Custom Jutsu Submission - III

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System001

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Fixing a typing error:

(Katon: Kaika Ninetails: Sādotēru; Gurēsu) | Fire Release: The Flowering Ninetails: Third Tail; Grace

Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: To be used directly after the Sixth Tail, this technique takes effect as soon as the tails disperse. Instead of allowing the orbs of fire chakra to roam across the battlefield this technique serves to bind the orbs onto the users position, forcing them to surround the user (But preventing direct contact, and in the case of contact suppressing their destructive abilities) so that the orbs may act as the perfect defence as they swirl around him to protect from all air based and ground based threats. Furthermore it also grants the user the ability to passively manipulate the pathing for the orbs, for instance the user can expand the defence to encompass the entirety of short range, and can even stream the orbs out to surround their own techniques to empower them. Whenever the orbs nullify a threat the produced explosions will always be angled away from the user.

Note:
- Can only be used 3x
- Cannot use Water, Earth, Lightning or Wind above S rank while this is active.

□ Update Approved. □



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. □
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 A 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). But cannot be used with Mystic Fire
- This technique can only be used on an alternate source of fire twice, and if used twice on an alternate source of fire then the user cannot use this technique again
- Can only be used on the turn as the targeted fire technique

□ Update Approved. □

Doton: Gaia no Yōsai) | Earth Release: Gaia's Fortification
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +20
Description: This technique allows the user to produce a quick burst or stream of particles of ignitable earth, not at all dissimilar to that of the 'Molten Earth Wild Eruption Technique', from either their body or the ground. The produced rocks and particles are designed to funnel into a flame and, on account of their inherent structural and molecular instability, forcefully explode. This will essentially empower the fire technique in two ways; firstly the surge of flammable earth into flames will add to the bulk of the fire attack, creating a combo of fire, molten earth and flaming rock. Secondly, is that the explosive force of the rocks will directly influence the host fire technique - resulting in a powerful chain explosion. Essentially, this technique will turn basic fireballs into expanding maelstroms of rock and flame, pillars into erupting geysers of molten earth and fire, and so on, greatly enhancing the lethality and danger factor of the offending technique. As an added bonus, the copious amounts of earth and rock mixed into the flame will serve to buffer affected fire techniques against their natural weakness, water. This is due water, which normally would suffocate flames with its high heat capacity and dousing potential, however these properties will be diffused by the infused earth, as the earth will both obstruct and soak opposing water techniques, devolving into flammable mud at the worst. Thus, the resultant combo will be neutral to water. As this technique has no independent usages of its own, it can be used within the same timeframe as another jutsu.

Note:
- This technique cannot be used on consecutive turns, and when used, the user will be barred from other Earth jutsu A rank and above for the rest of the turn.
- This technique can only be used 3x.
- Is effective on inflamed substances, and fire KG/CE too (within reason and logic).

‡ Declined ‡ So a technique which boosts damage and removes an elemental weakness? Nah. Pick one or the other.
 
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ᴍᴏᴏғʏ

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(Yoton: Sawaru Myakuhaku ) - Yang Release: Hindering Pulse
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (chakra requirements need to be significantly higher like the canon techniques)
Damage: N/A
Description: Inspired by the "White Tiger" & "Ring of Hell" techniques, the user will initiate the procedure by channeling copious amounts of Yang energy inside of their body. The energy will then be released outwards in the form of a wave in every possible single direction (Including the ground & air) up to the aforementioned range, affecting up to three target(s) and/or allies in range. Just like "Ring of Hell", the Yang energy released is invisible to the naked eyes. The execution speed rivals that of Genjutsu and Hindering Sound Waves as standalone, the wave is non-harmful and thus happens almost instantly. The infusion causes an imbalance of Yang energy in the target's affected chakra circulatory systems. The imbalance results in the target's inability to mold chakra sufficiently for techniques. Targets afflicted by this imbalance become incapable of using techniques unless they spend x3 the amount chakra ordinarily required. Consequently, this also means that the sudden imbalance stops any passive or active chakra consuming skill the target(s) has employed or that is feeding off of them. Due to their knowledge in the field, Yang Masters influenced by this technique are only required to spend x1.5 the amount of chakra ordinarily required to perform and/or sustain technique(s) and the hindering effects last for 2 turns.

⋩ The imbalance is in effect for 3 turns.
⋩ Usable twice per battle and with a 3 turn cool down.

DNR
The note I made is for future reference. All Yin, Yang and Yin-Yang techniques will require copious amounts of chakra at any rank. The normal rank rules don't apply. This technique itself is a simple copy of the two techniques you based it off of, more so white tiger.
 
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Lysander

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(Suiton: Fuak fin ) - Water release: Shark fin
Type: Supplementary/ defensive
Rank: C
Range: short
Chakra: 15
Damage: 30
Description: The user will channel water chakra to behind their lower back. This will create a small shark tail made out of pure water. The tail itself does not cause a large amount of power but is used in evasive means. If the user is in the air or on the ground they can move the tail in x said direction and move one metre in his chosen direction, by causing a burst of Water from the tail to propel the user.
- Lasts for two turns and can only use water jutsu while active
-Can only be used three times
- Must be taught by Lysander

□ Approved. Edits made. □

(Samehada enchou ) - Samehada extension
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Utilising Samehadas ability to extend its hilt and make it flexible the user will tap one of his fingers against the hilt of the sword. This will alert Samehada of the command to make the hilt flexible. Using its mouth Samehada will latch onto either the ground or any object and bite on . By doing this the user is able to manoeuvre from there original starting position and move up to move five metres away. This can also be used offensively or defensively by the user allows Samehada to bite onto a target (causing B rank damage).

- Can only be used three times
-Must be taught by Lysander

□ Approved. □

(Samehada Fuka katateochi Yuukai no Jutsu) - Samehada Shark partial Fusion Technique
Type: Supplementary
Rank: A
Range: short
Chakra: 30 (Per turn)
Damage: N/A
Description: A less powerful version of the full fusion technique. Samehada will partially fuse with the user. This is done by Samehada fusing with the users back and attaching himself to the spine. In this form the user will grow a tail similar to the swords hilt which is able to extend or become flexible like the sword. The user also gains the ability to sense chakra through the means of Samehada. However while in this form Samehada will absorb the users chakra constantly. Due to the fusion the user will absorb any chakra that Samehada had absorbed before the fusion. The user can forcfully remove Samehada from his body or order Samehada to leave his body and return to his normal form. This does not cost a move but is not instant and takes a few seconds. Finally the user will gain similar feature to that of the sword such as shark scales which will appear over the users body which they are able to extend.

-If the user takes damage equal to that of the rank of the sword the fusion will deactive. However the user is able to fuse once again at the cost of a move.
- Only lasts for three turns with a one turn cool down.
- Extending of the shark scales cost a move.
- Must be taught by Lysander

‡ Declined ‡ Daemon made a similar technique in the past.
 
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Roy

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Hyouton: Armiger | Ice Release: Armiger
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 (+10 per turn if three or more weapons remain/+5 per turn if two or less weapons remain)
Damage: 60
Description: Upon forming the bird hand seal the user manifests four unique weapons of solid, clear ice around them using the moisture present in the air as a source. The weapons formed are a longsword, a greatsword, a trident and a great axe. The weapons rotate around the user's body and can be freely manipulated individually or altogether to either strike or defend. Each weapon individually is equal to a C-Ranked ice technique. The user is also capable of using the swords to perform kenjutsu, however they must be holding on to one to do so. The weapons are sustainable for as long as the user wishes. However, sustaining this technique comes at a cost and while doing so the user cannot mold any elemental chakra other than ice, water or wind.
Note: Usable three times per battle, with a one turn cooldown after all weapons have been destroyed.
Note: Cannot be stacked (e.g. cannot use Armiger twice to have eight weapons).
Note: Must be a Yuki Clan member to use this.
Note: Can only be taught by Tybone.
Note: Picture for reference of the weapons' shapes.
You must be registered for see images

□ Approved. □
 
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Inch

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(Doton: Chikyū o Taberu)- Earth Release: Devouring Grinder
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: A technique useful both for its ability to dramatically alter the terrain and place the opponent in a dangerous position, Chikyo o Taberu requires four hand seals to use. Once these hand seals are complete, the affect of the jutsu is immediate: two large rings of earth will erupt from the ground, of widths and heights according to the user's needs, according to the jutsu's range, though one ring will always be larger and surround the entirety of the inner ring. These rings are both lined with teeth/spikes: the inner ring's facing outward, and the outer rjng's facing inward. While the size and specifications of these teeth may be determined on a case by case scenario, they will always fall just short of touching each other. Upon emerging from the ground, the two rings will spin rapidly in opposing directions, making it extremely dangerous to be in the space between them as the teeth will necessarily grind anything that space into a bloody pulp, typically the opponent. If the user desires, the inner ring can be solidly filled in with earth. Naturally, the power of this jutsu is split between the two rings, meaning they are both actually A in rank. Upon activation, the spinning of the rings will happen independently of the user's control for three turns, though this can be quite dangerous as it means the user can't simply halt them via willpower should he fall into the space of the grinder. This jutsu is usable only twice, with a four turn cooldown, and the user will be unable to use earth release jutsu above A rank in the following turn.

□ Approved. □
 
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'Kurapika

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(Doton: Saigo no bōei-sen - Earth Release: Last Line of Defense
Type: Defensive
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description: By keeping a layer of mud that is infused with immense volumes of doton chakra stored within their chest, but not their lungs, the layer of mud can act as an autonomous detection mechanism for sudden changes in air pressure in the lung. The sudden change in pressure will trigger the predetermined reaction of the mud infusing with the lung tissue, gaining a similar composition to it, and expanding to engulf the user's body from the inside out, covering them, and serving as a shild protecting them from the impact of sudden explosions, drops or rises in temperature and attacks bearing similar effects.
The user's internal organs are not damages by this instantaneous outburst of foamy mud by merging with it in the same fashion as done in Iwagakure no Jutsu - Hiding in Rock Technique. The jutsu will not detatch any clothing, armor or ninja tools attached to the user's body and will cover any already active armors already protecting the user for a combined defensive effect. Its calous foamy nature makes its heat conductivity virtually zero if not destroyed completely.

- Can only be used thrice per battle
- Can only be used passively if added to the user's biography
- No S-rank or above Doton jutsu the following turn
- Cannot be sustained and will disappear by the user's next turn
- Can only be taught by 'Kurapika

□ Declined, I don't see how this would work. □

(Kuchiyose: Chikan) - Summoning Art: Replacement
Type: Supplementary
Rank: B-rank
Range: Short
Chakra: N/A (+20 to summoning jutsu)
Damage: N/A
Description: A specific technique which is used directly as the user draws blood (or any other method used for summoning) and is about to summon his contract animal to the battlefield. Insetad of the usual ritual, the user touches an erected object on the battlefield which basically serves as a swapping mean for the summoning animal. Said object will switch places with the animal; and this way, the usual cloud smoke will not happen; the summon will instantly appear on the battlefield with the cost of the object being gone from the environment and sent to that specific summoning's realm. The object can be of any size as long as it is B rank and below

Notes:
- User spends two moves while doing this

‡ Declined ‡ This wouldn't work as a substitute for the normal ritual.
Permission to resubmit from Kuroh
Complete rewrite


(Kuchiyose: Chikan) - Summoning Arts: Replacement
Type: Supplementary
Rank: B-rank
Range: Equal to supplemented jutsu
Chakra: 20
Damage: N/A
Description: An ability supplementary to the regular summoning jutsu, it enables its user to simultaneously summon and reverse summon two objects, whether ninja tools or creates, to effectively make them swap locations.

- Usage of the original technique in combination with Replacement accounts for two jutsu used but occupy the same time frame. Both jutsu must be posted.
- Chakra cost is counted for both techniques.
- Once the summon returns to its original location, its replacement returns to the battlefield.
- Can only be taught by 'Kurapika

□ Declined, clashes with a Kisei technique of similar sort. □
 
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Typhon

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Custom Weapon: Scorpio
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damaga: N/A
Description: Scorpio was developed as a weapon for sand users to replace the typical gourd of sand seen used by people such as Gaara. While the gourd itself was useful, it had little value beyond being a simple container for the sand inside. The Scorpio on the other hand was developed to not only carry sand, but to be a useful tool in battle. The shape is designed after the tail of a scorpion, with numerous segments which end with a stinger-like head. The segments are each composed of dozens of hand-sized "scales" which each are hollow, sharply edged and filled with sand. These scales are loosely bound and designed in a way that allows the user to release them at will. In close quarters combat, this allows the user to swing the tail for attacks and defense by controlling the sand inside with hand movements. The scales carry an inherent A-rank durability. The head segment of Scorpio has a nozzle where a scorpion's tail would have its stinger. This is where the sand inside is commonly released from, though it can also be released from between the scales for quicker access. In terms of abilities, the Scorpio has several.

  • An A-ranked highly compressed stream of sand can be fired from the nozzle reaching up to long range.
  • The scales can be released along with sand to swirl violently around a target. This can be used as an A-ranked attack up to mid-range by having the scales slice up the target, or as an omnidirectional shield around the user.
  • The user can use the sand within the tail to extend its reach momentarily, similar to Renji extending Zabimaru, for quick B-rank strikes up to mid range.
  • The strongest attack allows the user to release all of the sand from the nozzle of Scorpio in the form of a violent tornado. The tornado can be made directly from the nozzle and extend up to long range in any direction the user wants (horizontal, diagonal, vertical, etc.) or, they can stab the nozzle into the ground and have the tornado form from directly below the target. The tornado is S-ranked in strength and can be used twice, requiring the weapon to be replenished after each usage.
To replenish the interior of the weapon with sand the user can stab the nozzle into the ground and draw in sand (directly drawing in sand, or converting earth into sand). Because of the size of the weapon, it can be a bit cumbersome to the wielder. While wearing it they lose speed equivalent to one rank, though this penalty can be removed by devoting 15 chakra per turn towards supporting the weapon through sand manipulation. As it could be an annoyance to carry a weapon of this size everywhere, the user can summon it from a scroll kept on their belt when needed. Due to the construction of the weapon its very difficult to fully destroy. Precision attacks can cause the tail to shatter, and destroy a couple of scales, but it can simply be reformed the following turn.
-Simplified appearance: Fairy Tail's Scorpio tail x Shukaku's tail
-All abilities (aside from freeform CQC) count as a move in the user's turn and follow the standard rank/chakra cost/damage guidelines. Each has a one-turn cooldown.
-Loss of speed of one rank, or loss of 15 chakra per turn while wearing.
-Can only be used by sand users.


[sup]
✪ CW Approved ✪
[/sup]
 
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Negative Knight

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New Cycle: 26/07/2017 - 01/08/2017

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.
 

Byakuren

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(Suion: Nintai: Seifuku Bitoku) — Water Style: Patience: A Conquering Virtue (passive)
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 15 (-5 per turn while suppressing jutsu)
Damage: N/A
Description: Understanding that through patience, victory remains true, the caster of this technique creates three hovering orbs of water rivaling the size of the Water Prison technique, in close proximity. These orbs are linked to the caster through chakra, allowing the subtle action of storing jutsu possible; though not to be confused with Fūinjutsu, as the caster is merely suppressing the imbued suiton within the spheres through his own chakra physically. A difficult task indeed, as such, the storing of jutsu for more than three turns will cause an imbalance in the sphere's stored jutsu, and the caster's suppression, causing the orbs to explode, reverting back into normal water.

Note: May only store B rank & below Suiton jutsu.
Note: Storing & using (through the orbs) Suiton jutsu costs 1 move slot.
Note: Orbs are just as any Suiton jutsu, vulnerable to the other elements, and may be destroyed through similar fashions.
Note: Orbs take 3 turns to respawn if they explode, or are destroyed.

□ Declined. Something like this would require you to focus on it solely, so that it is able to hold in techniques, and even then, it's not really a viable concept within Water Release. □

(Suiton: Suijin no Hogo) — Water Style: Suijin's Protection
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The caster of this technique is capable of expunging water throughout their pores in an instant, 360° expulsion. The chakra imbued water is released abruptly, to a point, weaponry, projectiles, and other individuals are overpowered by sheer force, repelling anything in range five meters. The released water forms a small, human sized pond around the caster as a byproduct, which can be utilized as a water source.

□ Declined, similar to existing techniques. □

(Suiton: Haamonii) — Water Style: Harmony (passive)
Type: Supplementary
Rank: C
Range: N/A
Chakra: 15 (-5 per third turn while active)
Damage: N/A
Description: Realizing their harmonic bond with Suiton, the caster of this technique utilizes their strong ties with the element, siphoning a small amount of his/her chakra from all Suiton techniques casted. The chakra siphon acts as a stabilizer, enabling the caster to use their formerly created Suiton as an indefinite water source while present.

Note: While active, -1 rank to all Suiton techniques used.
Note: Suiton techniques casted, and used as a water source, still remain active until destroyed/finishing their intended purpose(s).

□ Declined. Method of creation doesn't make much sense, chakra is siphoned then used to stabilize the Water (once again, requiring you to focus on it to keep it stable) and as such, wouldn't be of much use, as you wouldn't be able to keep the source active and make new techniques from it. Also partially clashes with existing techniques. □
 
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Klad

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Resubmitting. Simplified it and removed the second bold

Meiton: Hikari O Oyogu - Dark Release: Swim in the Light
Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: The user focuses Dark chakra in any of his Dark marks and releases forth a glassy like creature whose height is roughly 1.30m. This creature seemingly has no distinct features and is transparent. When stationary, he's able to blend in with the environment and can't be seen by naked eye from medium range, however, he's easily detectable when he moves. The kid-like being is semi-sentient; it's mindset is solely driven by its extreme hunger for foreign chakra. Having the user's current speed, he's able to roam freely through in a medium radial reach across the battlefield by being constantly fed by the user, which costs him 10 chakra per turn to sustain this being. He also possesses a thin line of dark chakra covering his frame (purple in color) to emphasis his inherent ability of being able to deal with energy based elements. This said, he can interact with energy based elements up to and including S-rank; alternatively, he can deal with numerous techniques which collectively make up to S-rank too, though within reason (for example, two A-rank energy techniques). However, his absorbing capabilities differ slightly from that of a normal Dark Release technique. Due to having no real structure and being made of only dark chakra, this being can only interact with solids of B-rank and lower (anything higher will simply over power it and destroy him.) The unique capability of him is when put against any energy based element. Should one (or more) be present in the battlefield, the translucent dark being will release a wave of dark chakra whose size is as big as the opposing technique. This wave will absorb it fully and continue towards the opponent in the form of blue flames. When the wave is put up against any solid element that is B-rank or below it will not absorb them but rather collide and push the technique back to where it came from. Alternatively, the being will rush towards the opposing technique and simply phase through it, absorbing the technique in his own body fully (however any physical elements such as earth or water that are B-rank and below he will just phase through and continue on, but any A-rank or higher he will be unable to and will take damage). As a consequence, he will start to glow blue. Whenever short range of a target, the being will release the absorbed chakra in the form of a dark chakra burst outwardly from his body which obliterates everything within a 5m radial reach. Due to the being's lack of real construct and made of only chakra, he can also go underground or can directly be created from there by merely putting any of user's dark marks in contact with the ground.

Notes;
- Cannot use other "Absorption" based abilities in the same turn.
- Lasts for four turns and can only be used twice with a two turn cool down.
- When the being absorbs a technique in his own body, he has to remain stationary in order to release the dark chakra outburst.
- Can only be taught by Klad

Declined - in invisible being of raw chakra doesn't make sense. Raw chakra even if it's aborbing chakra like you say wouldn't be transparent. That and see MY last check.


Meiton: Nekuromansā no Gisei - Dark Release: Necromancer's Sacrifice
Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A (60)
Description: Necromancer's Sacrifice is a technique which acts as a sort of layer through the use of earlier absorb chakra by any dark absorption based technique. The user will focus the dark chakra in his dark mark and bring out a controllable amount of light blue flames that they will place on themselves or their own weapons or whatever it is they so wish. This can be done because it only coats the outer layer leaving whatever it is they have coated to remain unharmed from the flames. The flames can be big enough to cover the user's entire body and will take the shape of any object's frame. This can apply to Kenjutsu/Taijutsu techniques, but it is not limited to them. As long as the object the user applies this technique on provides solidity, this technique will be feasible. Henceforth, the user can only apply this to his body, his clones or solid objects which are within the short range reach. The blue flames follow the Dark's (Release ability) S/W. If the opponent touches these flames, he will get severely burned and receive the standard damage of a A-rank Dark Release technique. If these flames are taken care of, the opponent still has to deal with the object/body/jutsu which was covered by them. Since the light blue flames can deal burns to extreme degrees, any part of a target which they strike becomes unusable afterwards. Because the flames' size can be manipulated, the user can choose to only coat his limbs as to give more practicality to his attacks.

- Lasts for four turns and can be only used twice, with a two turn cooldown.

Declined - DNR - too similar to Meiton: Yami akiraka ni | Dark Release: Darkness Revealed

Resubmitting

Meiton: Hikari O Oyogu - Dark Release: Swim in the Light

Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: The user focuses chakra in any of his Dark marks and releases forth a glassy like creature made of Dark chakra whose height is roughly 1.30m. This creature seemingly has no distinct features and is transparent. When stationary, he's able to blend in with the environment and can't be seen by naked eye from medium range, however, he's easily detectable when he moves. The kid-like being is semi-sentient; it's mindset is solely driven by its extreme hunger for foreign chakra. Having the user's current speed, he's able to roam freely through in a medium radial reach across the battlefield by being constantly fed by the user, which costs him 10 chakra per turn to sustain this being. He also possesses a thin line of dark chakra covering his frame (purple in color) to emphasis his inherent ability of being able to deal with energy based elements. This said, he can interact with energy based elements up to and including S-rank; alternatively, he can deal with numerous techniques which collectively make up to S-rank too, though within reason (for example, two A-rank energy techniques). However, his absorbing capabilities differ slightly from that of a normal Dark Release technique. Due to having no real structure and being made of only dark chakra, this being can only interact with solids of B-rank and lower (anything higher will simply over power it and destroy him.) The unique capability of him is when put against any energy based element. Should one (or more) be present in the battlefield, the translucent dark being will release a wave of dark chakra whose size is as big as the opposing technique. This wave will absorb it fully and continue towards the opponent in the form of blue flames. When the wave is put up against any solid element that is B-rank or below it will not absorb them but rather collide and push the technique back to where it came from. Alternatively, the being will rush towards the opposing technique and simply phase through it, absorbing the technique in his own body fully (however any physical elements such as earth or water that are B-rank and below he will just phase through and continue on, but any A-rank or higher he will be unable to and will take damage). As a consequence, he will start to glow blue. Whenever short range of a target, the being will release the absorbed chakra in the form of a dark chakra burst outwardly from his body which obliterates everything within a 5m radial reach. Due to the being's lack of real construct and made of only chakra, he can also go underground or can directly be created from there by merely putting any of user's dark marks in contact with the ground.

Notes;
- Cannot use other "Absorption" based abilities in the same turn.
- Lasts for four turns and can only be used twice with a two turn cool down.
- When the being absorbs a technique in his own body, he has to remain stationary in order to release the dark chakra outburst.
- Can only be taught by Klad

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□ Declined. Too much stacked in here, first of all, not going for that speed. It needs a turn limit that makes sense to what it can do, four turns is way too much. Gonna have to remove some of those abilities, right now, its like 3 different techniques in here. And it will be visible. Making it translucent is unnecessary. □

Permission from NK to resubmit

Meiton: Nekuromansā no Gisei - Dark Release: Necromancer's Sacrifice

Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short
Chakra: 30
Damage: N/A (60)
Description: Necromancer's Sacrifice is a technique which acts as a sort of layer through the use of earlier absorbed chakra by any dark absorption based technique. The user will manipulate the absorbed chakra in any of his Dark marks and bring out a controllable amount of light blue flames that they will place on themselves or their own weapons or whatever it is they so wish. This can be done because it only coats the outer layer leaving whatever it is they have coated to remain unharmed from the flames. The flames can be big enough to cover the user's entire body and will take the shape of any object's frame. This can apply to Kenjutsu/Taijutsu techniques, but it is not limited to them. As long as the object the user applies this technique on provides solidity, this technique will be feasible. Henceforth, the user can only apply this to his body, his clones or solid objects which are within the short range reach of any of his dark marks. The blue flames follow the Dark's (Release ability) S/W. If the opponent touches these flames, he will get severely burned and receive the standard damage of a A-rank Dark Release technique. If these flames are taken care of, the opponent still has to deal with the object/body/jutsu which was covered by them. Since the light blue flames can deal burns to extreme degrees, any part of a target which they strike becomes unusable afterwards. Because the flames' size can be manipulated, the user can choose to only coat his limbs as to give more practicality to his attacks.

- Lasts for four turns and can be only used twice, with a two turn cooldown.
- Can only be taught by Klad

□ Declined. Not allowing this. Coating objects with Dark chakra, making it double damage (the damage of the Dark flames and the object coated), and it lasts for four turns. See the issue here? I don't see myself approving this. DNR. □

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. □

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
- For every 100 chakra drained/absorbed, the user can perform one Meiton technique.

□ Declined. Nope, still an easy way to gain chakra for it and the indefinite turn based too. DNR. □
 
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-Quest-

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[Musura] Musura - The Hollow Samurai
Type: Puppet
Rank: S Rank
Range: Short
Chakra: 40 (-10 wearing the puppet)
Damage: N/A
Description:
The Musura is a black armored samurai puppet with a demon like mask, sized slightly larger than a human being, it is said to have originated from a Samurai killed in betrayal. His anger and lust for revenge forbade it from pasting into the afterlife thus bound this soul inside his armor, taking form as a Hollow Samurai to take his revenge.

The puppet itself is made of hard wood coated with dark steel armor only destroyable by at least an A rank level attack, and comes with a 3 meter long katana laced with puppeteer's poison. It can perform any Taijutsu/Kenjutsu (that doesn't require chakra) the user knows, and capable of moving Kage level speed. The insides of the samurai are completely hollow, possessing no mechanical workings or hidden weapons unlike most puppets; essentially, the puppet is merely an empty suit of armor. This design allows the puppet to detach itself and separate into a dozen pieces; spitting the arms, torso, legs, head, it's katana etc while still being freely controlled by the user as hovering pieces of armor, used for performing miscellaneous tasks such as launching a rocket arm at the opponent or providing extra appendages etc. The deconstruction of the samurai can be done passively at will, as with its reconstruction. Through this method also allows the puppet to neglect most physical damage within reason, as it can break part as it gets hit, dispersing the impact then recombine itself again, almost like water.

The biggest feature of the puppet however, is its ability to attach itself onto the user, incasing them in a suit of armor (wearing the puppet like Sasori with Hiruko) combining into one. This carries over its boosts and formidable defenses to its wearer to withstand B-rank attacks and below. In this combined state, the user can spend their chakra into amplifying the samurai armor enhancing their Kenjutsu techniques up to A rank, to one rank higher. This also creates a flickering energy appearance from the insides(cosmetic) of the puppet, almost like a spirit has possessed it. All the parts must be fully worn for these bonuses, thus will not work if one of the armor pieces is missing or destroyed. The user can also have the armor incase the opponent, forcefully restraining their movements and actions if successfully worn.

✦ Declined, this is essentially ZK's Black King puppet, with the added ability of breaking into more portions than his version allows. You both even have the same level of resistance. ✦

[Ubah Ryu] Uber Dragons
Type: Puppet
Rank: S Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
A collection consisting of 3 dragon puppets called Dragonite, Salamence and Charizard, said to have been created as replicas of powerful monsters from another world. On the outside, each dragon have been layered with hides, carapaces, skins and wing webbings from real animals, thus makes them look like real dragons to the naked eye. They all are about size of a mini van and their sharp edges as such fangs, claws, tail etc have been coated with puppeteers poison enough to take effect with just a scratch. The 3 of them can use basic puppet techniques and basic ninja tools, with wings for flight. Each of them have distinct traits unique to themselves, and cannons powered by the user's chakra.

Dragonite is a bipedal dragon with multi scaled construction makes it the most sturdy among the 3, tanking up to A rank and below attacks but also the slowest moving at Jounin speed. Inside its mouth lies a pipe cannon that can blast a torrent of water, flooding areas with a tide.

Salamence is a 4 legged dragon with bladed wings, possessing a lightweight construction for aerial maneuvers makes it fastest of the 3, moving at Kage speed but also makes it the most frail, only withstanding up to C rank and below attacks. Inside its mouth lies pipe cannon that can blast a stream of wind, sending its victims flying with cuts.

Charizard is a bipedal dragon with a flaming tail, being the more balanced of the 3, it can withstand B rank and below attacks and move at Sannin speed. Inside its mouth lies a pipe cannon that can blast a maelstrom of flames, turning anything caught in it to ashes.
(All 3 of their elemental blasts is A rank equivalent power and scale, Short-Mid range and each counts as a move.)

Unique to this puppet is the ability to, at will, have the 3 dragons mechanically be combined into one, turning into a Hydra form; a 3 headed dragon sharing one body with a pair of combined wings and huge clawed arms. In this state, the Hydra's defenses are fortified, requiring atleast an A rank attack to damage, while once per battle it can withstand an S rank attack at the cost of a jutsu per turn. However due to its combined weight, it's speed is lowered to half of the users base speed. The heads of the dragons can also use their respective cannon attacks no different than when they are separated. The dragon are able to separate itself as the users sees fit and combining to Hydra requires all 3 dragons to be active and functioning, thus if one is destroyed or rendered unusable they cannot be combined.

✦ Approved, made some edits ✦

[Kaiju] Beastlord
Type: Weapon
Rank: S rank
Range: Short-Mid
Chakra: N/A (-10 for chakra projection)
Damage: N/A
Description: The Beastlord is a indestructible steel greatsword, forged during the beginnings of the ninja world. It's was inspired by the thunder yokai, the Raijū, a beast that has immense power to wreck havoc as a roar of thunder yet fades silently back into the storm without a trace.

By it's unique alloy and design, the Beastlord is quite light for its size and can emit a small ring of chakra around itself that provides a superficial form of levitation, mainly designed to hover behind the user while idle, thus negating any extra carrying weight that could bring burden upon the wielder. When separated from the wielder, it can be summoned back to the user at will, disappearing/reappearing with a spark of lightning rather than a puff of smoke(cosmetic). The Beastlord passively bolsters the user's affiliated chakra nature, turning their primary elemental techniques, A rank and below, one rank higher, and adds +10 damage to S ranks. (Only applies to the user's primary elemental speciality)

The weapon also passively emits a pulse forming a short range radius spherical field around the blade that is completely translucent and invisible to the naked eye, thus anything can pass in and out of it. It has an effect to chaff the sensory field; hiding anything inside from chakra sensing skills/abilities and detection barriers. However this has no effect on doujiutsu or the 5 senses; sights, sound, smell etc. Similarly, fuuin seals or techniques that activate through detecting foreign chakra cannot work while under its effects. These also apply the user; if they have sensing capabilities they cannot sense their own chakra while inside. One can still perform techniques undetectable while inside, but if they send any form of chakra that exits the interiors of the field, the technique itself can be sensed. This ability can be activated/deactivated at will, requiring -5 per turn to keep active.

Along with this, the Beastlord can be activated to use Chakra Projection; which emits an identical copy of the users chakra signature at a different location, up to Long range within the user's field of vision, lasting up to 1 full turn. This acts like a decoy of sorts, fooling sensors and barriers to sense something is there when there's actually nothing.
~ Chakra Projection counts as a move, once every 2 turns

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✦ Declined, since the lore is lightning based, shouldn't this primarily be Lightning based? Doesn't make a lot of sense to talk about Raiju but say the sword could theoretically boost Wind. The second portion regarding the sphere and the prevention of abilities needs to be actually explained as it seems oddly added without explanation. You somehow create a bubble of chakra that not only masks your chakra, but prevents fuuinjutsu that works similarly. This seems like the result of a seal itself. ✦
 
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(Bakuton:Jōmyaku) - Explosion Release:Veins
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description:Deidara will release his clay into the ground either with direct hand contact or via a medium like his leg,sword or even the clay minions he controls with clay wires.The clay is infused with Earth chakra which is a component of the clay and can dig through the ground as it expands.The clay rapidly expands underground from the point of insertion and can reach up to mid range from that point.It travels in the form of root-like clay tendrils that stay close to the surface.They branch many times,covering the whole mid range in front of the user,although it can be manipulated to branch to the sides or the back instead and with a double use of the technique,the user can cover mid range,omnidirectionaly.Once formed,it stays underground and the Deidara can perform the confrontation hand seal to detonate the clay causing the ground above to crack and shake,throwing the opponent of his feet and hurting him when he falls to the cracking ground with also rocks and shrapnel flying into the air.However this isn't the main purpose of the technique.Once the ground is manipulated by some earth technique,the tendrils will stay contained within it and Deidara can detonate them at will,shattering the technique.The earth technique as it explodes it releases shrapnel all around opening the possibility of the opponent being hurt by his own technique if it explodes near him.The user can also send one of his own techniques containing the tendrils in it to make it explode near the opponent.
~Note:It can shatter up to A rank technique completely and badly crack S rank techniques,reducing them to B rank strength,however this must be within reason,large scale techniques,something like the mountain smash,great golem which are 50+ meters won't be affected at all due to the sheer scale of the techniques.
~Note:Usable 3 times per battle.
~Note:Can be used only by Deidara bios.

□ Declined. Deidara bio gone! □

(Poseidon no chūsei) Water Style: Loyalty of Poseidon
Type: Supplementary/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: The user starts off by performing three hand seals and gathers their water chakra into their mouth. Moments later they will expel a copious amount of water forwards that manifests into that of a massive fifteen meter tall/wide wave of water. As this is done, the wave is commanded towards the location of an enemy. Once the wave takes off, a wide array of warriors composed of water can be seen morphing into existence on all around it. These constructs possess a variety of tools in hand such as swords and spears and constantly slide on top of the of the wave in a sporadic manner. When ready the user can command the warriors of water to leap into the air (Up to ten meters) and can control them to crash down upon the target hitting them with slicing and crushing force. If desired it is also possible for the user to control the wide array of soldiers in order to attack aerial targets by utilizing their tools which can be used for direct melee attacks or can be thrown up to ten meters as an aerial projectile. The user can also choose to control the array of warriors while still on the wave of water in order to deal precise damage towards a target close range of it, and can also throw their tools as projectiles just as previously mentioned. When leaping into the air, the soldiers create a massive shadow over the target as they quickly cover the target from all angles above making aerial escape nearly impossible. Immediately after the warriors have left the water, the wave itself will have begin using pressurized water to submerge underground. This act of submerging is nearly impossible to notice due to the wave itself covering up the act. When ready, the wave heading towards the target will disappear almost instantly which happens shortly after the warriors release themselves. Instead of having disappeared, the water will have simply submerged itself underground. Once the user is ready, from it can emerge up to four thin tentacles of water from any place underground ten meters around the target. Each tentacle has amazing cutting and piercing abilities and can be utilized however the user sees fit. Let it be noted, that the warriors are equivalent to A-rank and the tentacles are as well. Alternatively, the user can expel from their mouth a wide scale array of water directed towards the ground after performing the necessary hand seals. This water will manifest as a thin platform just inches above the battlefield that is ten meters wide. As this has been done a wide array of water soldiers will morph into existence on top of the water. These soldiers can be used in a variety of ways which are: The user can manipulate them to throw some of their weapons up to ten meters at a targeted location with exceptional control over them or can be used to leap into the air in order to rampage down onto a target or to throw their weapons as previously mentioned. Lastly, the user can simply have them close in on a target in order to do precise damage with the tools in hand which is mainly down as the soldiers slide around sporadically on the water. Quite easily they can bombard the target form a variety of angles and deliver painful blows.The soldiers are around 2 meters tall. Let it be noted, that in this usage the soldiers (together) is equal to S-rank.

Note: Can only be used twice with a two turn cooldown.
Note: No Water above A-rank next turn.

□ Declined. This technique is unnecessarily long, and feels like two techniques in one. Or even more. It can really be shortened. □

(Dai sanji no keshin) Lightning Style: Catastrophe Incarnate
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: The user first performs three hand seals and then gathers their lightning chakra around their body. In a matter of seconds their body will be coated into that of a lightning armor depicted after a demonic Knight. Noteworthy characteristics of this armor would be the four arms of lightning that manifest from its abdomen each holding a particular tool. In both of its top hands are two axes crafted out of concentrated lightning, and in the bottom are two swords of the same physique. As this all quickly happens, the two top arms go into action with each other by first extending towards the ground and slicing downwards into it. Once this happens, the lightning chakra quickly extends up to long range as a clearly visible line of lightning chakra. While the lightning is moving it swiftly rises up to ten meters from both sides of the target as a thick wall of lightning. This lightning wall is placed at least five meters to up to ten meters max away from whatever the target is, and stays in place as long as the user has the axes in the ground. In quick succession or in the same time frame as the axes, the lightning swords will be thrusted vertically into the ground directly in front of the user. Just like before the lightning will quickly travel through the ground as a clearly visible streak of blue light until it is directly beneath the target. Once underneath the target, the opponent will notice a slight shaking and rumbling noise as the ground five meters around the target begins to weaken and dislodge. Due is due to the lightning chakra being manifested as a wide array of swords that erupts from all the target’s sides while making it appear that the swords are attempting to devour them by closing in on them. The lightning targets the land directly underneath the enemy as well as the area around it. Essentially, the platform five meters around the target will break apart leaving them to fall into a collection of Lightning swords below them which can thrown them off balance easily. Additionally, the swords will be formed into that of a cone like structure and continue to emerge and close in on the target from a tilted angle which happens quite quickly. Since the lightning eats away at the ground directly beneath the target they will slightly be thrown off balance while trying to adjust to the destruction of the ground and lowering of the platform they are currently on which will be lowered approximately a meter in depth meaning they have some distance and time before they fall directly into the collection of swords below. Simultaneously, as the swords are erupting or upon their own emergence, the two walls of lightning will have begun to release a large amount of roughly shaped serpents around fifteen inches long composed of lightning towards anyone currently inside. If the target were to attempt to escape by scaling the walls then they would suffer the risk of being shocked by the serpents. Of course, the lightning from the walls in the form of serpents can be directed towards the swords emerging from the ground and even if they do not make direct contact with the target they will instead accumulate with the swords in order to add to the total S-rank damage of the technique. The swords continue to emerge from the ground until it has reached five meters above the target where the swords will then snap close and explode into a gruesome explosion spanning towards everything five meters of it. Let it be noted, that the higher they emerge the closer they are to eachother and the targets leaving only a narrow escape if it rises the full five meters height. The swords themselves is equal to A-rank and the two walls themselves are equal to B-rank.If the swords get reinforced by the serpents from both walls,they add up to S rank in damage.

Note: Can only be used twice with a two turn cool down.
Note: No lightning above A-rank next turn.
Note: The armor itself provides no defense qualities whatsoever.

□ Declined. Same issue as above, too much going on for a simple technique. Word it better. □
 
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(Fuitchi Chōwa) – Discordant Harmony
Type: Defensive, Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40
Damage: N/A
Description:
Considered to be the sibling to Swarm Intelligence, the Discordant Harmony operates in a similar manner to the former. This technique, or more accurately a state, becomes passively active when any Hive Mind Scarab is present on the battlefield; the Scarab will match its chakra signature to that of the user allowing it to integrate the user into the Scarab hive mind. Unlike Swarm Intelligence, which is simply used to share information and enhance one’s awareness, Discordant Harmony acts as a defensive mental technique. When the user becomes integrated into the Scarab Hive Mind it enables the Hive Mind to better balance the user’s chakra system and effectively enhance his or her spiritual and mental defenses. When the user’s mind is penetrated by external mental techniques (Yamanaka, mind reading, etc) the intruder will feel the presence of the Scarab Hive Mind. Those who attempt to read the user’s mind, memories, or anything spiritually readable will instead detect the Hive Mind, as the user themselves has been integrated within it. This effectively results in a sort of incomprehensible static or buzzing to be received by the mental invader, rather than definitive thoughts, plans, or memories. As such, when active, the user becomes resistant to C-Rank and below illusionary techniques while also gaining an effective rank against spiritual-based mental techniques (Yamanaka, Genjutsu, etc). Discordant Harmony possesses an alternative active application. Because the Scarab(s) match and flow their chakra signature through their user they are able to utilize a remote chakra surge which allows them to free their user from spiritual and illusionary based techniques. S-Rank surges can only be used five times per battle but can only be used thrice against a single opponent. When the user expends all five applications they are still able to utilize the passive mental defenses that Discordant Harmony provides.

✦ Declined, for starters, always link a referenced technique as well as the approved contract. Second, for the passive variant, since you give no rank for it I assume it works at the lowest rank listed, C rank? If so, it would logically work on techniques the same rank and lower and 5 chakra per turn. I'd suggest raising the level of it to be useful. 5 S rank usages is kinda too high though it's limited per opponent and needs a cooldown period in some form.✦

(Taiyōnokinenhin) – Gift of the Sun
Type: Supplementary
Rank: A
Range: Short – long
Chakra: N/A (+20 chakra cost, +75 chakra per turn)
Damage: N/A
Description: Gift of the Sun is based on the Chakra Transfer Technique and utilizes a Scarab’s ability to match and flow its chakra through its user. When present on the field the Scarab can flow and surge its chakra through its user; this allows it to release a modest amount of unmolded chakra into him or her. Like its counterpart the Gift of the Sun possesses a wide array of applications; primarily the technique is used to bolster their next technique in strength. Occurring within the same timeframe as the technique applied to, the Gift of the Gun boosts the damage by an additional rank in strength, or 20 additional damage above S-Rank. This also increases the chakra cost of the technique by 20. The chakra released into the user’s body is also infused into the user’s chakra system, granting 75 chakra per sustained turn. The Gift of the Sun is usable three times per battle.

✦ Declined, 10 chakra = 20 damage, 20 chakra = 40 damage. That's the general approved format and if its based on Chakra Transfer, it should mirror this. Also, damage boost or chakra boost. Not both with one usage. Cmon now. ✦

(Chiten) – Heaven and Earth
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A
Description: Heaven and Earth is a programming technique to be used on Scarab summons which is passively applied to a Scarab bound to the user. This technique heightens the bond between user and Scarab by enabling the Scarab to collect information and memories by matching and flowing its chakra signature with the user. In essence this allows the Scarab to become able to utilize a single basic elemental nature that the user knows. Heaven and Earth can be applied to a single Scarab summon; this means that, while it is a singular summon, it can also be applied to Swarm based Scarab summons. Scarabs which are empowered by Heaven and Earth become able to use techniques of the chosen element up to and including the rank of the summoned Scarab, sans hand seals. There are restrictions to this programming technique, however. This cannot be used on Scarabs which inherently possess an elemental nature; this means that a Scarab with access to the Fire element cannot gain access to the Water element. It can only be used on Scarabs which possess no inherent elemental affinity. Heaven and Earth can be used to switch applied elements. For example, a Scarab gaining a Water element can be reprogramed to exchange it for a Fire element; this cannot be done within the same turn Heaven and Earth was originally applied in.​

✦ Approved ✦
 
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(Bakuhatsu-tekina Hana Tagu)-Explosive Flower Tags
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This is a special kind of explosive tags that are white in color with light blue edges and a blue periwinkle flower in the middle painted on them.The tags when detonated instead of causing an explosion dissolve in a puff of blue smoke into a dozen small blue explosive flowers which can fly up to short range from the detonation of the tag,after that they would start falling to the ground and when they make contact with it they will explode.The flowers aren't any more potent than regular tags,in fact they all together carry the same explosive capability of a single regular paper bomb.However their use lies in that the user can normally throw this tag attached to a kunai and when it collides with an enemy kunai detonate it,allowing the explosive flowers to continue forwards to the opponent.
~Must be stated on the users bio that he carries these tags.

□ Declined. This would require a normal damage count, and I think I am done approving tag based techniques. □

(Katon:Mōten)-Fire Release:Blind Spot
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20*
Damage: 40*
Description: The user will perform the tiger hand seal and exhale a large fireball towards the opponent.The fireball is manipulated so it shines in a very bright yellow.After that the user exhales another three,smaller,regular fireballs which together carry C rank strength,of course the user can only exhale the bright one,if he so chooses.It is so bright that looking at it directly is almost impossible and the light blocks the vision of objects that are moving behind it.Although it is big and full of chakra,the bright fireball deals only C rank damage.
*The bright one and the three smaller ones both carry 20 damage and cost 10 chakra.

□ Declined. Similar to existing techniques, and that last note is wrong, the technique is equally distributed based on its rank. □


(スウィッシュ)-Swoosh
Type: Weapon
Rank: B
Range: N/A
Chakra: 20 (for infusion)
Damage: N/A
Description:Swoosh is a regular katana with a set of holes on the top if it's blade positioned on the each side of the blade.In order to use the sword the user must infuse it with chakra,Swoosh only responds to the users chakra however.Once it is infused,Swoosh has the ability to cut through C rank and bellow defenses within reason.The user can emit burst of his chakra from the the holes,this has a propulsion effect,sending the sword at great speed in the opposite direction.This ability is the reason the sword was named Swoosh.Each burst sends the sword around a meter to the opposite side and costs 5 chakra.The speed is great enough that most opponents who don't have special tracking abilities see at as a blur and have to utilize quick defenses in order to block.

□ Declined. You're gonna have to explain what special track abilities encompass. □
 
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Twilight

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Katon: Busou Kyuugo | Fire release: Armed Aid
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
The user without making any handseal instantly materializes two arms under his own arms that are entirely made of fire that are used to aid the user in battle, the fire arms can stretch out up to mid range and used to hit and damage the opponent tangibly by dealing blunt damage as well as 2nd degree burns. The arms can also block incoming attacks and used for various other purposes based on the user's wishes.
- Can only be used thrice with a turn cool down between every usage
- The arms last for three rounds unless destroyed.
- The arms follow the normal elemental S/W
- No water techniques can be used while the arms are active
-

□ Declined. Similar to existing techniques. □


Ninjutsu: Shishou Seishi | Ninja arts: Master control
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description:
This technique allows the user to send chakra into anything that is present in the terrain and manipulate it anyhow but the object or material being manipulated must not posses any other chakra before hand and the objects can be destroyed or taken down by hitting anything of the same rank or above.
- Can only be used thrice with a turn cool down between each usage
- The user can only manipulate the object for a turn after which the object goes back to normal
- No other jutsus can be done while the technique is active
- The user cannot manipulate anything created by the opponent

□ Declined. Exists in different forms in different techniques already. □

Genjutsu: Chishio Ritsuzen | Illusion release: Blood horror
Type: Offense
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
The user holds out the ram handseal and sends chakra into the opponent(s) brain to trap them in an illusion where they suddenly start to hear agonizing sound of nail scratching glass. The sound is really loud and echoes across the entire battle field such that it makes the opponent(s) go numb after the first round then blood begins to come out from their ears and noses after the second round. This agonizing sounds makes it impossible for the opponent(s) to perform any action.
- Can be done on more than one opponent
- Can only be done thrice with a turn cool down between each usage
- The opponent goes numb after first round and starts bleeding after second round
- The technique can be stopped at any time by the user by making the same handseal again

□ Declined. Literally a copy of Voice of Midas, just without sound. □
 
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Never

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Barnacle CSC :

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Legs of the Thoracica
Type: Supplementary
Rank: A
Range: Short (- Mid for Larger Summons)
Chakra Cost: 30
Damage Points: N/A
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tentacle like limbs, fuelling them with strength and making them much longer and stronger. The limbs will now be capable of stretching up to 5 meters and grabbing a hold of a target that the user wishes for the summon using this jutsu to. Because this is the fleshy part of the barnacle, it isn't as durable as the shells but because of the chakra put into the limbs it becomes thick and almost like solid muscle (Not making it any less versatile) capable of standing up to the elements.

The Barnacles Tentacles can be grouped up and thickened so that they can be a bit more versatile and create fleshy parts to aid barnacles in battle. For example they can expand their tendrils which wrap around one another to form an arm. Anything can be made like limbs or wings capable of flight, a tail to whip prey - it's limited by the user's imagination and as long as the creation makes sense. The Size is limited to Short Range so can only be a maximum of 5 meters long from any kind of Barnacle source, whether it be an Acrothoracica or a Barnacle Shell or even a Kozui. However if a huge Summon, like "Sprout, The Gravemind" it will create things proportionate to it's size meaning it's range exceeds short range making it mid.

- Can only be used on up to four Barnacles, A-Rank power would be divided between them
- Any Thoracica or Acrothoracica type barnacles can use this
- No Barnacle arts A-Rank and above in the same turn
- This Technique has a two turn cooldown


Update Approved

Updating so it can be clearly used defensively:

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Legs of the Thoracica
Type: Supplementary / Defensive
Rank: A
Range: Short (- Mid for Larger Summons)
Chakra Cost: 30
Damage Points: N/A
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tentacle like limbs, fuelling them with strength and making them much longer and stronger. The limbs will now be capable of stretching up to 5 meters and grabbing a hold of a target that the user wishes for the summon using this jutsu to. Because this is the fleshy part of the barnacle, it isn't as durable as the shells but because of the chakra put into the limbs it becomes thick and almost like solid muscle (Not making it any less versatile) capable of standing up to the elements.

The Barnacles Tentacles can be grouped up and thickened so that they can be a bit more versatile and create fleshy parts to aid barnacles in battle. For example they can expand their tendrils which wrap around one another to form an arm. Anything can be made like limbs or wings capable of flight, a tail to whip prey - it's limited by the user's imagination and as long as the creation makes sense. The Size is limited to Short Range so can only be a maximum of 5 meters long from any kind of Barnacle source, whether it be an Acrothoracica or a Barnacle Shell or even a Kozui. However if a huge Summon, like "Sprout, The Gravemind" it will create things proportionate to it's size meaning it's range exceeds short range making it mid.

- Can only be used on up to four Barnacles, A-Rank power would be divided between them
- Any Thoracica or Acrothoracica type barnacles can use this
- No Barnacle arts A-Rank and above in the same turn
- This Technique has a two turn cooldown

✦ Update approved ✦

New Submissions :

(Jiongu Fujitsuboātsu : Katsuryoku o Kizutsukeru) - Earth Grudge Fear / Barnacle Arts : Corrupted Vigour
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: N/A (-30)
Damage Points: N/A
Description:
Inner Daemons and Lena's Unique Structure of having a body Made of Dark Threads make them a strange but symbiotic relationship as Barnacles use tendrils similar to that of Threads. Inner Daemons have more freedom of the Body of a Jiongu user their tendrils wrapped through the threads of their body and sometimes even merged as one into the threads; because of the time spent with the Inner Daemons being apart of the user's body they finally settled and adapted well with this body creating a positive merge. Through this the Inner Daemons have some form of control of flexibility with the Dark Threads themselves, creating a new Arsenal for them as they can use Dark Threads Techniques independently from the user.

Because of the symbiotic relationship between the Inner Daemons and the Threads this gives them access to Hearts. Inner Daemons can take priority on one of them, giving them access to the element on the Heart that they have Chosen - to Switch a Heart the user must make a Chakra Sacrifice of 30 and one of the 3 moves. The focused element gains more chakra from Inner Daemons when used, spawning Rhizocephala that further fuel the techniques and strengthen them giving them a Rank boost, S-Ranks gain +20 damage but only if that one element is used. Obviously if the Heart isn't within the Body then it cannot be used and Lena cannot use the Element that Inner Daemons is using.

The Inner Daemons have the option to Summon straight from the Barnacle Contract being apart of Lena, and also replacing the fact that she needs to draw blood from her Dark Threads, the Inner Daemons now have access to that they would only be able to summon if the Bio has a Tattoo on the Skin (Skin is changed to that of the Inner Daemons'). However as a part of this way of summoning the user and the Inner Daemons have an option to summon one of the hearts to the Summoned Community or Mecha or Kozui - however this can only be one of the hearts at a time (Cost of Summon is used and this counts as a Summoning Ritual). When summoned to a barnacle summon the Masks can be placed over the face of the Communities/Kozui/Mecha and the Dark threads are completely entwined through the summon just as their pink tendrils are also. The Masks give Dark Thread and Elemental capabilities depending on their heart, but only for as long as they are out on the Field - they also act independently from the summon but can still channel elemental jutsu through it's body or another medium instead of just the mouth.

- Summoning Hearts to Summons can only be done four times and has a two turn cooldown. (Post Jutsu in Move for Reference)
- Switching Hearts has a two turn cooldown and saps 30 chakra each time
- Jutsu must be posted at the start of battle and Inner Daemons ( ) must be on the User's Bio
- Must have Access to Dark Threads and Elemental Hearts
- Must have Signed the Barnacle Contract

Dark Threads and

(Kuchiyose : Utahime, Sora Doroppā) - Summoning : Songbird, The Sky Dropper
Type: Summon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A (80 if used as an Attack)
Description:
Songbird is a Large Community of Barnacles formed together to take the look of a Mechanical looking Bird, easily dwarfing a person as he can pick them up with just one of his two talons. The bird barnacle community is tough and sturdy and like most has large wings capable of flight, with a massive wingspan of 15 meters . When summoned by either the normal summoning jutsu or by swiping blood on the tattoo and performing a hand seal Songbird will be summoned mid flight soaring high in the sky as it appears from a cloud of smoke. Songbird has been said to be able to fly through anything, what this has been adapted from is the fact that Songbird can swim through normal water like it flies through the air (being made of Barnacles, a water based creature).

Songbird is sensitive to sounds, this can trigger a reaction which would be a threat to the opponent. The User can trigger the reaction by whistling a certain tune only contract signers know and which songbird can hear - this is not in any way a sound jutsu and other barnacle communities, kozui and mecha can whistle this tune if they are on the field also (Triggering it this way costs a Move out of three). However the opponent can also trigger it by using a Sound Release jutsu, a Lightning Technique or a Genjutsu that needs sound as a medium. What comes next is the Songbird's attack, a Divebomb of sorts which has the bird shoot down at great speed, increasing it's weight and solidity through Earth Release to make it drop faster - hitting speeds twice that of base Kage-rank bios. The Bird will not simply swoop the opponent up however, they will full on hit the earth with all it's strength (S-Rank) and this is where the Songbird's second ability comes in. When hitting the Earth Songbird burrows through it like an advanced version of "hiding like a mole technique" not losing it's speed as it drags the opponent through the ground, crushing and bashing them against the rocks. IF the opponent by chance dodges the technique, songbird will pop up later from underneath carrying the opponent into the air and in it's beak and throws the opponent to the ground.

Finally, Songbird flies around the Sky automatically when not attacking, defending against anything that comes from it - solidifying it's body to become that of an S-Rank Earth Defence (at the expense of a move). It flies above the user defending them easily. User can command the bird not to defend if it suits. Like all Barnacles Songbird has a strong calcite shell worth B-rank neutral t the elements except lightning which is strong against it and water which is weak.

- Can only be summoned Once per battle.
- Lasts Four turns on the Field.

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✦ Both Pending, wew lad. I gotta read the rest of these barnacles to see what they all can do. Man really pulled up with a Mecha, I thought it was memes. Also has to ask about some Dark Threads stuff. ✦


Approved: edits annotated in pink.

 
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21 Savage

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( Rīfudoragon Semigod ) - Leaf Dragon Semigod
Type: Offensive/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is a variation of the ultimate taijutsu technique tailored around the flaws and strengths of the original. It is initiated by the user/specialist lifting off the ground while spinning his whole body ferociously in an anticlockwise motion gathering wind currents that follow the actions of the rotation creating a makeshift shroud of rampaging winds around his body. While spinning, the user is protected from any form of assault from any angle (A rank and below) since it stands on a neutral level as its parent technique. The wild currents from the spin can take the form of a large serpent with a reddish hue and white glowing eyes and a large body rivalling Orochimaru's three headed snakes in total size. Also, the user can instead choose to use the momentum from the spin and "drill" into and through any obstacle of their choosing whether defenses, techniques or even opponents (A rank and below).
Note: Can only be used by Taijutsu specialists

□ Declined. This is just the canon technique fam.□
 
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Mudo

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(Iaidō: Zen no Idō) - Art of Quick Draw and Re-sheathing the Sword: Moving Zen
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A (-10 for each iaijutsu performed)
Damage: N/A
Description: Over the years, Samurai had often practiced Iaidō based on the understanding that it is an almost ritualistic form of combat, born from practices that strive to impart the morals of a classical warrior such as building a spiritually harmonious being possessed of high intellect, sensitivity, and resolute will. While this is correct, the root teachings of the art were lost over time; in truth, the purpose of Iai is founded on the principle of being in the psychological state of the present and responding to an attack before striking with speed. Thus, Zen no Idō reintroduces this concept into modern day Iaidoka. This is a skill that is taught to masters of the art who have completed all forms of Iai training and who have maximized their reflexes in regards to drawing and re-sheathing the sword. In essence, after training to increase their proficiency in applying rapid and sudden movements while performing iaijutsu, it allows the Iaidoka to inherently evade incoming techniques within reason while simultaneously executing any Iaidō techniques they use. By fueling more chakra into their movements during the ritual of Iaidō, they can move in any direction at a slightly increased speed (x2, equal to that of Leg Weight speed) prior to or during the use of Iaidō. The limitations are that they may only use this speed to travel in any direction within five meters of their original position, and once the Iaidō technique is complete or stopped, Zen no Idō immediately ceases.
Restrictions:
Note: May only be used by samurai who have attained the rank of Sage (unofficial or official).
Note: Must be posted in the samurai's biography.
Note: No other techniques besides those revolving around Iai can be used while Zen no Idō is active.
Note: This is a passive trait that automatically activates prior to or during the execution of any Iaidō based technique; reserved only for those who hold true mastery over the art (must state Iaidō as a specialization in one's biography), once learned, Zen no Idō comes naturally and without thought, in a manner akin to the Shinobi's Water Walking skill.

‡ Approved ‡


(Bushidō: Daini no Seijū: Echigo no Konpeki Tsuin Ryū) - Way of the Warrior: Second Holy Beast: Azure Twin Dragon of Echigo
Rank: S
Type: Defensive, Offensive
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A maneuver which employs the concept of Zettai Tōroku, or Absolute Inscription, along with the Samurai Saber technique using short-swords. The Samurai will begin by activating the Samurai Saber technique within both weapons (if not already activated prior), before they unsheathe both of the blades using the Art of Iaidō, utilizing shape manipulation to form the chakra coursing through the blades into the shape of semi-tangible dragons, one dragon head stemming from each of the two individual blades. From here, there are two ways in which this technique can be applied; in a defensive manner, using the concept of Absolute Inscription to slash all around oneself, as the dragons violently circle the immediate vicinity all around in an effort to protect its master. Not only is this capable of defending against physical based attacks, but energy based ones as well. This is possible due to the speed in which the Samurai has unsheathed and slashed around them self with Iaidō, creating compressed waves of wind that push away at all forms of attacks (this is not wind release -- an example of the concept of using speed and strength to achieve this particular affect can be seen in the Leaf Dragon God technique). In an offensive manner, the Samurai can control the dragons completely with blade movements in order to make them bite into their target(s) or defend from attacks that aren't in their immediate short range. The dragons are individually equivalent to A-rank in strength, combining as an S rank technique only when used together to defend from attacks or when attacking simultaneously with both dragon constructs.
Restrictions:
Note: Can only be used by Samurai biographies.
Note: Can only be used twice per battle.
Note: As with all forms of Iaidō, this requires that both short-swords be sheathed prior to initiating the technique.
Note: Because the dragon constructs are formed from the Samurai Saber technique, the user is capable of sustaining its form continuously for only one turn following the initial activation of this technique as long as they fuel chakra into the blades (20 chakra for the following turn), or until the dragons have been destroyed.

(Bushidō: Saisho no Seijū: Yi no Shuiro Fenikkusu) - Way of the Warrior: First Holy Beast: Vermilion Phoenix of Yi
Rank: S
Type: Supplementary, Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: The Vermilion Phoenix is the first and supreme Holy Beast, said to manifest itself to worthy Samurai who have learned to harness the power of the three lesser beasts beforehand. Despite its alleged superiority, the type of role the Phoenix plays is that of a support-based one; additionally, unlike the other series of techniques, this is not initiated through any form of Iaidō or Samurai Saber technique. It is activated by exuding one's chakra along the entirety of the body, causing the Phoenix (wings, upper torso and head) to manifest itself from the back of the Samurai. Its total wingspan stretches up to three meters, granting the Samurai the ability of flight, along with increasing the damage of all other Holy Beast techniques by twenty during the turns in which this is active. The Samurai can further manipulate the Phoenix at will to shield them from simple projectile-based weapons or techniques; though it should be noted that because this technique is not created through the Samurai Saber, the Phoenix does not interact neutrally with the five basic elements, instead, it is weak to any of them similar to normal raw chakra. Staying true to the legends of the Phoenix being reborn from its "ashes", if it is prematurely destroyed, it can be reactivated on the following turn for half the initial chakra cost, although if this is done, it only remains active for that same turn before disappearing.
Restrictions:
Note: Can only be used once per battle.
Note: Can only be used by Samurai biographies.
Note: Lasts for three turns, after which the Samurai will be unable to use any A-rank and above Samurai-Saber based techniques for the following turn. If the Phoenix is reborn after being destroyed and ends on the same turn, this same restriction applies.

‡ Both Approved ‡
Updating both of the following (removing rank restriction on Zen no Idō):

(Iaidō: Zen no Idō) - Art of Quick Draw and Re-sheathing the Sword: Moving Zen
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A (-10 for each iaijutsu performed)
Damage: N/A
Description: Over the years, Samurai had often practiced Iaidō based on the understanding that it is an almost ritualistic form of combat, born from practices that strive to impart the morals of a classical warrior such as building a spiritually harmonious being possessed of high intellect, sensitivity, and resolute will. While this is correct, the root teachings of the art were lost over time; in truth, the purpose of Iai is founded on the principle of being in the psychological state of the present and responding to an attack before striking with speed. Thus, Zen no Idō reintroduces this concept into modern day Iaidoka. This is a skill that is taught to masters of the art who have completed all forms of Iai training and who have maximized their reflexes in regards to drawing and re-sheathing the sword. In essence, after training to increase their proficiency in applying rapid and sudden movements while performing iaijutsu, it allows the Iaidoka to inherently evade incoming techniques within reason while simultaneously executing any Iaidō techniques they use. By fueling more chakra into their movements during the ritual of Iaidō, they can move in any direction at a slightly increased speed (x2, equal to that of Leg Weight speed) prior to or during the use of Iaidō. The limitations are that they may only use this speed to travel in any direction within five meters of their original position, and once the Iaidō technique is complete or stopped, Zen no Idō immediately ceases.
Restrictions:
Note: Must be posted in the samurai's biography.
Note: No other techniques besides those revolving around Iai can be used while Zen no Idō is active.
Note: This is a passive trait that automatically activates prior to or during the execution of any Iaidō based technique; reserved only for those who hold true mastery over the art (must state Iaidō as a specialization in one's biography), once learned, Zen no Idō comes naturally and without thought, in a manner akin to the Shinobi's Water Walking skill.

□ Update Approved. □

(Bushidō: Saisho no Seijū: Yi no Shuiro Fenikkusu) - Way of the Warrior: First Holy Beast: Vermilion Phoenix of Yi
Rank: S
Type: Supplementary, Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: The Vermilion Phoenix is the first and supreme Holy Beast, said to manifest itself to worthy Samurai who have learned to harness the power of the three lesser beasts beforehand. Despite its alleged superiority, the type of role the Phoenix plays is that of a support-based one; additionally, unlike the other series of techniques, this is not initiated through any form of Iaidō or Samurai Saber technique. It is activated by exuding one's chakra along the entirety of the body, causing the Phoenix (wings, upper torso and head) to manifest itself from the back of the Samurai. Its total wingspan stretches up to three meters, granting the Samurai the ability of flight, along with increasing the damage of all other Holy Beast techniques by twenty during the turns in which this is active; it can additionally fortify the strength of all defensive-based Holy Beast techniques by one rank. The Samurai can further manipulate the Phoenix at will to shield them from simple projectile-based weapons or techniques; though it should be noted that because this technique is not created through the Samurai Saber, the Phoenix does not interact neutrally with the five basic elements, instead, it is weak to any of them similar to normal raw chakra. Staying true to the legends of the Phoenix being reborn from its "ashes", if it is prematurely destroyed, it can be reactivated on the following turn for half the initial chakra cost, although if this is done, it only remains active for that same turn before disappearing. Activation of the Phoenix costs a move slot but occurs instantaneously for time-frame purposes.
Restrictions:
Note: Can only be used once per battle.
Note: Can only be used by Samurai biographies.
Note: Lasts for three turns, after which the Samurai will be unable to use any A-rank and above Samurai-Saber based techniques for the following turn. If the Phoenix is reborn after being destroyed and ends on the same turn, this same restriction applies.

□ Update Approved. □
 
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( Katon: Reiji no shakunetsu ) - Fire Release: Scorching Rage
Type: Defensive/Supplemental
Rank: B-Rank
Range: Short
Chakra: 20 (-5 second turn)
Damage: 40
Description: The user will channel their Katon chakra thru both legs into the ground which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
~Notes~
- Must be taught by -Vegeta
- Lasts 2 turns

Approved
Approval link
Updating
(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Type: Supplemental/Attack/Defense
Rank: A
Range: Short/Mid
Chakra: 30 (-15 per turn to maintain)
Damage: 60
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
- Lasts 4 turns unless released
- Must know my Scorching Rage and it must be used on the same turn
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks
- Must be taught by -Vegeta

Approved
Updating
( Katon: Reiji no shakunetsu ) - Fire Release: Scorching Rage
Type: Offensive/Defensive/Supplemental
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 40
Description: The user will channel their Katon chakra thru both legs into the ground which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
~Notes~
- Lasts 2 turns

(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Type: Offensive/Defensive/Supplemental
Rank: A
Range: Short/Mid
Chakra: 30 (-5 per turn)
Damage: 60
Description: After Performing Fire Release: Scorching Rage, the user will focus and maintain the fiery golden chakra surrounding him and can move about freely. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
- Lasts 4 turns unless released
- Must know Scorching Rage and it must be used on the same turn
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- Can be used in the same TF as Scorching Rage at an extra cost of -5 chakra, costing a move slot as well
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks

□ Both Approved. Second doesn't stack. □
 
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Method

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Meiton: Brokkr no rokku| Dark Release: Brokkr's Lock
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: -
Description: This is a passive absorption ability which is left dormant until forced active by the opponent. The user activates their mark & releases an invisible translucent barrier of Dark chakra that almost instantly spans out up to Long range. The barrier's purpose is to absorb small amounts of chakra being manipulated by the opponent(s), being limited to absorbing up to 20 chakra a turn. This technique is only effective against raw chakra, whether it be manipulated within the target or externally from them & as such is directed against techniques that usually require a selected amount of chakra each turn to keep them fuelled, including but not restricted to sensory abilities, sentient entities & other techniques that note an additional chakra requirement each turn. The barrier is able to target multiple techniques but is limited up to 20 chakra & the user has no control over which opposing technique's chakra is absorbed, simply absorbing by order of initiation. The barrier is able to keep active & sustain itself for up to 3 turns to which then after relies on the opposing sources of chakra it forms with, a minimum requirement of 5 chakra each turn. The overall absorption of an opposing chakra source is able to increase the amount of turns the barrier is active overall an example being, if the barrier absorbs 15 chakra in 1 turn it can stay active for 3 turns longer.
- Originally active for 3 turns
- Can be used 3 times
- Cannot be used consecutively
- Taught by Method

□ Declined. Instantly up to Long range, passive, invisible and can take away chakra from something like Sensory and Barriers, some of which, remain indefinite? It basically keeps fueling itself, you, and thus, those restrictions don't mean much. This would need to be brought down quite a bit, Mid range, visible, lasts less time, absorbs only a certain quantity and decide on what you want to leech. Its too encompassing right now. □

Suiton: Tefnut no jisshi keitai | Water Release: Tefnut's Embodiment
Type: Supplementary | Offensive | Defensive
Rank: S
Range: Short
Chakra: 40 +10 each turn active
Damage: 80
Description: The user will focus their suiton chakra producing an abundance of water that forms just below the surface of the skin & seeps through, extending from a selected portion of the user's body. Through shape manipulation the water is compressed to the point of replicating the user's upper body & their appearance or any other appearance they choose, albeit with somewhat of a transparency & blue tone due it being made up of water. It can extend out up to 2 meters from the waist. Through the user's own will the replica can passively manoeuvre it's arms & can move from it's point of origin to another part of the body, this can be accomplished by moving along the body or inserting itself back into the user's body & re-emerging from a different location. The water's density can increase to the point of being able to interact with solid objects. The replica can be used to strike objects within it's reach & defend against opposing forces where viable, it can also maintain a solid grip of objects when in contact. Alternatively the user can reduce the scale of the technique to simply replicate additional limbs or constructs such as spikes, or even produce animalistic appendages through this method, such as wings or tails. the limits are restricted by the user's imagination. When used for smaller constructs or limbs, the user is able to create up to 3 different replicas, each equal to an A rank technique.
- Can only perform Water & Ninjutsu Chakra related techniques while active
- Requires 10 chakra each turn after the first to keep active
- Can be used twice
- Cannot be used consecutively
- Taught by Method

□ Declined. Clashes with Moofy's Water Release: Demon Lantern's Spirit. □

Meiton: Yakkaina kansho| Dark Release: Torturous interference
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: -
Description: Before performing this technique the user is required to have Dark chakra stored within their mark. The user begins by activating their mark & continues to channel chakra onto an object they focus on(this can be applied through any sort of sensory abilities too), they manipulate their chakra to manifest a light blue flame as seen with techniques such as "(Meiton: Jajjimento) - Dark Release: Judgment", however Torturous interference specifically materialises on contact with the target as a localised concentration of fire rather than the former which is released as a blast of flames. Upon creation the flame rapidly spreads across the object, completely devouring it until nothing is left. By following Dark's strengths & weaknesses this technique is effective against neutral techniques of the same rank, B-Rank techniques of elements strong to Dark and S-Rank techniques of elements weak to Dark, but cannot be used against Earth or elements in relation to it & when used against water techniques, it simply devours the chakra. It can also work on corporeal techniques such as Shadow Clones, Ink Ninjutsu & other material forms of chakra/energy. The flame starts of as a large ember & continues to grow to the same size as the object it consumes until nothing is left to which it simply dissipates. If the opponent is in contact with the object then the flame continues to spread across onto them & causes severe 3rd degree burns across the affected area as well as internal injuries if applicable through the technique devoured, it will continue to spread until extinguished.
- Can be used 3 times
- Cannot be used in consecutively
- Taught by Method

□ Declined. Can't be manifested onto living beings or summons instantly. Also, that Long range gotta go. And only within sight, not based on what Sensory you have active. □
 
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