks of equal rank. It was designed especially to counter Taijutsu attacks coming from the sky even in combination with other physical attacks. The user can also pass this on to another limb, fitting itself like a wrist or ankle band, including the leg/foot incase another attack of the same kind comes toward the target or if the user fails to hit said target by avoiding the attack.

-Lasts for three turns.
-Can only use wind and wind-related techniques while having this active.

( Sukai doragon no amanogawa v 2) – Sky Dragon’s Milky Way v2
Type:Defense
Rank: B
Range:Short(Moves target up to long-range)
Chakra: 20
Damage: (10 from a single barrier)
Description: Against multiple targets, Wendy will form with her arms spread out, 4 wind barriers to contain said targets before moving them in a counterclockwise direction, causing the barriers to contract inward, moving them away from her and toward the direction they came from.

-Can only be used four times per battle
( Sukai doragon no doragonfōsu) – Sky Dragon’s Dragon Force
Type: Defense, Attack
Rank: B
Range: n/a
Chakra: 20(-10 per turn)
Damage: n/a (+10 to Kenjutsu)
Description: This user will form white scales made of wind chakra on their hands, feet, and back which spring. Wind is constantly expelled from the user’s body that gives off a terrifying roar like that of a dragon’s. The scales on the hands and feet are smaller than the ones on the back and are durable enough to catch objects such as attacks with spin such as the Inuzuka’s fang over fang or a sword strike that adds a spin to it. The user can also wield these scales that resemble medium, curved/boomerang-like blades to deflect attacks of equal rank and below, following strengths and weaknesses. They are about a meter long and can be used as substitutes for kenjutsu techniques, increasing their cutting power significantly. While in this form, the user’s wind jutsu gain an increase in range.(Short->Mid->Long) As a cosmetic, the user gains pink eyes together with longer pink hair, that curves and points upwards.

-Lasts for four turns
-Can only be used once per battle

□ All Declined. As a Chunin, you can only submit up to C ranks. □
 
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ReXii

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(Hiraishin: Sūpārōringusandādansu sanka) - Flying Thunder God: Super Rolling Thunder Dance Participation
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is a variant of the flying thunder god technique in which Minato makes usage of his three primarily used elemental abilities of lightning, fire and wind. It begins with Minato dashing in a burst of speed using the body flicker technique in a unique way to encircle his foe while dashing in the circle Minato will drop nine of his flying thunder god marked objects to form a large circle around the opponent, each of these flying thunder god marked objects will be charged with elemental chakra individually, leaving 3 objects marked in the circle of each element by the time he has completed the circle around his opponent via the body flicker. Upon completing the circle Minato will make a string of four handseals to activate miniature versions of the space/time barrier technique that will fire a raw blast of each element from the relevant flying thunder god marked objects all of these blasts will be formed in such a way that they will create a large dome of linked chakra in a 360 degree radius around the opponent that will converge on said opponent very rapidly in a triple elemental blast. While the opponent most likely can't see the fact that they are surrounded on all sides this techniques combination creates a very loud thunder crack sound due to the mixing chakra natures of fire wind and lightning making it rather tell tale that the technique surrounds them, however the incredibly loud sound of a converging thunder crack will also deafen the opponent for two turns after it's usage and easily rupture the ear drums leading to a loss of balance and general reactions dropping the opponents speed by 3 ranks from his base speed and effecting his reactions in the same way.
Notes:
-Can only be used by those who have a bio capable of using FTG
-Can be used with any FTG marked object as a medium such as a kunai.
-May only be used twice per battle
-No forbidden ranked jutsu the same turn this is used
-Only teachable by ReXii

(Hiraishin: Fantomuburēdo no gurandogēto) - Flying Thunder God: Grand Gate Of The Phantom Swords
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A (Freeform level damage if the swords land on opponent)
Description: This technique is a unique take on the howling phantom swords ability. Having learned the use of the howling phantom swords ability Minato noticed it's one drawback was the lack of speed in summoning the initial swords along with the lack of range they could be summoned at. Hoping to put this weakness aside Minato devised a unique way to summon weaker versions of the Aqesiro swords from the Armigers Arsenal variant of the howling phantom swords. During a battle Minato will place a unique version of his FTG seal on any object that can hold the seal, having done so he will make a single handseal, opening a unique version of his space time barrier technique. This barrier instead of absorbing techniques is actually designed to release them, and that is exactly what it does. This technique will release one thousand versions of the Aqesiro blades, that will cover the entirety of the battlefield even if used on ground level the huge dimensions of the seal can cover an entire battlefield releasing the blades within one third of a meter of each other capable of filling the battlefield entirely. These blades function in exactly the same manner as Aqesiro and have the same abilities. However the strength of the blades are considerably weaker with each blade only being able to withstand D ranked damage compared to a single full Aqesiro being able to handle S ranked damage. Other than that the blades are entirely the same, including the special ability of Aqesiro.
Notes:
-Can only be used by those who have learned howling phantom swords and armigers arsenal and have a bio capable of using FTG
-May only be used twice per battle
-No forbidden ranked jutsu the same turn this is used
-Only teachable by ReXii

(Hiraishin: Akatosh No Taron) - Flying Thunder God: Talon Of Akatosh
Type: Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This technique is a unique take on the space time barrier technique. However is used on a far smaller scale but requires a lot less preparation time. The ability relies on the user making a physical attacking motion to open a localized space/time barrier around him, that can vary in size from roughly the same size as a persons body to being pin sized, depending on the users needs. The barrier is opened by making a swinging motion and once opened will absorb matter in the same way as the space/time barrier technique. However this techniques advantage comes from it's ability to create quick openings for the user, for example by slashing a small barrier in front of a great majestic fire annihilation the user will only absorb enough in the barrier to allow him to have created something akin to a door that he himself can fit through in the majestic fire annihilation. The technique is a lot more subtle thanks to it's small scale meaning on larger techniques the opponent would be unable to notice that the barrier is opened unless he had a visual dojutsu capable of seeing chakra. Unlike the space/time barriers original version techniques that enter this barrier can not be redirected at will, instead they are simply lost in the space/time continuum for all eternity. Making this technique weaker, and smaller scaled than the space/time barrier but at the same time much faster and more effective in certain situations.
Notes:
-Can only be used by those who have a bio capable of using FTG
-Can be used with any FTG marked object as a medium such as a kunai or even the users limbs.
-May only be used thrice per battle
-No forbidden ranked jutsu the same turn this is used
-The technique essentially behaves as a shield against techniques capable of stopping any kind of jutsu including streaming type techniques since the space/time shield will remain active as long as the user wishes.
-Only teachable by ReXii

‡ All Declined ‡ You need to be a Sannin to use Minato's abilities or submit customs based on them.
 
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Jinbei

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(Katoni: Minami Reiji) | Fire Release: Aggravate
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: This technique alters future used fire techniques that produce flames, so that gyrations will be added to the fire and more importantly, the heat that it produces. As Fire has virtually no real mass, any kind of gyrations would normally be useless, however this technique plays off of concepts behind natural phenomena, such as dust devils, and seeks to apply it to flames. As one would know, the density of air shifts depending on temperature, as does its density, as air expands at higher temperatures and contracts at lower temperatures. Furthermore, convection demands that hotter, less dense air, is displaced by cooler, denser air. It is through these principles that dust devils - spontaneously formed tornadoes created by circulation of hot and cold air on sunny days, are formed. This technique then would seek to manipulate flames, and the heat produced by flames, so as to cause the surrounding air to spiral in on the flames position. These spiraling air currents will exert a powerful suction that will have a two-fold effect. Firstly, the suction will draw unsuspecting enemies towards the fire, thus making fire techniques harder to avoid. (Neutralises B ranked and below propulsion forces within short range to nullify evasions). Furthermore, the suction will drag in large amounts of fresh oxygen while dispersing carbon dioxide more quickly, as a result affected fire techniques will burn stronger and increase in size, gaining a rank increase in their effects or twenty damage boost in the case of S-Ranks and above.This effect is clearly visually visible, as the fire will swirl and warping air currents will be visible around it, with affected fire techniques looking vaguely similar to flaming tornadoes/ tumbleweeds, instead of the standard pillars, streams or fireballs. The user and their allies, however, will be barely affected by the winds, as it is their chakra creating this effect. Once activated, fire techniques that this applies to will have an increased chakra cost of +10, and on account of it lacking any independent uses, this technique can be activated virtually instantaneously, in the same timeframe as another technique, and lasts four turns each usage. It is also effective on Fire based KG/CE that produce flames/heat, and naturally, the user can make a conscious decision to not apply this effect to a released technique should they so wish.

Note:This technique can only be used twice, and has a cooldown of two turns between uses.

‡ Declined ‡ The bolded is illogical, as the winds are a byproduct of air being heated and not direct manipulation. Even if it was, it would affect allies and not the user. But it isn't, so remove that entire line. I imagine this would potentially backfire if this is used on streams and flamethrowers, so mention that. Make the description for the basis of the technique more concise without removing essential parts. Increase this to A-Rank and add a chakra cost. Add the +20 to the damage portion of the technique.

(Ninjutsu: Ragunaroku Setsuzoku ) | Ninja Technique:The Ragnarok Connection
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: This is a passive technique that can be passively applied to alter future familiars of higher sentience created by the user. Familiars are a product of the users chakra, and therefore effectively operate as an extension of the user and the users chakra in and of itself; this technique seeks to passively strengthen and exploit this intrinsic chakra-based connection between a familiar. Through amplification and exploration of this connection, two major effects are achieved. The first is that familiars will be capable of sustaining techniques in place of the user. Techniques that the user would normally sustain can instead have their management handed over to the familiar in question, provided that the element matches. For instance, a earth familiar could not sustain a lightning technique for the user, but they could sustain a earth technique for them, freeing the user up to use other techniques. When a familiar vanishes, the technique that it is sustaining for the user will also disappear, therefore this carries a risk of having techniques that have not fully run their duration expiring prematurely (I.e, if the user uses a technique that can be sustained for five turns, and then creates a familiar on the next turn to sustain them, should the familiar only have a duration of two turns then the duration of the original technique will have been reduced from five to three, as the sustained techniques duration is now linked to the familiars.).The second ability granted, is that boosts and alterations activated by the user will also apply to techniques used by the familiar should they be of the corresponding element - for instance a water boost activated by the user that boosts water techniques, would also link in to benefit the familiar, boosting their water by an equal amount to or applying the same alteration. This applies to boosts and alterations used both during and after the creation of the familiar, and the inverse is also true for both abilities, should a lightning familiar activate a lightning boost then the user will also benefit from the boost, as the familiar, boost, and user all share the same chakra, and as a result Ragnarok connection inexplicably links them. The Ragnarok connection can also apply to summon and summoner, working through a similar principle as both summon and summoner are deeply connection by chakra. The Ragnarok Connection can only be applied to one familiar and one summon at a time, as attempting to apply it to more than one of each at the same time has been known to weaken the connection to an extent that it becomes unreliable and faulty. Also, if the familiar or summon has a chakra cost, then the ragnarok connection will double the initial chakra cost used to call them to the field. Once the user has applied the Ragnarok connection to a familiar, then the user must wait until four turns after that familiars expiration before applying it to another familiar. The same restriction applies for Summons, although the user can apply it to both a familiar and summon at the same time.

Note: Each Version can only be used three times per battle, with a maximum of four uses.

‡ Declined ‡ No to the linked duration, remove the ability to use this on summons, I'm also not a fan of techniques being given to the familiar to sustain. It just doesn't feel logical without some mechanism behind it. I don't mind if it's something like the familiar physically merges into the technique to sustain it (up to it's original duration, rather than increasing it). Overall though, it's a cool idea.

Zepar's Diadem
Type: Weapon
Rank: S
Range: N/A
Chakra: The cost of the techniques consumed
Damage: N/A
Description: The diadem is a legendary artefact, designed by Zepar, a genjutsu specialist of myth, in order to augment and strengthen the power of his mind-related techniques' range. The item's ability is an equivalent exchange; the diadem will increase the power of an illusion but at the price of postponing when the ability will take place. In other words, the user will proceed to create a genjutsu as normal but when wearing the weapon, the chakra will proceed to be stored on the diadem where it will grow in power for at least two turns of the battle. The diadem will mutating into a different, stronger "fermented" chakra (the turn where the user stores the technique and the next turn, which belongs to his opponent ). Once the fermentation of the chakra is complete, the user will have the power to select at what moment the illusion will be released through mental command but the diadem will work as the medium through which the genjutsu is cast. The diadem absorbs the chakra needed for the casted technique instantly, in the same fashion one would conduce chakra through a kunai. Up to two genjutsus may be stored at any given time and the user is free to select which of the two will be applied first. The fermented genjutsu will have either it's range increased by a range or an increase of one rank in power.
Incidentally, if foreign chakra intrudes upon the user's chakra flow, the diadem will release any fermented genjutsu available if any are available. If more than one technique was prepared, the first one of the two will be released automatically. Despite this defensive trigger, the user will remain afflicted by the foreign chakra and will succumb to it's effects.

Note: The Diadem absorbing the required chakra will count to the user's three moves per turn and the chakra cost will be tallied the moment the fermentation starts. When the genjutsu actually takes place, it won't count as one of three.
Note: Despite being able to host two techniques, only one technique's worth of chakra can be fermented at any given time. As a result, the user won't be able to share any chakra with the artefact until his previous commanded genjutsu is available for use. The second genjutsu's fermentation will start two turns after the chakra was absorbed for the first one.
Note: The user must decide what genjutsu will be used at the moment of conceding the chakra to the Diadem. Once it's decided, the fermentation will start and by no means can the genjutsu be swapped with another.
Note: Only one genjutsu can be applied by the Diadem per turn and it won't be able to employ the second one until the user's own next turn.
Note: In case the situation demands it, the user is able to call back the diadem's chakra back to his own body but the genjutsu technique will be lost. Albeit the fermented chakra enters the user's body, as it spreads through his body the special properties will mix with the rest and eventually lose the extra power. As a result, if the user calls back the chakra, the chakra won't increase the power of any techniques used; it will only refund the user's chakra.

‡ Declined ‡ Too many things here I can't allow. Boosted range for genjutsu,
boosted rank (the most concerning one) and finally the instant casting.
 
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Flash

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(Kuchiyose no Jutsu: Boa Hancock) | Summoning Arts: : Boa Hancock
Rank: A
Type: Summon
Range: Short
Chakra Cost: 30
Damage Points: N/A (Depends on the technique)
Description: The user will either form the seals for summoning, or through the Summoning tattoo, or any other way that is possible, summon the snake princess, Boa Hancock, who is known for her beautiful magenta purple and matte black body. Being a boa constrictor, her scales are quite tough and strong for a summon of her rank, being able to withstand up to C-Rank damages without any bruise on her body. Her eyes, cold and lustful, have a deep blue pupil surrounded by white sclera, which makes her eyes visually appealing. She has a high opinion of herself, which is why she prefers to psychologically play with her opponents, rather than go for a direct kill. She forms a special bond with her summoner most of the times, since only a few are able to summon her, and is occasionally seen flirting with them (yes, she can speak the human tongue). Over the period of time, she has mastered three key skills or abilities that she puts to use in her daily routine.

Wakai niku: Being a snake, in her usual form, she is no more than 5 meters long. However, with a secret technique, she has learnt to alter the shape and size of her own body at a quick speed. She can go as small as a half meter snake, to as big as the biggest canon B-Ranked snake. Taking this ability to the next level, she has learned to transform into a human. And when she does, she looks like a woman in her early twenties, standing 6 feet tall in height. She sports long jet black hair and dresses herself up in a magenta purple outfit. Once in this form, she can fight and walk around like any other human, and can even partially transform her limbs back to snake's body.
Note: Changing form counts as a move.
Note: Every change costs 15 chakra points.
Note: Partial transformation costs 10 chakra points.

Me no yoku: Boa is highly skilled Genjutsu practitioner. She has the knowledge of all types of genjutsu that the user knows (up to A Rank). Her poison (she is a non-poisonous snake) is replaced by a special, odorless and colorless gas, which she can release (has an effect up to Mid-range max) from her mouth and control its path. On inhalation (even in small quantities), the gas can cause the targets to hallucinate as they fall into the effects of the gas. The gas when inhaled, will first mess with the chakra circulatory system before changing the color of their bodies to light purple. The targets will lose their chakra control, losing control of any active techniques or modes deployed (or currently active) by them. The gas can be detected by doujutsu user and chakra sensors alike. The gas can be blown away by a strong gust of wind (above C-Rank), which would make it lose its properties.
Note: Breathing gas counts as a move, and requires 30 chakra points.

Tsuyoi chi: Boa being a constrictor snake, is a naturally skilled in Taijutsu. In her snake form, she can easily wrap around a target and break through up to S-Rank defenses while constricting the target. Killing a defenseless ninja is obviously a piece of cake. On the other hand, being in her human form allows her to use Taijutsu moves that the user knows (up to the user's rank). She is also very skilled in weaponry usage.
Note: Taijutsu moves does not include EIG
Note: Wrapping around targets and breaking defenses is a passive ability.
Note:
- Can be summoned twice if not hurt.
- Stays on the field 5 turns.
- Boa Hancock can stay indefinitely on the battlefield if the user specializes in Ninjutsu.
- Boa has her own chakra pool. She boasts of having half of the user's base chakra (based on rank).


[sup]Declined: too many abilities and fields. In general, a contracted animal can use only one field.[/sup]​


Based on the following technique -

(Ninjutsu: Ōdin no Kami Bijon) | Ninja Arts: Odin's All Seeing Eye
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: 15
Damage Points: N/A
Description : This passive technique gains influence from its parent technique, Perception Of An Ugly Old Chameleon. During the performance of a barrier fuuinjutsu, the user will imbue it with a special property. Similar to the parent technique, whenever foreign chakra enters or is used within the barrier, it's colour will change to reflect the affinity. The entire barrier will take on a translucent hue, rather than become completely opaque, so it will still be possible to see inside/outside of it. The barrier will retain that specific hue until the foreign chakra technique is neutralized or the opponent uses another technique, in which case it will return to it's default transparency or change to the new colour respectively. Fire will give the barrier a red hue, Lightning will be yellow, Wind will be green, Water is blue and Earth is brown. For advanced and customs elements, they will be a mix of these colours (e.g. the barrier would be half-blue, half-brown for Wood Release). Activation of this technique occurs in the same time-frame as the barrier it's applied to.

Notes:
- Can only be used four times
- Technique can provide details about multiple targets within the barrier

□ Declined. What does the last note mean? It's not clear. □
 
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Houdinii

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(Katon: Doubutsushi Ru-retto)-Fire Release: Fauna Roulette
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will form two hand seals and focus their chakra into an existing source of fire or fire technique. By doing so they will manipulate the shape of of the fire technique, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The bigger the animal the denser it becomes, being able to interact with solid objects. The smaller they are however the quicker and more agile the beasts. When formed the beast is able to utilise abilities that the source technique had while active, if the user wishes.

Notes:
~Cannot be used in consecutive turns
~Can only be used three times and each usage lasts for four turns
~Can only be taught by xHoudinii

Both Approved
~Updating

(Katon: Doubutsushi Ru-retto)-Fire Release: Fauna Roulette
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user will form two hand seals and focus their chakra into an existing source of fire or fire technique. By doing so they will manipulate the shape of of the fire technique, forming it into one of various sentient animals that can attack or defend for the user. The creature passively feeds off of the users chakra to keep both their shape and autonomy. The bigger the animal the denser it becomes, being able to interact with solid objects. The smaller they are however the quicker and more agile the beasts. When formed the beast is able to utilise abilities that the source technique had while active, if the user wishes.This technique has the default power of an A rank technique, however if used on a currently active justu this technique will take it's power from the original jutsu. The two techniques do not stack however and the original technique will disperse.

Notes:
~Cannot be used in consecutive turns
~Can only be used three times and each usage lasts for four turns
~Can only be taught by xHoudinii

□ Declined. Keep the original. □

~Updating the notes for clarity

(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground a simple C rank stone golem will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii

Approved - but you didn't really change a thing o_O
~Small update

(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground two simple C rank stone golems will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii

□ Update Approved. □
 
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Drackos

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(Mure Chinō) – Swarm Intelligence
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Swarm Intelligence, or more commonly known as the Hive Mind, is a passive technique, or state, derived from a Scarab’s ability to match their chakra signature with that of their summoner’s and flow their chakra through the user. Swarm Intelligence is activated whenever a Scarab with Hive Mind characteristics is summoned to the battlefield and naturally matches its chakra signature with that of the user. By matching the Hive Mind Scarab’s chakra signature with that of the user, the user is effectively integrated into the Scarab hive mind; this allows the summoner to share information, intelligence, and communications with all Scarabs in the hive mind simultaneously. When activated the user’s tracking and reaction capabilities will be enhanced by .25x the user’s base for each Hive Mind Scarab present on the field and integrated with the user. This enhancement is limited to a maximum of a 3x increase. This ability is shared among all Hive Mind Scarabs; as such should one scarab be present on the battlefield and is then dispersed this technique will be deactivated. Likewise it is instantly activated when a Hive Mind Scarab is summoned to the field.

✪ Leaving for Detective L ✪

□ Declined. I am okay with it being passive, but it needs a turn limit and also willing for it to go for a 2x increase max. □

(Scarabaeidae Kuchiyose: Kurayami Eien) – Scarab Summoning Technique: Darkness Eternal
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This technique summons a fifteen .5mm Scarabs; unlike many other summonings Darkness Eternal summons this small hive mind swarm beneath the clothing of the summoner and will be hidden from normal sight and detection. The swarm is programmed to divide the burden and chakra cost of ninjutsu; essentially it supplements the user’s own chakra with its supply, thus lessening the burden. D-Rank techniques are lessened by five chakra, C-Rank to A-Rank techniques are lessened by ten chakra, and S-Rank and above techniques are lessened by fifteen chakra. While the chakra expenditure of the user is lessened these techniques themselves do not possess numerically less chakra; they are simply supplemented by the Scarabs’ collective pools. This constitutes a beneficial relationship and allows the Scarabs to assist the user in molding chakra. Techniques which require hand seals are reduced by one effective hand seal; techniques which require a single hand seal become replaced by hand motions and movement.





Declined: I want there to be some sort of turn limit to this. And no, to the last line.



(Mure Chinō) – Swarm Intelligence
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Swarm Intelligence, or more commonly known as the Hive Mind, is a passive technique, or state, derived from a Scarab’s ability to match their chakra signature with that of their summoner’s and flow their chakra through the user. Swarm Intelligence is activated whenever a Scarab with Hive Mind characteristics is summoned to the battlefield and naturally matches its chakra signature with that of the user. By matching the Hive Mind Scarab’s chakra signature with that of the user, the user is effectively integrated into the Scarab hive mind; this allows the summoner to share information, intelligence, and communications with all Scarabs in the hive mind simultaneously. When activated the user’s tracking and reaction capabilities will be enhanced by .5x the user’s base for each Hive Mind Scarab present on the field and integrated with the user. This enhancement is limited to a maximum of a 2x increase. This ability is shared among all Hive Mind Scarabs; as such should one scarab be present on the battlefield and is then dispersed this technique will be deactivated. Likewise it is instantly activated when a Hive Mind Scarab is summoned to the field. This technique's duration is bound by the Scarabs' presence on the battlefield.

Turned this one into a Summoning Technique.

□ Approved. □

(Kurayami Eien) – Darkness Eternal
Type: Supplementary
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Darkness Eternal is a technique to be used on Hive Mind type Scarabs; it is one of the simplest programming techniques used on Hive Minds and can be applied instantly to Scarabs bound to the user. This technique is programmed to enable Scarabs to divide the burden and chakra cost of Ninjutsu; essentially it supplements the user’s own chakra with its supply, thus lessening the burden. D-rank techniques are lessened by 5 chakra, C-rank to A-rank techniques are lessened by ten chakra, and S-rank and above techniques are lessened by 15 chakra. While the chakra expenditure of the user is lessened the techniques themselves do not possess numerically less chakra; they are simply supplemented by the Scarabs’ collective pools. It constitutes a beneficial relationship and allows the Scarabs to assist the user in the molding of chakra. This technique’s duration is bound to the Scarabs of which it is applied, and in addition to it not stacking, it can only be applied to one Scarab summoning at a time.


[sup]Approved: slight edit to the last sentence.[/sup]​


(Scarabaeidae Kuchiyose: Shishīen) – Scarab Summoning Technique: Four Symbols
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The Four Symbols, or Sì Xiàng, derives its name from the mythological Chinese constellations: the Azure Dragon of the East, the Vermilion Bird of the South, the White Tiger of West, and the Black Turtle of the North. Likewise, this technique summons four Scarabs; each Scarab represents its respective creature with the color on its back and possesses a unique name. Meng Zhang possesses an Azure back, Ling Guang a vermilion back, Jian Bing a white back, and Zhi Ming a black back. The Four Symbols are considered legendary within the Scarab species as Hive Minds; as such they are naturally capable of collective communication with one another as well as able to match and flow their chakra signature to their summoner. Each of the Four Symbols is a relatively small 25mm sized Scarab; generally they rest beneath their summoner's clothing and kept hidden away. While individually the Four Symbols are quite weak in nature, they are capable of collectively outperforming skilled shinobi. By pooling their resources and intellect they are capable of collectively molding chakra far better than a skilled shinobi; this effectively allows the Scarab to take their ability of matching and flowing their chakra through their summoner to a superior level. Collectively the Four Symbols possess a tendency toward Fire and as such are capable of utilizing Fire Release up to S-Rank without the need for handseals. Because their chakra naturally flows in tandem with their summoner’s this Fire cannot burn the summoner, leaving their summoner unharmed when the Four Symbols attack. While generally the Four Symbols remain under their summoner's clothing these Scarabs are capable of moving at the speed of a Sannin ranked Shinobi. Once summoned the Four Symbols remain on the field for four turns and can only be summoned once.

‡ Declined ‡ On request.
 
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RuckenTM

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Changed Ninjutsu naming, discussed with you, & followed your implications. :)

(Shiryō Ninjutsu - 飼料忍術) --- Scavenge Ninja Techinqies
Type: N/A
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Scavenge Ninjutsu (Shiryō Ninpo - 飼料忍術), simply put, is a style of non-elemental ninjutsu that utilizes the hay and straw. Created by farmers, the style uses chakra to harness the properties of hay and straw to enhance earth release or simply maim their opponents with shreds of dry stalk needles, each use is uniquely versatile. While this ninjutsu is a branch within types of jutsu as, (Ninpou: Gekka Bijin) - Ninja Arts: Beauty Under the Moonlight, where the user manipulates countless flower petals to surround, confuse and blind their opponent. [ ]

This non-elemental ninjutsu in nature, is considered a specialized form of basic ninjutsu. The ninja uses chakra-infused Straw/hay to summon many more conjunctions of straw/hay forms. They can control and reshape even parts of their body with straw/hay at will, making such forms as weapons for attack, straw/hay airplanes for quick transport, or simply covering their enemy in bales of hay/straw, restricting and asphyxiating them. This while also allows seismic resistance, a more advanced art of use would be drawing nutrients from plant-based attacks. This enables Scavenge Ninjutsu to turn dry stalks of plant-based releases into sources for more Scavenge techniques.

Like other types of non-elemental ninjutsu; smoke, paper, and Ink. Scavenge exhibits a prominent weakness against lightning/ fire based elements. Due to interactions against dry substances, its intense blazing temperature leaves Scavenge jutsu encountering with it most likely burning upon contact or when faced with flames, it will sink through the flames turning into ash then after passing. Scavenge is equal against earth/plant based elements during its clashing with Scavenge, for its more as refurbishment than damaging, because it drains the nutrients of those elements, making earth crumble to soil and wood to lose it’s nutrients. However, Scavenge Ninjutsu isn’t directly strong against Wood and Earth, but its prominently potent against them when the user summons wheat forms to emerge from the wood or earth release encounters. This form of specialized Ninjutsu, will be as strong as basic ninjutsu, therefore is respectively weak to all-other elemental natures.

Notice: Must be stated on Biography. Users will either have to only manipulate existing Straw forms. With either a nearby straw source; or carry around a gourd of straw, straw raincoat, or make a separate technique for summoning it.

You will need NK to check this as you discussed it with him
(Shiryō Ninjutsu - 飼料忍術) --- Scavenge Ninja Techinqies
Type: N/A
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Scavenge Ninjutsu (Shiryō Ninpo - 飼料忍術), simply put, is a style of non-elemental ninjutsu that utilizes the hay and straw. Created by farmers, the style uses chakra to harness the properties of hay and straw to enhance earth release or simply maim their opponents with shreds of dry stalk needles, each use is uniquely versatile. While this ninjutsu is a branch within types of jutsu as, (Ninpou: Gekka Bijin) - Ninja Arts: Beauty Under the Moonlight, where the user manipulates countless flower petals to surround, confuse and blind their opponent. [ ]

This non-elemental ninjutsu in nature, is considered a specialized form of basic ninjutsu. The ninja uses chakra-infused Straw/hay to summon many more conjunctions of straw/hay forms. They can control and reshape even parts of their body with straw/hay at will, making such forms as weapons for attack, straw/hay airplanes for quick transport, or simply covering their enemy in bales of hay/straw, restricting and asphyxiating them. This while also allows seismic resistance, a more advanced art of use would be drawing nutrients from plant-based attacks. This enables Scavenge Ninjutsu to turn dry stalks of plant-based releases into sources for more Scavenge techniques.

Like other types of non-elemental ninjutsu; smoke, paper, and Ink. Scavenge exhibits a prominent weakness against lightning/ fire based elements. Due to interactions against dry substances, its intense blazing temperature leaves Scavenge jutsu encountering with it most likely burning upon contact or when faced with flames, it will sink through the flames turning into ash then after passing. Scavenge is equal against earth/plant based elements during its clashing with Scavenge, for its more as refurbishment than damaging, because it drains the nutrients of those elements, making earth crumble to soil and wood to lose it’s nutrients. However, Scavenge Ninjutsu isn’t directly strong against Wood and Earth, but its prominently potent against them when the user summons wheat forms to emerge from the wood or earth release encounters.This form of specialized Ninjutsu, will be as strong as basic ninjutsu, therefore is respectively weak to all-other elemental natures.

Notice: Must be stated on Biography. Users will either have to only manipulate existing Straw forms. With either a nearby straw source; or carry around a gourd of straw, straw raincoat, or make a separate technique for summoning it.

‡ All Declined ‡ As it is, this is on par with certain ANs and so it needs to be toned down heavily. Remove all of the S/W, this will be weak to all elemental natures. You can't use it to emerge from the ground either. Just generally simplify it, since something like this should be on par with the Flower Ninjutsu techniques.
 
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Method

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

Diabolic: A unique but simple capability of the suit which activates through detection of foreign chakra that enters it's vessel. As the vessel within the suit is treated as an extension to the user's own network & has a connection to the Dark symbol, the suit is able to absorb foreign chakra that enters either it or the user's own chakra stream, acting as a medium for the user's dark symbol. With a bond created between the suit & user, it is able to recognise the user's chakra signature thus accordingly funnels external sources that do not sync with the user. The suit then continues to absorb the foreign chakra through itself & toward the Glove, activating the symbol. This would ultimately leave the user un-phased by the effects of foreign chakra. With the additional chakra absorbed by the symbol(equal to the rank of what was absorbed), it is manipulated & capable of being used to performed Dark related techniques available to the user.This ability can only be used twice & is treated as an S rank ability; requiring 30 chakra each absorption, & can absorb up to A chakra which enters the suit or user, requiring 1 of 3 moves. With a connection between the suit & user, he is able to detect when chakra enters his body, this is possible due to the suit being able to recognise the difference between the user's chakra & that which is foreign. Though this is passive, each time requires a cost of 5 chakra, as an activation of the suit to alert the user.

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

□ Pending. Leaving for Vex/NK. □

‡ Declined ‡ The first ability is similar to a custom Ryujin has while the second feels like it would require the use of Fuuinjutsu to work. If the suit waits until foreign chakra comes into contact with it to initiate an absorption, you would already be dead in most cases.
Did not bold changes due to rewording the entire submission, Kept the abilities the same.
Permission from to submit a Dark ability similar to his own
Removed Auto Defense

Esupa | Esper
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Esper is a battle suit specifically designed for those with the ability to perform Dark release techniques. The suit, which serves the user with a type of symbiotic defence, possesses a form of sentience which creates a link between itself & the user when worn. It's capabilities are achievable through a bonding process which merges the suit to the user's skin having it integrated with the body, creating a connection which extends to their nerves. This results in the suit acting as a second layer of skin, creating not only a connection to their nervous system, but also allows the suit to become familiar with the user's chakra as it travels through the suit just as it would the user's own body. Made from an elastic-type material Esper is a skin fitted suit, perfectly accustomed to the user's body that covers it entirely from the neck down to the soles of their feet. It offers no extra resistance for the user nor does it restrict them in anyway. Other than a V-shaped white streak that runs from the shoulders to the stomach, the rest of the suit is washed in a jet black.
In addition to the suit, Esper is fashioned with a single glove which is worn on the same hand present with the user's Dark mark. The palm of the glove has a perfectly cut out shape that reveals the user's mark & affixes itself to the borders of it. The glove does not carry any unique ability, it simply maintains a connection to allow the suit itself to become a medium for the user's mark, thus allowing the user to perform both Absorption & Release abilities of Dark through the suit. Esper carries three unique abilities that focus on more of the defensive aspect; a Passive, Internal & External.

Passive: Esper's sentience extends to the point of perceiving objects through touch, both tangible & intangible which includes inanimate objects & Chakra techniques; basic elements & all other variations of elemental chakra, raw forms of chakra/energy & of course life forms; essentially anything that comes in contact with the user/suit or vice versa, would be felt by them. Though this seems no different than one's typical capabilities of touch for most cases listed above it also includes impalpable objects, something a person would normally be unable to feel or perceive visually, an example including techniques such as Invisible Barriers or Seals which come in contact with the user. As the two are connected together not only is the user able to feel what the suit does, the suit is able to feel what the user does. In essence the suit can be relatable to sensing techniques, being able to sense anything that comes in direct contact with the suit/user. This allows the suit to also distinguish foreign chakra that enters the body & continues to alert the user by signals sent through the nervous system, this however requires 5 chakra each time the suit detects an infiltration of foreign chakra within the user.

Internal: As noted the suit is able to distinguish foreign chakra that comes in contact with it or the user, when made aware of this the user can then react accordingly by activating their mark & absorbing the opposing chakra through the suit. As this acts as an Absorption technique, it requires a chakra cost each time used which is half the amount of the opposing chakra technique, this is due to Raw chakra being weak to Dark. The absorption is limited in it's use & can only be performed 3 times & requires 1 or 3 moves each turn to do so. In regards to S rank Genjutsu, it can only be absorbed once out of the 3. With the foreign chakra absorbed into the suit, it instantly travels into the user's mark, it is then converted into Dark chakra which allows the user to manipulate it & perform Dark release techniques.

External: External can be seen as a counterpart to the above, working just as the Internal ability but outward of the suit. This ability relies heavily on the suit's perception capabilities through direct contact & both sides ability to feel what the other does. Whenever an opposing technique is formed on the user or comes into contact with them(such as forming beneath them, though only when in contact with the surface) the suit perceives the connection & continues to relay signals to the user. Having done so the user is then able to perform an absorption technique by using the suit as a medium & absorbing the chakra from the opposing technique, this must follow Dark's strengths & weaknesses. For techniques that form beneath or on the user & spread outward or form as a larger body, the suit can absorb up to a Short range distance as long as there is complete contact between the opposing technique & user/suit. As noted the suit is simply used as a medium for the user's mark & as such when performing an absorption for External the user is required to reference whichever Absorption technique is used, which sets the rank & amount of chakra required for the absorption, while also requiring 1 of 3 moves each turn to absorb. The user is not limited to absorbing techniques which come in contact with them & can also use it against projectile or stream types techniques just as they would normally, however this would require the user to be aware of the incoming technique which would allow them to use the suit as an absorption method while following the same requirements as noted. With the foreign chakra absorbed into the suit, it instantly travels into the user's mark, it is then converted into Dark chakra which allows the user to manipulate it & perform Dark release techniques.

‡ Declined ‡ The internal ability is fine now, considering you have permission. It's actually kind of underpowered if I'm honest. However the external one clashes with an existing CW owned by Rurushu.

Meiton: Eien no kiga |Dark Release: An Eternal Hunger
Type: Supplementary
Rank: A
Range: Long
Chakra: 30 (-10 chakra per turn to maintain)
Damage: -
Description: An absorption technique which requires the user to place their palm which carries the dark marking, against the ground to release chakra into it. The user releases a plethora of chakra into the earth, which reaches up to Long Range. They continue to manipulate the chakra to form dark tunnels that spread underground covering a majority of the earth & connect to the ground. Whenever the opponent performs a technique which requires contact with the ground or forms from the earth itself, the tunnels begin to siphon the chakra & neutralise the technique before allowing it to fully form. The user must supply 10 chakra each turn after which continously fuels the tunnels, & must place their palms against the ground each time they absorb the chakra within the tunnels. Each time the user absorbs the chakra, it requires one of three moves to do so. Following Dark's S&W this is effective against S ranks weak to Dark, A ranks neutral & B ranks strong to it.
- The user is unable to perform A rank or above Earth jutsu while active
- Can only be used twice.
- Taught by Method

Approved
Reworded the entire description so I didn't bold anything in that section. Added handseals.

(Meiton: Eien no Kiga) | Dark Release: An Eternal Hunger
Type: Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 chakra per turn)
Damage: N/A
Description: After placing one of their dark marks in contact with the ground, the user will release a discharge of dark chakra from that mark into it. This dark chakra will absorb any foreign chakra present within the ground, provided it is a technique it’s capable of absorbing. This absorption will occur quickly enough to negate jutsus before they can form into techniques and/or emerge from the ground. It is effective against both energy/wind-based techniques as well matter-based ones. It will absorb neutral techniques of the same rank (one rank above for elements weak to Dark, one rank below for elements strong to it). If the user tries to absorb the chakra of a technique one rank higher than stated, the opposing jutsu will be weakened by one rank and this technique will be neutralised, unable to progress any further. If their chakra is not neutralized, the user will perform two handseals to apply shape manipulation to the dark chakra. This will in effect create a network of underground tunnels that reach into long-range. These tunnels will be capable of absorbing the specified rank of techniques mentioned earlier, in the same manner as before. The moment foreign chakra is injected into the ground, it will be sucked up by these tunnels and be absorbed into them. Each absorption will count as one of the user’s moves though they are free to perform other techniques while it occurs. The user is able to passively leech the chakra that has been absorbed by the tunnels, by placing one of their dark marks in contact with the ground. Each technique absorbed enables the use of one Meiton jutsu. As mentioned earlier, if the opponent uses a technique one rank higher than Eternal Hunger’s absorption capabilities (e.g. S-Rank Earth), this technique will end as it's neutralized and the opponent's jutsu will be weakened by one rank.

- The user is unable to perform A rank or above Earth jutsu while active
-No other S-Rank or above Dark in the user’s next turn
- Can only be used twice per battle.
- Taught by Method

□ Declined. Stick to the original, too much changes, and added abilities to the original making it far stronger than originally approved. □

‡ Pending ‡ Leaving for L.

Method said:
(Meiton: Yokufukai Anaboko) – Dark Release: Rapacious Hollow
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user will perform one handseal before pointing their dark mark towards the opponent to initiate an absorption that targets their seals rather than their person. The absorption vortex will be capable of drawing in the chakra within those seals provided they're within short-range of the dark mark. The chakra will be leeched from body seals and those applied to their attire/weaponry alike. This technique will only target what's in front of the dark mark, meaning the user's seals will be left unaffected. This technique will absorb the chakra from A-Rank seals unless the sealing script is fortified, in which case they will abide by Dark's elemental S/W. This technique will capable of absorbing S-Ranks seals if they're infused with elemental chakras weak to Dark or B-Rank seals if they're infused with elemental chakras strong to it.

Note: Can only be used thrice per battle

□ Declined, DNR. This can be potentially abused, and the wording suggests that more than one seal can be drained without any limit on it. Also, if the hand has to be pointed at the seal, the user would have either see the seal, or know the opponent has one, which would lead back to the former, as most people's seals exist beneath their clothes. Also, this doesn't even limit, as to what type of seals. Its too wide, and abusable. □


(Meiton: Kuro Tenmaku) – Dark Release: The Black Curtain
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Before using this technique, the user must first determine the seals in the opponent's possession. They must be capable of sensing or perceiving them in some capacity and distinguishing between them (e.g. they need to be able to tell these individual seals apart). The user will then perform one handseal before pointing their dark mark towards the opponent to initiate an absorption that targets the chosen seal(s). The absorption vortex will be capable of drawing in the chakra within those seals provided they're within short-range of the dark mark. The chakra infused into those seal(s) will be leeched and they will become useless/unusable. This technique will only target what's in front of the dark mark, meaning the user's seals will be left unaffected. This technique can only target one A-Rank seal or any combination which is equal to or less than an A-Rank (e.g. two B-Rank seals).

Note: Can only be used thrice per battle
Note: If the user has no way of perceiving body seals or those that are concealed, they can only use this on seals which produce visible markings.

□ Approved. □
 
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(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type
: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A +20
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) Or alternatively empower the technique with twenty more damage points, but without the advantage of increasing the original technique’s field time. The two can not be achieved with a single use of the technique. The technique can be used to separate techniques/creations of a clone/original but only 3 techniques at a single go. The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to moving the constructs, the user can passively move techniques that have their own autonomous manners of movement such as legs and limbs. However, for constructs that absolutely lack manners of movement, like swords, the user can utilise wind chakra in order to move them around, surrounding the construct in order to accomplish that. The wind surrounding the construct would be considered D rank in strength, offering a mere 5 point increase to the damage of the constructs. This can be applied on techniques that have the autonomous manners of movement, simply for the small increase in power. Alternatively, the user can infuse other elemental chakras instead of wind if feasible, such as using water when a shadow is in water. The user can use any element they know as long as the surroundings allow it. Furthermore, due to the user’s own chakra being infused, techniques used and the techniques themselves from that elemental nature and the empowered shadow technique would phase through eachother, not interacting with one another in a sense.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct, 15 in case elemental chakra is infused to move them around.

‡ Declined ‡ There's too much going on here. You need to remove some of these abilities because I'm pretty sure you listed around 10 or more. Some of them just don't belong in this technique. I can accept the extended duration by 2 turns but the damage boost needs to go. Same for the damage boost gained for infusing elemental chakra. You need to trim this down and make it simpler/more concise because a lot of this stuff really isn't necessary. You mention using this on clones or originals, reshaping this through the use of more chakra and etc but make it needlessly complicated.

(Kage: Phobetor Yume) - Shadow Arts: Phobetor’s Dream
Type
: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid(Creation) - Long(Reach)
Chakra: 30
Damage: 60
Description: Building the methods of "Shadow Arts: Creations of Tomorrow", Phobetor allowed the user to form that would be separated from the users shadow. The constructs would be spiked and jagged on one and, while smooth on the other, while also carrying traits of Shadow Imitation Shuriken/Shadow Paralysis. The minuscule constructs would be quite numerous and abundant, allowing the user to have the ability to attack wide areas with ease without the need to use multiple techniques. The number initially released is relative to the area the user’s shadow occupied, with larger/extended shadows being capable of producing more of the constructs at easier pace. The constructs can be passively controlled mentally, at a cost of 5 chakra per turn, with the exception of the initial turn, or through hand movements. The constructs can be given basic shapes through the aforementioned methods, allowing the user to have versatile methods of utilising the technique. Phobetor can be created in a mid range area of the user, however it’s reach extends to longer ranges, as the created constructs are nor limited by the user’s/shadow locale. The true function of Phobetor comes when it used in conjunction with other physical nara clan techniques. The user can invoke Phobetor in order to change the shadow construct into a grain-like features similar to Phobetor. Due to the nature of creations of Phobetor being spiked and jagged, this passively adds more power to the shadow technique(10). As a result of Phobetor being used on other Nara clan techniques, the user can chose to either maintain the construct as it is, utilising it with the added bonus of having a durable grain-like construct, or the user can separate portions of the construct and control them individually similar to how Phobetor is used on its own. This allows the user to have an expanded arsenal per se. Additionally, Phobetor can be used as a medium to initiate other physical shadow techniques, this is simply an inverse usage in essence. Of course the technique the user wants to change Phobetor into must be referenced, however, the technique would have the added improvements that would normally exist if it was changed into Phobetor. In essence, Phobetor has three uses, one main use and two alternative ones that are essentially the same. The first and main use allows the creation of the Phobetor grains, the second use allows the user to transform pre-existing physical shadow constructs into Phobetor grains, while the third usage would allow the user to transform Phobetor grains into another shadow technique but with the bonuses of Phobetor. Overall the technique can be used four times per battle. Phobetor’s Dream as a standalone(first usage) lasts three turns, requiring ten chakra points per turn. When combined with other nara techniques, Phobetor’s Dream’s effects/bonuses would last the duration of the combined technique, costing ten chakra points per turn as well. A turn must separate the usages of Phobetor’s Dream, which results in the user being incapable of transitioning between the first usage to the second/third in quick succession. Phobetor’s Dream’s second and third usages can be performed in conjunction with another physical nara clan technique.

‡ Declined ‡ This doesn't feel logical at all.

Reference technique

(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.
-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.
-Non-elemental chakra can be infused into the creations.
-Requires two turn break in between usages.

(Kage/Doton/Ninpou: Asteria) - Shadow Arts/Earth Release/Ninja Arts: Asteria
Type:
Supplementary
Rank: A
Range: Short- Mid
Chakra cost: 30 (-10per turn)
Damage: +20
Description: Asteria is a technique made in order to combat a Nara’s vulnerability towards light. When using a physical shadow technique, the user would simultaneously, in the same timeframe, imbue the attack with properties of the super added weight rock technique, increasing it’s weight as a result. The weight increase results in the shadow technique moving slower, however allowing it to deal more brute force damage. However the main function of the technique comes due to Einstein’s law of general relativity, which is 'basically' that light curves around heavier objects. As such, light sources would need to be more potent/powerful than normal to ward of the shadows. Specifically one more rank than normally required (cannot be applied to Forbidden ranks). This technique also employs elements of hiding with camouflage in order to further drive home it’s effectiveness, not relying solely on the weight increase of the technique. This technique can be used four times per battle, lasting the duration of the technique it is applied on. Once the technique is countered/stopped the user must wait a turn before reusing it. Alternatively, the user can chose to imbue the effects of the super light weight technique, resulting in a speed increase of 2X to the technique, but a reduction of 20 damage.

‡ Approved ‡
Rewrote Phobetor's Dream

(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.
-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.
-Non-elemental chakra can be infused into the creations.
-Requires two turn break in between usages.

(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

Note: Must be stated in the user's biography or beginning of the battle.
Note: Up to 3 tattoos can be made in one go.
Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.
(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type
: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques more easily. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to the constructs, they would be granted a degree of sentience (Movement and identifying friend from foe, but not strong enough to be cast in illusions). Constructs that lack adequate movements limbs or similar, would move through basic methods like slithering. These constructs would move at speeds equal to that of shadow techniques in broad daylight. Constructs that have proper limbs or similar would move at speeds equal to that of shadow techniques through translucent objects. Additionally, the constructs sentience would be restricted to commands given by the user, for instance having the constructs sole mission to rampage and attack a target.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct.

‡ Approved ‡

(Kage: Phobetor Yume) - Shadow Arts: Phobetor’s Dream
Type
: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid(Creation) - Long(Reach)
Chakra: 30 (-10)
Damage: 60
Description: Building on the concept of "Shadow Arts: Creations of Tomorrow", Phobetor Dream's allows the user to form that carry the traits of Shadow Imitation Shuriken/Shadow Paralysis. Similar to Creation of Tomorrow, the sand is separated from the user's shadow, allowing them to reach greater distances. The sand can be mentally controlled, passively and at 5 chakra points per turn, or alternatively, through body movements. Per these manipulations, the sand can take a variety of shapes and forms, as a whole, or as groups. The sands can even be repurposed into any other physical shadow techniques, albeit in a more effective and dynamic form. Due to the abrasive nature of the sand, the combined technique would gain a passive ten point damage increase. Inversely, the user can break down an existing physical shadow technique into Phobetor's Dream. The technique can be used four times, lasting three turns, at a cost of 10 chakra points per turn. When Phobetor's Dream is repurposed into another technique, it would add one more turn to said techniques overall limit. Similarly, when an existing technique is changed into Phobetor's Dream, it would last one more turn than normal.

‡ Declined ‡ DNR.

(Kage/Ninpou: Battoman To Junbi Jiksn) - Shadow Arts/Ninja Arts: Batman With Prep Time
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (Dependant)
Description: Similar to the concept of having ink tattoos, this collaboration technique essentially allows the user to apply tattoos to his very own shadow. Naturally, this must be done when the shadow is in a tangible state. The user can either use this technique to give his shadow tangible form, or simply employ the tattoos on a preexisting tangible shadow. The tattoos are quite similar to those of Body of Creation, as in the user needs to merely draw the shape or kanji(s) of the desired objects, then utilise them at a latter point. The tattoos, at the cost of 5 chakra points, can passively be repurposed into different shapes and constructs similar to Body of Creation. The user can have up to three tattoos placed on his shadow at one point. A single tattoo contains B rank strength, meaning that when repurposing 3 tattoos, the user can only create up to and including S rank ink techniques. A single tattoo can expand up to 10 meters length, allowing the user to have a degree of leniency over the size of his creations. Releasing a single pre-set tattoo costs 20 chakra points, releasing two costs 30, while releasing all three costs 40. When using a repurposed tattoo into its technique the user must use 10 additional chakra points to the technique. Pre-set tattoos also have a reaction ability to light which is dependent on the shadows strength. When an opposing light source of sufficient strength meets the shadow to completely neutralise it, the tattoos would be automatically released in the direction the light source came from, clashing with it and interacting based on s/w. It would take a light source sufficient to take out a B rank shadow technique for the tattoos to be released from a shadow that isnt being actively used. Depending on the number of tattoos present at the point in time, the chakra cost can vary from 20 to 30 to 40. However, for tattoos purposed for specific techniques, it would cost said techniques chakra cost + 10, similar to the release portion of the technique. The pre-set tattoos must be stated in the user's biography. The technique can be used 4 times per battle, with preset tattoos not counting towards the 4 times limit if stated in bio.

‡ Declined ‡ The reacting to light clause is a property of Fuuinjutsu. Also,
make it four seals instead of three (so it actually equates to an S-Rank). I still feel iffy about this but I'll dissect the wording again when I read it next cycle.
 
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