Custom Jutsu Submission - III

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Zatanna

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Firefly Arts: Dance of the Fireflies
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user will swipe blood on their tattoo/form hand seals, and slam their hand onto a surface. This allows them to summon forth a special swarm of Fireflies. These are around the size of a (insert a small size here). The swarm is easily discernible and can be heard, and summoned within Short range of the user. The swarm quickly covers the users' position, or can be manipulated to swarm around a specific object. This swarm will then emit lights in an distracting way, inducing a Genjutsu. This Genjutsu is simple, and merely causes the opponent to focus on the lights of the Fireflies that vary into different colors, acting as an apt distraction, hiding the user for ample time. This can be focused around the opponent as well, allowing the user to attack from a blindspot.
Notes; - Lasts only 3 turns
-Can only be summoned 2 times per battle with a 2 turn cool down between summons

Firefly Summoning: Terra
Type: Supplementary
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Terra, the Queen of the Fireflies is relatively large. She is around 10 meters long, and is capable of carrying 2 people on her back. She has a hard carapace, capable of withstanding up to A rank elemental ninjutsu twice per battle. She is able to cast genjutsu by channeling chakra through her thorax and lighting up, showcasing a color which acts as the medium for the Genjutsu. Twice per battle, she can use a special genjutsu exclusive to Fireflies. This is an S rank genjutsu, where the opponent starts to see more and more fireflies that fill up the battlefield till the users vision is blind, covering their entire gaze as well as their sense of hearing, as the buzzing from the Fireflies in the illusion get louder and louder. This lasts for 2 turns. Terra can fly up to a long range, and is able to use Lightning techniques the users knows up to S rank
Notes; - Lasts 4 turns
-Can only be summoned once

Firefly Arts: Pheromone Trace
Type: Supplementary
Rank: A rank
Range: Short - Long range
Chakra: 30
Damage: N/A
Description; By forming one handseal, the user commands any or all fireflies on the battlefield to release a spray from their bodies, of specific firefly pheromones. Ninja tools, items of clothing, people or summons caught in this spray are tagged with this scent for 2 turns. Anyone that is a signer of the Firefly contract can track this scent, being trained in Firefly pheromones.
Notes; - Can be used twice per battle
- Scents last for 4 turns.
- The pheromones are a water based scent and cannot be pushed away by wind.



✦ All Approved ✦
 
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Lord of Kaos

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✦✦ Thread Reopened - Cycle lasting August 30th to September 6th ✦✦

Thread reopened, a few of the lengthy submissions still pending. Look, y'all gotta cut back on submission lengths. I know some information is critical but if I gotta read about how your sword was rumored to be the last treasured Relic of a deity who passed it to you after some trials, I'm auto declining it. Try to keep it as concise as possible. I'm talking straight to the point like an i. I'll be checking periodically through the week when time allows so only submit if you are ready. I know some submissions still pending, it's not a surprise to us either but we do plan on checking them without being told about them. Just be a little patient, like a sick midget. We got your submission soon. Same rules as usual apply.​
 

Vroqrak

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Suiton: No sakebigoe Oros | Water Release: Cry of Oros
Type: Offensive | Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description The user makes three handseals and, utilizing a sword, the user channels suiton chakra onto his arms and releases up-to 4 spheres of water that float around the tip of the sword. When the sword is swung, the water spheres move as the motion of the sword. The spheres burst into a mass of water ,when it comes to contact with substantial mass or reacts to another element causing damage ranging from B-Rank to D-Rank in respect to the number of orbs created.
Note: Can't mold chakra of another element while the sphere is still being maintained.

♪ Approved, added handseals as per new rules. ♪
 
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Roy

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Hyouton: Yoru-ō no Syukufuku | Ice Release: Night King’s Blessing
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description:The user makes two handseals, and using their innate ability to mold Wind & Water chakra simultaneously to create Ice a Yuki clan member, upon performing a water jutsu enhances it with their wind chakra essentially transforming the water technique into an ice technique. The ice’s state is up to the user’s discretion, they can choose to either condense the water into millions of microscopic ice crystals forming snow or solidify it into hard (chunks of) ice. The power of the technique this is applied to remains unchanged but takes up the strengths and weaknesses of ice due to the conversion as well as any other properties befitting an ice jutsu.
Note: This technique is applied during the creation of the water technique and cannot be applied to water techniques that are already active. It is however, used in conjunction with the water thus happening in the same timeframe slot but still costs a move.
Note: Can only be used once per turn with a one-turn cooldown in between each usage up to a maximum of four usages per event.
Note: Can only be used on water techs which form at least three meters away.

♪ Approved: Cool tech, added a note. Don't forget to add handseals to elemental jutsu from now on. ♪

For reference:

Jūho: Hiken | Gentle Step: Fire Fist
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A (+1 Rank to Gentle Fist A-Rank and below | +20 to S-Rank)
Description: A supplementary technique to counter one of the most basic weaknesses of Gentle Fist, namely its raw nature. Upon performing a simple Gentle Fist technique the user converts the nature of the raw chakra into superheated fire-natured chakra. This process results in the chakra combusting upon being released, effectively producing flames. However, the loss of its raw nature has a single drawback where the technique loses the capability of invading the target only being capable dealing external damage. In turn, due to the nature of fire the damage produced by this conversion is far greater than the original form more than making up for it’s drawback while also playing on equal terms with elemental chakra following the strengths & weaknesses of fire.
Note: Application of this technique happens in the same timeframe as the technique it’s applied to, but still costs a move.
Note: This technique is only applicable to Gentle Fist techniques revolving around bursts/waves of chakra as well as rotations. Cannot be applied to techniques that require advanced shape manipulation.
Note: Can only be used once per turn with a one-turn cooldown in between each usage up to a maximum of four usages per event.

♪ Declined: I actually really like the idea, however doing this type of attack with fire would clash with Pervy's power of the dragon CJ, and Nakiri's Satan Flame CFS. ♪
 
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Method

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Meiton: Juryoku saji| Dark Release: Gravitational Surge
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: Gravitational Surge can be applied to the user's own technique performed either before or after this one. The user focuses their chakra & channels it throughout an existing technique or a selected portion of it, creating a layer of Dark chakra that blankets the user's technique in an almost transparent veil which has a slight hue of purple. This creates no additional defence or resistance to the original technique. When the user's own comes within short range of an opposing technique, they perform a single handseal which generates a suction affect from the Dark chakra. The suction continues to pull the opposing technique in toward the Dark layer. This is made possible due to Dark release's absorption method carrying an inhaling ability that draws chakra sources into the user's mark, as seen with techniques such as "Dark Release: Inhaling Maw". However, this technique does not absorb the chakra, it simply draws the target toward itself. Gravitational Surge follows Dark's strengths & weaknesses & 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. If used within short range of the user they are not required to perform the handseal to activate it. It cannot affect solid objects that lack chakra. It is not effective against an opponent unless they are covered in chakra. It is possible to use on corporeal techniques such as Shadow Clones, Ink Ninjutsu & other material forms of chakra/energy.
- Can be used 4 times
- Cannot be used consecutively
- Taught by Method

□ Declined. Is it done passively, or right after a technique, wasn't really clear on that. Also no @ colored. □



Changed the External ability to a release one rather than a absorption one, to avoid clashing.

Esupa | Esper
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Esper is a battle suit specifically designed for those with the ability to perform Dark release techniques. The suit, which serves the user with a type of symbiotic defence possesses a form of sentience which creates a link between itself & the user when worn. It's capabilities are achievable through a bonding process which merges the suit to the user's skin having it integrated with the body, creating a connection which extends to their nerves. This results in the suit acting as a second layer of skin, creating not only a connection to their nervous system but also allows the suit to become familiar with the user's chakra as it travels through the suit just as it would the user's own body. Made from a unique, organic material which has properties that allow it to repair damages sustained to it, as if regrowing. Acting as a type of elastic, Esper is a skin fitted suit perfectly accustomed to the user's body that covers it entirely from the neck down to the soles of their feet. The entire suit is jet black.
In addition to the suit Esper is fashioned with a single glove which is worn on the same hand present with the user's Dark mark. The palm of the glove has a perfectly cut out shape that reveals the user's mark & affixes itself to the borders of it. The glove does not carry any unique ability, it simply maintains a connection to allow the suit itself to become a medium for the user's mark, thus allowing the user to perform both Absorption & Release abilities of Dark through the suit. Esper carries three unique abilities that focus on more of the defensive aspect; a Passive, Internal & External.

Passive: Esper's sentience extends to the point of perceiving objects through touch, both tangible & intangible which includes inanimate objects & Chakra techniques; basic elements & all other variations of elemental chakra, raw forms of chakra/energy & of course life forms, essentially anything that comes in contact with the user/suit or vice versa would be felt by them. Though this seems no different than one's typical capabilities of touch for most cases listed above it also includes impalpable objects, something a person would normally be unable to feel or perceive visually, an example including techniques such as Invisible Barriers or Seals which come in contact with the user. As the two are connected together not only is the user able to feel what the suit does, the suit is able to feel what the user does. In essence the suit can be relatable to sensing techniques, being able to sense anything that comes in direct contact with the suit/user. This allows the suit to also distinguish foreign chakra that enters the body & continues to alert the user by signals sent through the nervous system, this however requires 5 chakra each time the suit detects an infiltration of foreign chakra within the user. Alongside an Internal ability listed below, the user as an alternate option capable of dispelling a Genjutsu through pain without suffering from the results of the cause. This is possible due to the suit & user being linked & feeling what the other does, meaning if the user cuts into the suit, they would feel the pain that would normally cause if done so on their own body. This is limited to cutting or slicing parts of the suit, not options such as breaking bones or causing internal damage.

Internal: As noted the suit is able to distinguish foreign chakra that comes in contact with it or the user, when made aware of this the user can then react accordingly by activating their mark & absorbing the opposing chakra through the suit. As this acts as an Absorption technique, it requires a chakra cost each time used which is half the amount of the opposing chakra technique, this is due to Raw chakra being weak to Dark. The absorption is limited in it's use & can only be performed 5 times & requires 1 or 3 moves each turn to do so. In regards to S rank Genjutsu, it can only be absorbed twice out of the 5. With the foreign chakra absorbed into the suit, it instantly travels into the user's mark, it is then converted into Dark chakra which allows the user to manipulate it & perform Dark release techniques.

External: This ability allows the user to reduce the rank of an opposing technique by one when in contact. This is accomplished by imbuing the suit with Dark chakra from the user's mark & causing it to create a layer that basically merges with the suit. When an opposing technique comes into contact with the user suit it takes affect & weakens the technique. This ability can be applied at any time but requires the user to release Dark chakra from their mark & channel it around the suit. This ability can also be manipulated to release the chakra as a short range pulse that renders an incoming technique weakened as it clashes against the pulse. either defensive ability would require 1 of 3 moves within the same turn & would require the user to once again channel Dark chakra across the suit to use the ability again. This ability is ranked between B-S rank depending on the opposing technique & must follow Dark's S&W. This can only be performed once a turn.

✦ Declined, wew. I know this is an ugly check response, but please shorten this and make it as concise as possible ✦
Meiton: Vu~oidou~ōkā | Dark Release: Void Walker
Type: Offensive
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60
Description: A release type technique which requires the user to have Dark chakra stored within their mark. The user focuses their Dark chakra, makes two handseals, & releases it as a large sphere of light blue flames, the size & appearance being similar to "Fire Release: Great Fireball Technique". The technique follows a direct path & can, on impact, explode into a maelstrom of blue flames that covers a Short range from the point of impact, anything caught within radius is left severely burnt, while direct impact results in a high chance of death. Alternatively the user is able to form a single handseal which not only forces the sphere to explode prematurely/on demand, but also releases smaller spheres from the explosion which target the opponent & dash toward them. The rank of the spheres is determined by the number created, beginning from B rank for a single orb. This requires an extra 10 chakra to perform.
- Can be used 3 times
- Taught by Method

♪ Approved, realise that these smaller fireballs don't fly around or over obstacles to reach the opponent. ♪

Meiton: Juryoku saji| Dark Release: Gravitational Surge
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: Gravitational Surge is applied after the user has performed a technique. The user focuses their chakra & channels it throughout an existing technique or a selected portion of it, creating a layer of Dark chakra that blankets the user's technique in an almost transparent veil which has a slight hue of purple. This creates no additional defence or resistance to the original technique. When the user's own comes within short range of an opposing technique, they perform a single handseal which generates a suction affect from the Dark chakra. The suction continues to pull the opposing technique in toward the Dark layer. This is made possible due to Dark release's absorption method carrying an inhaling ability that draws chakra sources into the user's mark, as seen with techniques such as "Dark Release: Inhaling Maw". However, this technique does not absorb the chakra, it simply draws the target toward itself. Gravitational Surge follows Dark's strengths & weaknesses & 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. It cannot affect solid objects that lack chakra. It is not effective against an opponent unless they are covered in chakra. It is possible to use on corporeal techniques such as Shadow Clones, Ink Ninjutsu & other material forms of chakra/energy.
- Can be used 4 times
- Cannot be used consecutively
- Taught by Method

□ Declined. Almost there, just need more clarification on that statement there. □

Managed to take out a few sentences to shorten, unfortunately nothing else than I can get rid of tbh, hope it's enough.

Esupa | Esper
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Esper is a battle suit specifically designed for those with the ability to perform Dark release techniques. The suit, which serves the user with a type of symbiotic defence possesses a form of sentience which creates a link between itself & the user when worn. It's capabilities are achievable through a bonding process which merges the suit to the user's skin having it integrated with the body, creating a connection which extends to their nerves. This results in the suit acting as a second layer of skin, creating not only a connection to their nervous system but also allows the suit to become familiar with the user's chakra as it travels through the suit just as it would the user's own body. Made from a unique, organic material which has properties that allow it to repair damages sustained to it, as if regrowing. Acting as a type of elastic, Esper is a skin fitted suit perfectly accustomed to the user's body that covers it entirely from the neck down to the soles of their feet. The entire suit is jet black.
In addition to the suit Esper is fashioned with a single glove which is worn on the same hand present with the user's Dark mark. The palm of the glove has a perfectly cut out shape that reveals the user's mark & affixes itself to the borders of it. The glove simply maintains a connection to allow the suit itself to become a medium for the user's mark, thus allowing the user to perform both Absorption & Release abilities of Dark through the suit.

Passive: Esper's sentience extends to the point of perceiving objects through touch, both tangible & intangible which includes inanimate objects & Chakra techniques, basically anything that comes in contact with the user/suit or vice versa would be felt by them. This includes impalpable objects, something a person would normally be unable to feel or perceive visually, such as Invisible Barriers or Seals which come in contact with the user. Not only is the user able to feel what the suit does, the suit is able to feel what the user does. This allows the suit to also distinguish foreign chakra that enters the body & continues to alert the user by signals sent through the nervous system, this however requires 5 chakra each time the suit detects an infiltration of foreign chakra within the user. Alongside an Internal ability listed below, the user as an alternate option capable of dispelling a Genjutsu through pain without suffering from the results of the cause. This is possible due to the suit & user being linked & feeling what the other does, meaning if the user cuts into the suit, they would feel the pain that would normally cause if done so on their own body. This is limited to cutting or slicing parts of the suit, not options such as breaking bones or causing internal damage.

Internal: As noted the suit is able to distinguish foreign chakra that comes in contact with it or the user, when made aware of this the user can then react accordingly by activating their mark & absorbing the opposing chakra through the suit. As this acts as an Absorption technique, it requires a chakra cost each time used which is half the amount of the opposing chakra technique, this is due to Raw chakra being weak to Dark. The absorption is limited in it's use & can only be performed 5 times & requires 1 or 3 moves each turn to do so. In regards to S rank Genjutsu, it can only be absorbed twice out of the 5. With the foreign chakra absorbed into the suit, it instantly travels into the user's mark, it is then converted into Dark chakra which allows the user to manipulate it & perform Dark release techniques.

Alright, limit this to 3 times. Also, no to the half amount of opposing chakra, with it being Gen, its a bit different than normal interactions.

External: This ability allows the user to reduce the rank of an opposing technique by one when in contact. This is accomplished by imbuing the suit with Dark chakra from the user's mark & causing it to create a layer that basically merges with the suit. When an opposing technique comes into contact with the user suit it takes affect & weakens the technique. This ability can be applied at any time but requires the user to release Dark chakra from their mark & channel it around the suit. This ability can also be manipulated to release the chakra as a short range pulse that renders an incoming technique weakened as it clashes against the pulse. Either defensive ability would require 1 of 3 moves within the same turn & would require the user to once again channel Dark chakra across the suit to use the ability again. This ability is ranked between B-S rank depending on the opposing technique & must follow Dark's S&W. This can only be performed once a turn.

Needs a more defined limit, or rather, needs to be restricted a bit better. Since its a CW, there's a bit more freedom but try restricting it a bit without taking too much away from it.

□ Declined. @Colored parts. □
 
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Zatanna

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Resubmitting to be updated with proper abilities and rank (cant quote but will post link );
(Kuchiyose: Te-ra) Summoning: Terra
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user taps their tattoo sending a pulse of chakra into it, summoning Terra. Terra is the King of the Firefly's, being a large male, that is 4 meters long head to tail. He is big enough to carry two people on his thorax with a large Yellow Tail glow. He can use any Raiton techniques the summoner knows up to S-rank. He communicates through wing vibrations, although those that can summon firefly's have been taught the language.
Notes:
-Can only be summoned by those that signed the firefly contract
-Last on the field only 4 turns and can only be summoned once
-Lightning attacks counts as a move

(Kuchiyose: Sureido) Summoning: Slade
Type: Summoning
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user taps their tattoo sending a pulse of chakra into it, summoning Slade. Slade is the King of the Firefly's, being a large male, that is 4 meters long head to tail. He is big enough to carry two people on his thorax with a large Red Tail glow. He has a hard carapace, capable of withstanding up to A rank elemental ninjutsu twice per battle. Once per summon, Slade can absorb one S-Rank or lower Raiton/Lightning technique. Twice per battle, Slade can use a unique ninja art unique to Fireflies. He will begin vibrating as he fly's, releasing pheromones that will paralyse any opponent it touches (lasts 1 turn). He can use any Katon techniques the summoner knows up to S-rank. He communicates through wing vibrations, although those that can summon firefly's have been taught the language.
Notes:
-Can only be summoned by those that signed the firefly contract
-Last on the field only 4 turns and can only be summoned once
-Attacks counts as a move

□ Approved. Edits made. □

(added a unique ability to match other matching summons)

Kuchiyose: Kōhai suru kisetsu: Summoning: Mating Season
Type: Supplementary
Rank: A rank
Range: Short - Long range
Chakra: 30
Damage: 60
Description: The user will summon a large swarm of fireflies one of the two ways. This swarm is a seasons worth of fireflies roughly around 250, all the size of a paperclip each. This swarm can be used to attack or defend as they hover and fly around the battlefield. They are immune to water and lightning attacks. The can be used for A rank attacks, where they will swarm around the opponent and shock them repeatedly into a paralysis with the equivalent of an A ranked lightning jutsu. They can defend the user, from 2 A rank attacks, or 3 B rank and below attacks.
-Can only be summoned by those that signed the firefly contract
-Last on the field only 4 turns and can only be summoned twice

□ Declined. Just clarify how they are summoned, and make it a Firefly art, instead of summon. Also, remove that they are immune to certain attacks, but rather make them withstand attacks up to a certain rank. Also, you could make it so they can be manipulated into forms via hand gestures for defense purposes, for example. □

Firefly Arts: Rite of Spring
Type: Supplementary
Rank: S rank
Range: Short - Long range
Chakra: 40
Damage: N/A
Description: Using any fireflies on the battlefield as a medium, the user will cast a jutsu on the opponent, where fireflies will start flashing, intermittently with colours beginning to induce the opponent into a seizure. Upon starting, the opponent will have a hard time focusing, their vision going blurry, decreasing their ability to track by half. Upon the second turn, their muscles begin to seize up and contract quickly, losing control of them, halving their speed. Upon the third turn the opponent passes out unconscious.
-Can only be summoned by those that signed the firefly contract
-To stop the jutsu, the opponent must destroy the firefly(s)
-Due to being trained to fight alongside fireflies, flashing lights become second nature to signers.

□ Declined. Change the colored part, maybe by dropping a rank, or two. By half is a bit too much. Overall, the concept is fine. Also, usage limit, and how long it lasts. □
 
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Six Paths

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Dropping
Centipede Contract
You CANNOT make Kagune as a CW, considering it belongs to the Claymore clan. And Zaphkiel, the owner of the clan WILL NOT give you permission to make it. If you so much want the weapon, apply for the clan, simple.

Did not bold changes, as they were too many, and spread all across.

Abysswalker Artorias | Artorias the Abysswalker
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: 40 (Activation) 10 (Per Turn)
Damage: N/A
Description: Hailed to be a creation of the devil itself, due to the darkness and Abyss which always surrounded this item, along with the hailed legends that person who walks through the darkness, through the eternal void of nothing, through the abyss may possess them only, the set of the Artorias, appears to be rather simple. It is composed of a body tight suit, which sits underneath the clothing of the individual. It is rather flexible allowing the user total movements, and is practically weightless, due to it being insanely thin and almost as it is part of the user itself, so in this form, it won’t cause any problems. This set is made of a material which comes from the infamous Aogiri Centipedes. The thin tight armor will be activated through the user's chakra when he desires, and it will grow into something unique. It will grow into a full-body armor, which covers the whole body along with a unique helmet, the appearance of which will be given by an image. The armor itself will appear to be feather light, due to the chakra of the user controlling it, rather than the body carrying it. This is why it will appear insanely heavy to everyone else, but the user. The armor itself has a very specific set of abilities, which will be composed of the unique shell and strength of the Centipedes itself.

Shroud of the Abysswalker – The Armor ☫

The armor consists itself of a very tightly connected piece of a body suit. However, what might seem like a clothing, is essentially connected to the body of the user itself. The armor of the Artorias, sticks similar to fungi to the user's body, all over the skin. Taking it off will greatly cause the weapon to reject. It will grow sorts of “roots” connected to the user's chakra and tekketsu points all over the body. This full body suit will come with the upper, long sleeved part, along with long pants with the very same chakra connections. Actually, bodies who do not naturally have regenerative capabilities, will not be capable of bearing this weapon or armor, because all the wounds of the weapon moving through the skin, would damage normal humans too much. So, special regenerative capabilities would be crucial to pulling this off. Upon activation, the armor will tear through any sort of clothing above the user, releasing some sort of wave of chakra. The activation requires a total of 40 chakra, and from that moment, it will constantly need chakra in order to work and process naturally. Once active, this armor, will have a long cape, and appear all black in sight, with shades of gray and very dark blue. The effects of the armor in turn, however are very specific. The organism feeds on chakra, and it very connected and bound to Centipedes in turn as well. The helmet will act similar to Organs of Tömösváry, which are sensing organs, highly sensitive to all sorts of vibrations, even within the ground or air, which will send all this knowledge and information to the user itself. The armor itself is made by very strong shell like structure, which will be shaped and look like steel, but is actually much lighter, giving it a durability of B-Rank. Lower ranked attacks can cause scratches on it which can regenerate in turn, while same and higher ranked attacks will be able to damage it severely or destroy it entirely. This armor though has regenerative properties, which will form it only 3 times. After the 3rd destruction, it will simply deactivate and be put in the form of the normal, skin tight bodysuit, with no gains in speed, or durability. No more than normal clothing. The “Roots” have more than the usage of sucking up chakra from the user, as they scan for something very specific, which is, the chakra nature of the user. The armor itself, however, can also use the regenerative capability of it, in order to grow from every part of it, just like the user desires. It can, in turn, create weapons, from its hands, shields from the forearm guards, even spikes, only up to the size of normal weapons. The strength of those grown segments are on par with the rest of the armor, and their damage will count in a similar fashion. These grown segments can be separated, but, will take away strength from the main armor, and only regain it, after this segment, connects to it again. The armor will be able to at will, release a haze, which will be purplish. This haze is naturally very venomous, using the natural venom of Centipedes, which has hallucinatory properties when inhaled, but, at times when the user desires, this haze will lose those venomous properties, in order to develop specific features from basic 5 elements. These features would include, but not be limited to, powerful burning properties of fire. Shocking and paralyzing properties of lightning. Chakra absorption of mist based water release. Very sharp and cutting qualities, but also strong and powerful gusts and blasts of wind. As for earth, it will be able to use the weight manipulation of earth release to make the armor and the user wearing it lighter or heavier. Meaning it will allow the user to make a very powerful jump and quick maneuvers and movements, which would even be up to Mid-range. (Cannot be used to dodge techniques). All these properties will be up to A-Rank in strength, and the user needs to specify which one they used. Using this elemental haze chakra property will count towards the jutsu limit. The purple colored haze, can use the elemental properties only short range from the user. The user can also, at will, coat parts of the armor with a liquid form of the venom, then when it goes into the blood circulatory system of enemies, it will cause hallucinations, high temperature, even passing out if the cut and amount of venom was low enough (Being stabbed...etc).​

The set of the Artorias will continue leeching the Haze around itself for continuous periods of times and it is passive as well. The very nature of the weapons of Artorias is a terrifying one, calling the people who wield it the name of the Abyssal Walker, or the Abyssal Knight. This set was found by the infamous claymore Ken Kaneki and is being used by him ever since.

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Note: Activation costs as a move.
Note: Weapon set draws a total of 10 chakra every turn.
Note: Can only be used by bios with regenerative properties.
Note: Elemental coating can last a total of 3 turns max.
Note: Elemental usages could towards the jutsu limit.
Note: Grown segments which are separated can be up to B-Rank, Max.
Note: Elemental coating can be used a total of 4 times max.
Note: Can only be used by bios that have the Centipede Summoning Contract
Note: Can only be used by Six Paths.

Declined - remove the mention of organisms and such that make this seem sentient, i wont allow that. You have it linked to too many elements too. It's too varied. And you write so much to say stuff that's so simple <_<
Centipede Contract

Did not bold changes, as they were too many, and spread all across.

Abysswalker Artorias | Artorias the Abysswalker
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: 40 (Activation) 10 (Per Turn)
Damage: N/A
Description: Hailed to be a creation of the devil itself, due to the darkness and Abyss which always surrounded this item, along with the hailed legends that person who walks through the darkness, through the eternal void of nothing, through the abyss may possess them only, the set of the Artorias, appears to be rather simple. It is composed of a body tight suit, which sits underneath the clothing of the individual. It is rather flexible allowing the user total movements, and is practically weightless, due to it being insanely thin and almost as it is part of the user itself, so in this form, it won’t cause any problems. This set is made of a material which comes from the infamous Aogiri Centipedes. The thin tight armor will be activated through the user's chakra when he desires, and it will grow into something unique. It will grow into a full-body armor, which covers the whole body along with a unique helmet, the appearance of which will be given by an image. The armor itself will appear to be feather light, due to the chakra of the user controlling it, rather than the body carrying it. This is why it will appear insanely heavy to everyone else, but the user. The armor itself has a very specific set of abilities, which will be composed of the unique shell and strength of the Centipedes itself.

Shroud of the Abysswalker – The Armor ☫

The armor consists itself of a very tightly connected piece of a body suit. However, what might seem like a clothing, is essentially connected to the body of the user itself. The armor of the Artorias, sticks similar to fungi to the user's body, all over the skin. Taking it off will greatly cause the weapon to reject. It will grow sorts of “roots” connected to the user's chakra and tekketsu points all over the body. This full body suit will come with the upper, long sleeved part, along with long pants with the very same chakra connections. Actually, bodies who do not naturally have regenerative capabilities, will not be capable of bearing this weapon or armor, because all the wounds of the weapon moving through the skin, would damage normal humans too much. So, special regenerative capabilities would be crucial to pulling this off. Upon activation, the armor will tear through any sort of clothing above the user, releasing some sort of wave of chakra. The activation requires a total of 40 chakra, and from that moment, it will constantly need chakra in order to work and process naturally. Once active, this armor, will have a long cape, and appear all black in sight, with shades of gray and very dark blue. The effects of the armor in turn, however are very specific. The organism feeds on chakra, and it very connected and bound to Centipedes in turn as well. The helmet will act similar to Organs of Tömösváry, which are sensing organs, highly sensitive to all sorts of vibrations, even within the ground or air, which will send all this knowledge and information to the user itself. The armor itself is made by very strong shell like structure, which will be shaped and look like steel, but is actually much lighter, giving it a durability of B-Rank. Lower ranked attacks can cause scratches on it which can regenerate in turn, while same and higher ranked attacks will be able to damage it severely or destroy it entirely. This armor though has regenerative properties, which will form it only 3 times. After the 3rd destruction, it will simply deactivate and be put in the form of the normal, skin tight bodysuit, with no gains in speed, or durability. No more than normal clothing. The “Roots” have more than the usage of sucking up chakra from the user, as they scan for something very specific, which is, the chakra nature of the user. The armor itself, however, can also use the regenerative capability of it, in order to grow from every part of it, just like the user desires. It can, in turn, create weapons, from its hands, shields from the forearm guards, even spikes, only up to the size of normal weapons. The strength of those grown segments are on par with the rest of the armor, and their damage will count in a similar fashion. These grown segments can be separated, but, will take away strength from the main armor, and only regain it, after this segment, connects to it again. The armor will be able to at will, release a haze, which will be purplish. This haze is naturally very venomous, using the natural venom of Centipedes, which has hallucinatory properties when inhaled, but, at times when the user desires, this haze will lose those venomous properties, in order to develop specific features from basic 5 elements. These features would include, but not be limited to, powerful burning properties of fire. Shocking and paralyzing properties of lightning. Chakra absorption of mist based water release. Very sharp and cutting qualities, but also strong and powerful gusts and blasts of wind. As for earth, it will be able to use the weight manipulation of earth release to make the armor and the user wearing it lighter or heavier. Meaning it will allow the user to make a very powerful jump and quick maneuvers and movements, which would even be up to Mid-range. (Cannot be used to dodge techniques). All these properties will be up to A-Rank in strength, and the user needs to specify which one they used. Using this elemental haze chakra property will count towards the jutsu limit. The purple colored haze, can use the elemental properties only short range from the user. The user can also, at will, coat parts of the armor with a liquid form of the venom, then when it goes into the blood circulatory system of enemies, it will cause hallucinations, high temperature, even passing out if the cut and amount of venom was low enough (Being stabbed...etc).​

The set of the Artorias will continue leeching the Haze around itself for continuous periods of times and it is passive as well. The very nature of the weapons of Artorias is a terrifying one, calling the people who wield it the name of the Abyssal Walker, or the Abyssal Knight. This set was found by the infamous claymore Ken Kaneki and is being used by him ever since.

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Note: Activation costs as a move.
Note: Weapon set draws a total of 10 chakra every turn.
Note: Can only be used by bios with regenerative properties.
Note: Elemental coating can last a total of 3 turns max.
Note: Elemental usages could towards the jutsu limit.
Note: Grown segments which are separated can be up to B-Rank, Max.
Note: Elemental coating can be used a total of 4 times max.
Note: Can only be used by bios that have the Centipede Summoning Contract
Note: Can only be used by Six Paths.
 
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RuckenTM

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(Saishu Jutsu) - Last Technique
Type: Supplementary
Rank: B-class
Range: N/a
Chakra Cost: 20
Damage Points: N/a
Description: The user will make the confrontation seal, using their chakra they'll mold it to be streamed through their first and index fingers. With the chakra upon their fingers they'll then scribble it upon a surface, this will leave an invisible message upon it. With the chakra being casted upon it, only shinobi with Doijutsu (able to see chakra) would be able to attain information from the surface.
Note: Lasts for 6 turns.

♪ Approved ♪
 
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Summer

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I can't link the contract as it's from the old thread.
Gogoat can be found here though
Yagi Dunkirk Kawa /Goat Arts Dunkirk Pelt
Type: Offensive
Rank: C rank
Range:short-mid
Chakra: 15
Damage: 30
Description: upon having Gogoat on the field the summoner will form one hand sign and touch Gogoat anywhere. As soon as he is touched his fur or pelt will become replaced with self replicating tags. The tags themselves come from the users arm upon touching Gogoat they will slide onto him and attach. These tags have the ability to clone once any are missing. Say that Gogoat loses a few tags like 10 upon being shed they will clone and replicate replacement tags. This jutsu will last for as long as the summon is on the field. Should any tags be left on the field they will still retain their respected qualities. Gogoat will be cover from the neck down leaving his head non covered with tags. These tags are specific to Gogoat and his leafy coat as he is capable of dispersing his leaves while they are electrically charged. The tags however will not be affected by his electricity as they were made from chakra paper. The tags will however enhance and produce a more powerful effect adding a +10 power boost to the leaves electricity or lightning affect. Not to mention the paper will help to carrier the leaves up to long range from Gogoat. This is due to paper having a better floating effect then leaves do. The paper will help the leaves to also remain charged for one turn longer then usual giving them a longer lifespan and holding their charge duration longer.
The main attribute of the tag is that they are explosive tags however the explosion also has an electrical based component that is tied to it. The lightning effect will still cause paralysis if you are caught by it and it will restrict speed for 1 full turn by two ranks. The user can detonate any tag up to three per turn at any given moment by utilizing the confrontation sign. The coincided feat of the special paper used is that it can take on the color of anything it touches which means they are capable of pigment change.

Restrictions:
-can only be applied to Gogoat
- can only be used once per battle
- - pigment change can only happen upon touch.
- Naturally the user can only detonate one three tags at a time per turn.
- Must sign the goat contract to use

□ Declined. Just needs a few clarifications. No Long range usage of this, and clarify the change in pigment. □

First weapon:

This will be my second.


Type: Weapon
Rank: A rank
Range:short
Chakra: 40
Damage: 60
Description:
Having no apparent strength with weapon wielding. Guren had a gourd of sorts fashioned for herself. This gourd was the size of a backpack that rested on her back. It contained transparent crystal shards inside the gourd. These crystal shard are unique from others as they are capable of a unique trait. The gourd itself had a Kanji inscribed upon it which read DISTRIBUTE. Which allows the Gourd the ability to fuse elemental chakra onto the crystal. This will also give the shards color as well. Making them take on the color properties of the elemental infusion in question. This trait is passively known to the Gourd and will always happen with the application of the infusion. The shards can then be applied to any elemental jutsu be it canon or custom by imbedding it with the jutsu.

[Earth] it allows the user to make the crystal shards heavier or lighter using the concept of the super added and light weight technique concept. This will either add +10 to the shards or -10 damage.

[Wind] this element will coat the crystal shards giving them extra cutting power upon being manipulated like blades. Adding a +10 onto the damage.

[Fire] the crystal shards will get super heated to the point where you can see them glowing ember red. This will give the shards +10 onto the damage.

[Water] giving the crystal a water coating will help them to absorb chakra from the enemy upon touch. Giving the crystal an exploding quality once they absorb and chakra. This will leech 20 chakra point and do a +10 damage as well.

All of these elemental infusions will give damage onto any form that the shards are used to create for example any jutsu these shards get imbedded into. The crystal shards also have the unique trait in that they can be used as a catalyst to create prisms that Guren can hold in her hand. These prisms can be used to fire off a smaller version of heat blast like her arrow of light technique.
However it will only be A rank in strength and only useable once every 3 turns. This will only be capable of being fired as long as Guren is touching it to apply chakra.

Restrictions:
-Elemental infusion can only be utilized once a turn and cannot be paired with S rank or Forbidden rank crystal jutsu. Except for pressure points of harm which is a mode.
- Prism assault will only be capable of making one prism at a time and only three times per battle.
- can only be used by a crystal user of some sort. Be it CE or canon.
- Can only be taught by me

□ Declined. Uh, the weapon has no name, so format ain't right. □

First weapon:

This will be my second.

seigyoku kyohaku / Sapphire Tomb
Type: Weapon
Rank: A rank
Range:short
Chakra: 40
Damage: 60
Description:
Having no apparent strength with weapon wielding. Guren had a gourd of sorts fashioned for herself. This gourd was the size of a backpack that rested on her back. It contained transparent crystal shards inside the gourd. These crystal shard are unique from others as they are capable of a unique trait. The gourd itself had a Kanji inscribed upon it which read DISTRIBUTE. Which allows the Gourd the ability to fuse elemental chakra onto the crystal. This will also give the shards color as well. Making them take on the color properties of the elemental infusion in question. This trait is passively known to the Gourd and will always happen with the application of the infusion. The shards can then be applied to any elemental jutsu be it canon or custom by imbedding it with the jutsu.

[Earth] it allows the user to make the crystal shards heavier or lighter using the concept of the super added and light weight technique concept. This will either add +10 to the shards or -10 damage.

[Wind] this element will coat the crystal shards giving them extra cutting power upon being manipulated like blades. Adding a +10 onto the damage.

[Fire] the crystal shards will get super heated to the point where you can see them glowing ember red. This will give the shards +10 onto the damage.

[Water] giving the crystal a water coating will help them to absorb chakra from the enemy upon touch. Giving the crystal an exploding quality once they absorb and chakra. This will leech 20 chakra point and do a +10 damage as well.

All of these elemental infusions will give damage onto any form that the shards are used to create for example any jutsu these shards get imbedded into. The crystal shards also have the unique trait in that they can be used as a catalyst to create prisms that Guren can hold in her hand. These prisms can be used to fire off a smaller version of heat blast like her arrow of light technique.
However it will only be A rank in strength and only useable once every 3 turns. This will only be capable of being fired as long as Guren is touching it to apply chakra.




Restrictions:
-Elemental infusion can only be utilized once a turn and cannot be paired with S rank or Forbidden rank crystal jutsu. Except for pressure points of harm which is a mode.
- Prism assault will only be capable of making one prism at a time and only three times per battle.
- can only be used by a crystal user of some sort. Be it CE or canon.
- Can only be taught by Juha

□ Declined. Elemental infusions have both been over-made, and also, aren't that creative anymore. As for the colored parts, its a nah. Combining this with the Kin is a no, it will only apply to canon and the techniques in general need to be restricted better, since they can technically be used every turn, giving you a full +10 boost overall, you don't even restrict yourself to just one elemental infusion at a time. □

Contract:

Yagi Dunkirk Kawa /Goat Arts Dunkirk Pelt
Type: Offensive
Rank: C rank
Range:short-mid
Chakra: 15
Damage: 30
Description: upon having Gogoat on the field the summoner will form one hand sign and touch Gogoat anywhere. As soon as he is touched his fur or pelt will become replaced with self replicating tags. The tags themselves come from the users arm upon touching Gogoat they will slide onto him and attach. These tags have the ability to clone once any are missing. Say that Gogoat loses a few tags like 10 upon being shed they will clone and replicate replacement tags. This jutsu will last for as long as the summon is on the field. Should any tags be left on the field they will still retain their respected qualities. Gogoat will be cover from the neck down leaving his head non covered with tags. These tags are specific to Gogoat and his leafy coat as he is capable of dispersing his leaves while they are electrically charged. The tags however will not be affected by his electricity as they were made from chakra paper. The tags will however enhance and produce a more powerful effect adding a +10 power boost to the leaves electricity or lightning affect. Not to mention the paper will help to carrier the leaves up to long range from Gogoat. This is due to paper having a better floating effect then leaves do. The paper will help the leaves to also remain charged for one turn longer then usual giving them a longer lifespan and holding their charge duration longer.
The main attribute of the tag is that they are explosive tags however the explosion also has an electrical based component that is tied to it. The lightning effect will still cause paralysis if you are caught by it and it will restrict speed for 1 full turn by two ranks. The user can detonate any tag up to three per turn at any given moment by utilizing the confrontation sign. The coincided feat of the special paper used is that it can take on the color of anything it touches which means they are capable of pigment change. This pigment change is a chameleon type effect. Being capable of mimicking color change. However they are as stated only capable of doing so with objects they are touching.

Restrictions:
-can only be applied to Gogoat
- can only be used once per battle
- - pigment change can only happen upon touch.
- Naturally the user can only detonate one three tags at a time per turn.
- Abilities can only reach a maximum of Mid range from the user and or summon.
- Must sign the goat contract to use

□ Approved. □

Kuchiyose Yagi Krixxus / Summon Goat Krixxus
Type: Summon
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description:
Wandering about as a regular sized Goat. Krixxus had come acrossed Kirio a gentle woman who he instantly felt attached too. He came to devote his entire time to Kirio spending everyday at her side, and even sleeping at the foot of her bed.
He was a unique jet black color with golden shiney hooves. He has no problem keeping up with Kirio physically. His astute awareness is that he can track higher speeds then even Kirio can(No eig tracking).
Krixxus is riddled with unique abilities he only has two small traits. The first being that he is capable of transferrring chakra to his master. His allows krixxus to support and lend aid to the master whenever a jutsu is launched. Diminishing chakra costs he is able to add +20 chakra to the users relinquishing some stress for the master. This applies instantly and passively whenever a jutsu is used but only once per turn. Krixxus is a storage unit of chakra he is equipped with a mass storage of 200 chakra. Once that chakra is used up he goes into a sleep state to rejuvenate.

His second trait is one that is that he is capable of passively absorbing any fire up to B rank on the field. This ability stems to his core and his fur. Once he begins to absorb fire/chakra it will then work to heat Krixxus from his fur all the way to his core. Once the fire become absorbed it cannot be utilized by Krixxus in any way. The only notable thing he can do is that he will give off enough condensed heat that C rank and below water jutsu will evaporate upon being made. This would span from krixxus up to mid range from him. He also can only maintain and absorb one B rank and or two C rank and below fire jutsu per turn.

Restrictions:
- krixxus can only track shinobi speeds up to sage level.
- He can only add +20 chakra to one jutsu per turn. This is done through barrier method.
- Krixxus cannot use any fire jutsu however he can absorb fire and utilize that within himself.
-must be stated in the bio as a personal companion.

□ Declined. No, Kage level tracking is fine. If you only made this for the chakra boost, then nah. Passively absorption of elements in a nah too, it'll cost a move if you want to achieve that. □
 
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Inch

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(Yoton: Ryu Kasai) - Lava Release: Dragon Fire
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Ryu Kasai is a unique and exceptionally feared form of lava for its tremendous power and the pain it inflicts. Stringing a set four of hand seals together, the user will either focus a large quantity of chakra into their stomach or a source of lava/fire made by the user. In this case, the user will focus intensely on the state manipulation aspect of their chakra, as Ryu Kasai, Dragon Fire, is a unique form of lava which closely resembles fire and is indeed easily mistaken for it. Befittingly, Ryu Kasai contains a much higher ratio of fire chakra compared to most lava jutsu, resulting in a massive increase in temperature when compared to other jutsu of the element, which is the source of the jutsu's power. Because it exists at such a high temperature, this form of lava possesses a low viscosity to an unnatural degree, causing it to flow more freely and quickly, causing it to look more like fire than lava to the untrained eye on account of its fast flow and bright glow. This form of lava also happens to be exceptionally sticky, as once a target is doused in it, it is incredibly difficult to remove, which can make it exceptionally useful for combination attacks with solid elements when compared to other lava jutsu. Typically it will simply burn all the way through what it touches before eventually cooling. Even stone falls pray to this effect, as this technique has been known to melt entire castles in the past. Though powerful, Ryu Kasai possesses limitations as a result of its difficult to produce state. The user is unable to produce any lava with this technique other than in the form of simple blasts and streams of lava, though the size is at the user's discretion. Furthermore, the user will be unable to perform lava jutsu above b rank for the rest of the turn, and in the following turn after usage, lava jutsu above s rank will remain disabled. Only usable thrice per battle.
Note: Only usable by the jinchuuriki of the Yonbi.

♪ Declined: Why is this form of lava sticky if it has a low viscosity, allowing it to "flow more quickly"? Also, the size being at the discretion of the user won't fly. ♪

(Katoni: Minami Reiji) | Fire Release: Aggravate
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (+5 per turn)
Damage Points: N/A
Description: This technique alters future used fire techniques that produce flames, so that gyrations will be added to the fire and more importantly, the heat that it produces. As Fire has virtually no real mass, any kind of gyrations would normally be useless, however this technique plays off of concepts behind natural phenomena, such as dust devils, and seeks to apply it to flames. As one would know, the density of air shifts depending on temperature, as does its density, as air expands at higher temperatures and contracts at lower temperatures. Furthermore, convection demands that hotter, less dense air, is displaced by cooler, denser air. It is through these principles that dust devils - spontaneously formed tornadoes created by circulation of hot and cold air on sunny days, are formed. This technique then would seek to manipulate flames, and the heat produced by flames, so as to cause the surrounding air to spiral in on the flames position. These spiraling air currents will exert a powerful suction that will have a two-fold effect. Firstly, the suction will draw unsuspecting enemies towards the fire, thus making fire techniques harder to avoid. (Neutralises A ranked and below propulsion forces within short range to nullify evasions). Furthermore, the suction will drag in large amounts of fresh oxygen while dispersing carbon dioxide more quickly, as a result affected fire techniques will burn stronger and increase in size, gaining a rank increase in their effects or twenty damage boost in the case of S-Ranks and above.This effect is clearly visually visible, as the fire will swirl and warping air currents will be visible around it, with affected fire techniques looking vaguely similar to flaming tornadoes/ tumbleweeds, instead of the standard pillars, streams or fireballs. As the currents are created by heat - the diffusion of which is directly controlled by the user, it is possible to minimise, or completely neutralise backlash. For instance, when producing streams of fire the suction can be made largely conical - the fire will exert a suction effect from the front and it's sides, but it's rear - where the user is will be largely unaffected (just like how it is possible for a fan to exert pushing winds forwards and outwards, but behind the fan such effect is only minimal, if not non-existent. In the case of fireballs, the same conical effect is often used, with it the heat later generating into a full 360 degree current once the fireball is out of range. As it is the user's chakra controlling the heat, and it is the heat that determines the angle, power and rotation of the wind friendly fire can be minimised. Once activated, fire techniques that this applies to will have an increased chakra cost of +10, and on account of it lacking any independent uses, this technique can be activated virtually instantaneously, in the same timeframe as another technique, and lasts three turns each usage. It is also effective on Fire based KG/CE that produce flames/heat, and naturally, the user can make a conscious decision to not apply this effect to a released technique should they so wish.

Note:This technique can only be used twice, and has a cooldown of three turns between uses and no S rank or higher Fire jutsu next turn.

✦ Approved, made edits ✦
Permission to submit a variant of the above jutsu:

(Katon: Barioria no Unmei) | Fire Release: Doom of Valyria
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: An extremely powerful jutsu, Doom of Valyria allows the user to flood immense amounts of fire chakra into the ground, and through it raise gigantic pillar(s) of fire. These pillars will spiral ferociously as they rise which, is not just a cosmetic effect, but rather serves to imbue the rising flame with the effects of ‘Aggravate’. That is, the rotating columns of fire will, through use of convection, create shifting high to low, and low to high airflows that will serve to exert a powerful suction effect. The suction effect will span out up to short range away from the pillars, can neutralise propulsion forces of equal rank, and also aid the flames by flooding them with oxygen, allowing them to grow to unprecedented sizes and emit immense amounts of heat. The scale of this technique can be such that it would be capable of consuming even the largest of summons, such as Gamabunta and Manda, in an inferno.

Note:
This technique can only be used twice, with a two turn cooldown in between uses. Once used, the user will be barred from utilising fire techniques above B rank for the rest of the turn, and cannot use fire above S rank next turn. Because of its effects, this technique is potentially fatal if used within short range of the user, unless they have some kind of countermeasure.

♪ Declined: Reduce the scale drastically. Also, I'll only allow this to nullify "propelling" jutsu of B rank and below. ♪

(Katon: Sanshō̄o no Kate) | Fire Release: The Phoenix Feathered Muffler
Type: Defensive/Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The Phoenix Feathered Muffler is a simple technique that involves the release of fire chakra that will cloak the user. Although this technique fully cloaks the user - as many defensive techniques do, it does not offer the typical defensive properties that a normal armour would, in fact, outside of the fiery golden glow that will emanate from the users visage, and the techniques special interaction with fire techniques, virtually nothing will change as the shroud is almost completely incorporeal. However, when the user is in contact with a flame that is either devoid of chakra, comprised of the users chakra, or comprised of the chakra of one that the user has a blood contract with, such as summons, the shrouds true abilities will be displayed. The user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse effects - such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques).

Notes:
This technique can be used a maximum of twice, will last until cancelled and has a two turn cooldown between usages. Furthermore a rather intriguing and strange effect of this technique is that, no matter how hard the user may try, they will be incapable of using water techniques while this technique is active. Stranger yet, is that the only solid portion of this technique is a feather comprised of golden ash, seemingly immune to anything but water, that will attach itself to the user's chest.

‡ Approved ‡ Made edits.
Permission to submit a variant of the above jutsu:

(Katon: Hōka) | Fire Release: Pyromania
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: (x2 to the desired technique)
Damage Points: N/A
Description: A variant of ‘Phoenix Feather’d Muffler’, Pyromania is a passive technique that allows the user to infuse extra chakra into a Fire based technique upon creation. The infusion will apply an effect similar to ‘Phoenix Feather’d Muffler’ to the technique, whereby aligning the chakra of the technique to an entity the user will be capable of preventing said substance from being burned, or negatively affected by the heat of the technique. Essentially, Pyromania allows the user to produce a fire technique that does not burn indiscriminately, but rather selectively, as it is capable of filtering out the user, and other desired items from its innately destructive effects. This is highly effective as it not only allows the user to become immune to that particular technique, but unlike the original it also allows them to safeguard allies and other entities from harm upon contact with the flame. Furthermore, just as is the case for ‘Phoenix Feather’d Muffler’, those safeguarded will become capable of interacting with the Fire technique as if it were a gas, liquid, or solid, and thus freely moving around within it without risk of asphyxiation or other adverse effects. This effect is applicable to Fire, and Fire based KG/CE, such as Lava and Scorch.

Note:
Lasts until the targeted technique is destroyed, can only be used on one technique at a time with a two turn cooldown between uses, and can be used a maximum of three times.

♪ Approved, cool jutsu. ♪
 
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Urda

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(Yōton: Gumo no Shōjō) - Lava Style: Rubber Manifestation
Type: Offensive, Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Yōton: Gumo no Shōjō is a ninjutsu the utilize the Lava Element. Lava-chakra is kneaded in the body and materialize in the air above the user representing a manifestation of their hands and feet. These limbs take a physical attribute of rubber-like material and mimic the user's movements to deal blunt damage or push their target away with extreme force. For instance, when the user raises their hand and then thrust down/forward, the manifest hand follows: smashing into the target or sending them away; or when the user raises their leg and then stomp, the manifest foot follows: crushing the target towards the ground. The limbs posse strength that can be controlled to gather momentum in the air to puncture through solid rock.
Note: Only usable by Custom Rubber or Dodai Biography

~ Only taught by Anubis

□ Declined. So the Lava manifests, and just hangs there? Its solid, so is it manipulated continually by you to act in unison with attacks, or? And needs a usage limit. □

(Yōton/Katon: Akuma no Shio Hōseki) - Lava/Fire Style: Demon Tide-jewel
Type: Offensive
Rank: B
Range: Mid/Long
Chakra: 20
Damage: 40
Description: Akuma no Shio Hōseki is a ninjutsu that combines the Lava and Fire Element. After clapping their hands together, the user summons three enormously huge, dense rubber-like material spheres covered in a raging fire from the air above to descend directly on the target, crashing down like a meteor. It has a devastating destructive power that can affect the surrounding area.
Note: Only usable by Custom Rubber or Dodai Biography

~ To be Donated

□ Declined. Needs a more defined area of impact, an amount of turns it can be used as well as at least hand seals. □

(Yōton: Gomuperetto) - Lava Style: Rubber Pellet
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Gomuperetto is a ninjutsu that utilizes the Lava Element to fire rubber projectiles at the target. The user kneads lava chakra into their mouth and converts it into a rubber-like material that transforms into small, round and compresses spheres. After waving the Tiger seal, the user spits multiple spheres that are aimed and shoot at the target at widespread.
Note: Only usable by Custom Rubber or Dodai Biography

~ To be Donated

□ Declined, similar to existing techniques. □
(Yōton: Gumo no Shōjō) - Lava Style: Rubber Manifestation
Type: Offensive, Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Yōton: Gumo no Shōjō is a ninjutsu that utilizes the Lava Element to conjure rubber-like material in the air overhead or below the user, representing a manifestation of their hands or feet. These thick, giant limbs imitate the movement of the user to deal blunt damage or push their target away with extreme force. When the user lifts their hand, the appendage will manifest above. By thrusting their hand downward, the appendage mirrors the user, propelling like a blast towards the target in a linear direction, sending them flying away. If the user is in mid-air and lifts their leg into a bent, the appendage will manifest beneath. By stomping their foot, the appendage mirrors the user and is shoot downwards straight towards the target, smashing into them. The limbs posse strength that can be controlled to gather momentum in the air to puncture through solid rock.
Note: The user can only manipulate one manifest appendage each Turn
Note: Only usable by Custom Rubber or Dodai Biography

~ Usable 5 Times per battle
~ Only taught by Anubis

□ Approved. □

(Yōton/Katon: Akuma no Shio Hōseki) - Lava/Fire Style: Demon Tide-jewel
Type: Offensive
Rank: B
Range: Mid
Chakra: 20
Damage: 40
Description: Akuma no Shio Hōseki is a ninjutsu that combines the Lava and Fire Element. After performing two seals and then clasping their hands together, the user summons three enormously huge, dense rubber-like material shape spheres covered in a raging fire from the air above to descend directly on the target, crashing down like a meteor. It has a devastating destructive power that can affect the surrounding area within a 10-meter blast radius.
Note: Only usable by Custom Rubber or Dodai Biography

~ Usable 4 Times per battle

□ Approved. □

(Yōton: Gomu Gōmon Bōru) - Lava Style: Rubber Torture Ball
Type: Offensive
Rank: D
Range: Mid
Chakra: 10
Damage: 20
Description: Yōton: Gomu Gōmon Bōru is a ninjutsu that utilizes the Lava Element. After performing four seals, the users kneads lava chakra into their hand, conjuring a rubber-like material in the shape of a sphere, the size of a cannonball. Before hurling the ball towards the target, the user stealthily packs it with a numerous shuriken and kunai. When it draws near the target, the user performs the Tiger seal, causing the sphere to burst, revealing the real threat inside. The projectiles will scatter in every direction impaling anyone within the vicinity. The user can attach a cord to the sphere to guide it, changing its course through mid-air.
Note: Only usable by Custom Rubber or Dodai Biography

□ Approved. □

PS: Next time you add to be donated to techniques, it is grounds to be declined because you are changing the format of the techniques submitted. You can donate techniques after they have been approved, saying it now changes nothing in the process.
 
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Illyasviel

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Next time you post Typhoon CJs, link the training, especially if its the first time. I trained you, so I know you have it, but other mods won't go searching for it and decline your techniques just for that.

(Taiton:Arashi Bēru) - Typhoon Release:Storm's Veil
Type: Supplementary
Rank: N/A
Range: Self
Chakra Cost: N/A
Damage Points: N/A
Description: A technique made by typhoon release users that allows them to be more indiscriminate while destroying their surroundings with other typhoon techniques.It is a passive ability of the user.It enables the user to draw in a small part of the wind in his own typhoon techniques that pass over him and then cover his body with it like a veil of sorts.The rest of the technique will then slide across the veil,not harming the user in any way while maintaining it's destructive properties towards other objects and beings.This however doesn't leave any lasting defense against other techniques,as the typhoon technique passes over the user,the veil would be drawn back into it.As such it should be viewed as a slight modification to the typhoon technique rather than a barrier connected to the user.
~Note:It is useful only for large scale typhoon techniques,the ones that would envelop the whole user as they move towards the target.
~Note:Must be stated in the users bio or at the beginning of a fight.

□ Declined. I like it, but it needs an amount of chakra it takes from you, if you want it to last for say a few turns. Also, a usage limit. □

(Taiton:Nagareru Sora) - Typhoon Release:Flowing Skies
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user will perform two hand seals and release his chakra high into the air.He will then use it to form up to 3 boomerang shaped structures of the typhoon element.Each structure is quite large with the span being around 20 meters and the width and height being around 5 meters.As the name suggests,these structures will flow around 20 meters or higher in the air above the battlefield.As they move over the battlefield they will make turns and circles so they won't ever go too far away but will stay above the battlefield,they move quickly (twice the users speed).Also they move each above/bellow one-another so they never collide (for example one at 15,the other above 20,the third 30 meters in the air).They can maintain their structure and movement for 3 turns,prohibiting anyone who doesn't intend to be hit by them from getting airborne and also blocking techniques that come from above or are intended to go into the air.At any point the user can perform a hand seal to bring these structures crashing down towards the target at great speed.On impact they carry tremendous force (each being A rank) and can break through strong defenses.However due to their large size the user has to be careful how he angles their descent so he doesn't get hit as well.
~Note:If they aren't send towards the ground offensively they will just disperse after two turns.
~Note:Can be performed twice per battle,but while one usage is active the user can't use it again.
~Note:No above A rank typhoon techniques the same and next turn.

□ Declined. You can use the concept, but make them more concise, instead of them being so huge? You can make them more, and smaller in size. Bringing them down would put you in harms way, anyway. Also, the rank is equally divided among structures made, so two structures made with S rank, would be A rank each, and four would be B rank each, and so on. Also, the twice your speed is a no. □

(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,they are around 2 m tall. 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 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.

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

□ Declined. Wave of water to make warriors, they use weapons etc, fine. Then suddenly the water can submerge and become tentacles? Already been done, and STILL feels like two techniques in one. So remove that part completely. □​
(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,they are around 2 m tall. 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 rest of the wave just disperses uselessly across the ground.
Note: Can only be used twice with a two turn cooldown.
Note: No Water above A-rank next turn.

□ Approved. □
 
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Vegeta

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from Archive
-resub-
( Hayaton - Watashi no menomaede furasshu ) Swift Release - Flash before my eyes
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 (-5 per turn)
Damage Points: 60
Description: The user makes the Boar seal, molding his swift chakra thru out their body, then run in a circle around the opponent at Swift speed surrounding them in a short-mid range radius. This will lead to a funnel effect, creating a cylindrical shaped tornado from the pure speed of the user running cutting thru the viscosity of air. The tornado will draw out oxygen from the inside which will begin to asphyxiate the person inside, as well as make all Katon jutsu the same rank and below fail as there will be no oxygen left to fuel them inside of the massive churning vortex of wind. The vacuum effect would take a few seconds to kick in. If caught in the vacuum for two turns the opponent will pass out.

-Notes-
- Usable 3x per match, 1 turn cool down between
- No jutsu other than Swift release may be used while active
- Can only be used by Geets

□ Update Approved. □

from Archive
-resub-
( Doton Taijutsu - Supēdo no 3 ) - Earth Style Body Arts - 3 of Spades
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30(-5 per turn used)
Damage Points: 60
Description: By molding doton chakra to their feet, the user releases it below each foot manipulating the ground just below each one, about 4 inches deep in the exact shape of their shoes/boots/whatever they are wearing or their bare feet. As they do so, they use the chakra to stick each foot to this section of ground while also dislodging the piece of earth, manipulating it hardening it's consistency to stone like. When the user lifts their feet, they will have the earth stuck to the bottom and can strike with kicks or walk/run/stand with the earth remaining connected to their feet.

-Notes-
- Can be used 3x per battle
- Must be taught by Geets

□ Update Approved. □
 
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-Quest-

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Resubmitting

Musura The Hollow Samurai
Type: Puppet
Rank: S Rank
Range: Short
Chakra: 40 (-5 per turn while 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 was made from a samurai armor that is said to have been possessed by its original wearer. The puppet itself is made of special wood coated with black metal alloy capable to withstand up to B rank level of attack, and comes with a 3 meter long black 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 hidden weapons unlike most puppets; essentially its merely one body of armor. Furthermore, the puppet is made of special chakra wood, similar to the chakra papers Kakashi gave Naruto for his wind training. It's unique properties makes the wood react to the slightest hint of the user's nature transformations and changes accordingly to its state, imbuing it with elemental chakra. For example, if the user performs a lightning tech, the chakra within the puppet also turns to lightning element, adding lightning damage to its attacks. It's defenses also is enhanced accordingly, allowing it to withstand one rank higher to the element it's strong against. (Ex. While imbued with earth it can withstand up to A rank Water attacks.) This protean ability is done without conscious effort from the user as they don't actually add any extra chakra to it; the chakra used to control the puppet automatically changes nature to match the user's due to the influence of its special wood. This takes effect passively at the same time whenever the user performs an elemental technique, the latest performed element will always replace the previous one. While under its effects, the samurai will gain +10 elemental damage to its attacks.

Lastly the puppet has the ability to at will, open itself similar to Kankuro's Black Ant for the user to enter and wear it as suit of armor, carrying over whatever boosts and defenses it has to its wearer. 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.

✦ Declined, the only special chakra wood I know of is Mokuton, which this would require for it to be special. Other special types of wood do not exist ✦

Musura | The Hollow Samurai
Type: Puppet
Rank: S Rank
Range: Short
Chakra: 40 (-5 per turn while 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 was made from a samurai armor that is said to have been possessed by its original wearer. The puppet itself is made of special wood coated with black metal alloy capable to withstand up to B rank level of attack, and comes with a 3 meter long black 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 hidden weapons unlike most puppets; essentially its merely one body of armor. Furthermore, the puppet is made of special chakra wood, harvested from the oldest trees in Konoha that is created from Hashirama's wood release. It's unique properties makes the wood react to the slightest hint of the user's nature transformations and changes accordingly to its state, imbuing it with elemental chakra. For example, if the user performs a lightning tech, the chakra within the puppet also turns to lightning element, adding lightning damage to its attacks. It's defenses also is enhanced accordingly, allowing it to withstand one rank higher to the element it's strong against. (Ex. While imbued with earth it can withstand up to A rank Water attacks.) This protean ability is done without conscious effort from the user as they don't actually add any extra chakra to it; the chakra used to control the puppet automatically changes nature to match the user's due to the influence of its special wood. This takes effect passively at the same time whenever the user performs an elemental technique, the latest performed element will always replace the previous one. While under its effects, the samurai will gain +10 elemental damage to its attacks.

Lastly the puppet has the ability to at will, open itself similar to Kankuro's Black Ant for the user to enter and wear it as suit of armor, carrying over whatever boosts and defenses it has to its wearer. 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.

✦ Approved ✦

Bunraku no Hakushu | Puppeteer's Applause
Type: Attack/Defense
Rank: S Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A technique designed to give puppets extra firepower for close range combat. The puppet will have dozens of tags outfitted inside its body, during a close encounter with the opponent, the puppet will open a compartment in their mechanical bodies or limbs to launch these tags out. These tags upon activation will summon a repeated chain of explosive tags that causes a directional maelstrom of explosions that can reach up to mid range. The puppet itself is not harmed from this as the explosions are directed outwards from them. This can even be performed by setting the explosions off omnidirectionally from all parts of its body, although only is limited to Short range.
~ 3 times per battle.
~ Useable once every 2 turns.

♪ Approved, nice jutsu. Reduced the number of uses. ♪

Tengokou no Shiki | Heavenly Descent
Type: Attack/Supplementary
Rank: C Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A nin-taijutsu technique that centralizes on very quick simultaneous evasion and possibly setting up a counterattack. The user performs a butterfly twist maneuver via spinning their whole body horizontally, creating few meters of distance. As they land on the ground, the user releases a burst of chakra under their feet that allows the user to perform a quick ground slide, propels them further distances. The sliding effect is almost like the they are skating on ice, and isn't affected by how rough or smooth the terrain is. The user can target an opponent in range and performs a sliding tackle under them, sweeping their legs up that sends them airborne where they will be left vulnerable to a follow up attack. This allows to the user to reposition themselves within mid range distance fairly quickly while also setting up a swift evasive counter attack in certain situations.
Ref:
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□ Declined. Can be done in free form and clashes with several existing customs, as well. □
 
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Excision

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Training

(Sekai Me) Eye of the Iron World
Type: Weapon
Weapon Rank: S rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The eye of the Iron World is weapon created by the Third Kazekage to help augment, empower and overall strengthen his Iron sand usage. The eye itself looks like a small golden pendant, no wider than ones hand, and is chakra infused to the Thirds forehead, looking like a third eye. On each side of the eye, are two smaller eyes placed on either side, representing another ability, giving the Eye three abilities in total, One passive and two actives. The Eye remains dormant until charged with Chakra. The Eye can hold up to 500 chakra from the user, and once drained the Eye goes dormant for three turns before it can be charged again.The Eye is not "sentient" but it is "aware" of what happens around it, and can be activated with mental commands to act on its own, allowing the Third to attack with himself and the Eye at the same time.

Passive: Protection of the Iron World.

This technique is a passive that is always in affect as long as the user has chakra flowing through them. after the Third created Iron sand to mimic the One tailed Bijuu, he also witnessed how the Bijuu reacted once it had a host, and as such, he copied that ability as well, placing it upon his weapon. The protections works the same was as a jinchuuriki of the one tails does, that the iron sand around him moves of its own free will without the third having to do it on his own. To do this, the Eye creates an invisible magnetic chakra field that extends up to twenty meters. Outside of Short range, this allows the Eye to be aware of everything around it. In short range, he Eye becomes able to react to any person or jutsu that isn't apart of the users chakra that enters the field, using the magnetic abilities infused into it.(This here, needs to be defined better, being able to react to any person and jutsu outside your own chakra isn't defined enough. What about say, Hayabusa, they can fully hide their chakra, for example, or Mu when he erases his trace?The eye is capable of reaction twice as fast as the user, but can only use this ability defensively to block techniques and actions. While active, the passive ability can block B rank taijutsu, and C-rank Elemental Taijutsu and regular jutsu from any direction around the user. Having this passive active drains -20 chakra from the Eye each turn on top of any other ability the Eye uses.Even though this is primarily passive, the user can also mentally command the eye to sap more chakra increasing this ability slightly. When Enhanced, the Eye can block A rank Taijutsu, and B rank Elemental Taijutsu and normal jutsu(This is a no,its either one or the other, and this is obviously too high), but the passive is then deactivated for two turns before reactivating. While the passive is active, Iron sand will float around the user similar to Gaara's. The active of this is B rank and can be used in the same timframe as other jutsu as it is performed by the Eye.

Restrictions:
The activation can only be used once every alternating turn, and can only use used 3 times per battle.
Once the active is used, the passive will go on cool down for two turns, but the eye is still able to use the other two actives during this time.


Active: Offence of the Iron World.

The final active of the Eye is is, through mental commands, the third gives the Eye an objective. As the eye can control Iron sand, the third can get the Eye to perform one jutsu up to long range range(twenty meters max) from any Iron sand Technique the Third has created or learnt up to S rank.Activating this costs an Additional chakra starting from +5 for C ranks and going up by +5 per rank until S rank(+20). The jutsu will remain unchanged, and will be the same strength and abilities as it always has, it merely allows the Third and the Eye to attack at the same time as the third allowing him to overwhelm the opponent . This active doesnt take up an additonal move slot, but the technique used still adds to the users 3 jutsu per turn.(Its an active ability, so it will and it needs a clearly defined limit not just be usable once every alternating turn, and it being able to do it up to S rank is too high, too)

Restrictions:
Can only use this Ability once every alternating turns.
This ability cant use the same jutsu twice in a row.


Image
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□ Declined. Notes in orange inside the technique. □

‡ Pending ‡ Leaving for Pekoms.
Rewrote the entire thing so no bold.

(Sekai Me) Eye of the Iron World
Type: Weapon
Weapon Rank: N/a
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:The eye of the Iron World is an ancient relic of the past of unknown origin or creator. The eye itself it generally dead weight, until it finds a host. The Eye will attach to a host, linking with their chakra and becoming sentient upon a complete merging. Once merged, the Eye takes up the properties of any special ability the user might have, and gaining access to these special abilities and creating some of its own to help the user. The Eye is totally sentient, capable of seeing from the center eye. The Eye can also Sense whats around it with the magnetic abilities it gains from Katora, as well as communicate mentally with the user, but it is unable to communicate with anyone else.

Protection of the Eye
The first technique of the Eye is a magnetic sensing ability. The Eye creates a magnetic field around itself which expand up to 20m. Outside of short range, the Eye is able to sense and perceive anyone or anything that can interact with a Magnetic Field. Even users who hide their chakra, or cannot be sense by normal means, can't escape this, as even though they won't be able to be "sensed" the eye will be able to feel the distruption in the field, as the magnetic poles bend around their being, making hiding while inside the field near impossible. This sensory cannot sense chakra or chakra natures, it only sense's objects or people that have ties with magnetic fields. This also extends underground, creating a full 360 degree magnetic sensing field that the Eye can track. The Eye, using this, can react to objects twice as fast as the user, having an upperhand over the User. The second half of this ability is an offensive defensive action. At all times, the Eye causes Iron sand to float around the user, acting as a partial shield at all times. If anyone gets within short range of the user, the eye will react, shifting the Iron sand to block any in coming offence. This passive is capable of blocking up to B rank Taijutsu, and C rank ninjutsu, and can only block one offensive action per turn, meaning if the opponent kicks and then punches, only the kick will be blocked by the Eye passivly. This passive drains -5 chakra per turn.

Restrictions:
Can only block one offence in Short range once per turn.
Remains active until the user runs out of chakra and cannot be deactivated.

Even if the magnetic field perceives motion, how does it work when the person completely removes themselves from the plain? Like for Obito, or a Hayabusa clan member? Twice as fast reaction is a no, what are your grounds for it being able to react faster than you can? I'm fine with the passive blocking, but it follows normal S/W of Magnetism.

Gift of the Eye
The second ability of the Eye, is both a passive and an active. Firstly, from the right eye, Iron sand will indefinately pour out, creating a never ending supply of Iron sand for the user to use at any given time. The Iron sand produced by the Eye is already infused with the users Chakra, so it can be used at any given moment once it has left the right Eye. The Second ability is an active ability which is used when the User requires evenmore Iron sand than the Eye can produce pasively. The Eye will glow bright red as up to 5 portals, each spanning 10x10m will appear periodically across the battlefield. As the Portal appear, they will rain down an oceans worth of Iron sand. However, unlike normakl Iron sand, this sand is different. The Iron sand that falls from these portals is special to the Eye, in that the center of each granule of Iron sand, is infact, normal sand. Due to this core, the Iron sand that falls from the portals can also be used for regular sand jutsu, a special affect due to Katora having both normal and Iron sand abilities. Due to this Iron sand Armor around the normal sand, all normal sand Jutsu gain +10 damage and lose their weakness to water.

Restrictions:
The active is classed as B rank, and can only be used once per battle, as the amount of Iron sand released is enough to create a literal desert of Iron Sand.
The passive Iron sand that flows from the Eye cannot be deactivated, and also drains -5 chakra per turn.
The Iron sand falling from the Portals is NOT chakra infused, meaning the user cannot use it unless they imbue their magnetic chakra into it first.
All normal Sand jutsu lose their Water weakness, and Gain +10 damage as the Iron sand is more dense and hard than normal sand.

If its only ranked B rank, it will follow B rank restrictions and S/W of Magnetism at that rank, despite its size. Which also needs to be limited more. Choose one, either the +10 or the removal of the Water weakness. You also contradict yourself, the Iron Sand that falls from portals you say, don't have chakra in them, but how is there a Sand core if you didn't focus or create that?

Offense of the Eye
The final ability of the Eye is a purely active ability that is used to help the user fight. The eye can use any Iron sand jutsu the user has access to. It does this by reading the users memory, and using its magnetic field to manipulate the Iron sand and perform the jutsu. The cost of this is that any technique the Eye uses above C rank will cost a a flat +10 extra chakra. Also, as this ability is an active, it will take up 2 move slots in the users turn, one for this active and one for the ability used. However, this ability and the technique used will be in the same timeframe, meaning they both occur at the same time. The Eye and the User can also use jutsu at the same time, as the Eye takes chakra before the user can perform a technique, making the two capable of acting in tandem with one another.

Restrictions:
C rank jutsu and below require +5 extra chakra, while B rank and Above require +10.
The Eye can only use active techniques the user has access to.
Techniques C rank and below can be used each turn, but B rank and above require 1 turn cooldown in between usages.

Need more restrictions on this, at least on how many times it can be used. The offensive ability is alright, but explain it better lol. It reading your memories is a weird way to achieve this.

□ Declined. @Colored once more. □

(Jiton: Tetsu Kankaku Gairen) Magnet Release: Iron Sensory Disturbance.
Type: Supplementary
Rank: C rank
Range: Short-Long
Chakra: 15(and then -5 per turn)
Damage:N/A
Description: This is a two part technique created to not only give the user a wider range of perception, but also disrupt the sensory perception of others. When a large amount of Iron sand is on the battlefield(enough to cover long range) The user will use their magnetic chakra to create Iron dust, finite particals of Iron sand to raise up from the ground below. As the particals rise up and down from the ground, they will interact with the magnetic forces around the battlefield, allowing the user to sense any being or object that has a magnetic force. This is primarily used to sense people, and can't be used to sense jutsu that don't interact with magnetic force(Like Katon) but can sense jutsu that do interact with magnetic force (Such as steel).

The second part of this jutsu stems from the sheer amount of magnetic chakra fluctuating around the battlefield. To keep the Iron dust around the battlefield, the user will constantly shift the iron dust from positive to negative, giving it just enough attraction and repulsion with Iron sand on the ground to cause it to float. By doing this, Sensory type ninja and doujutsu users who can see chakra, will have their sensory disrupted. The sensory ninja's sensing will be constantly sensing surges of chakra all over the battlefield, essentially overloading them with sensing making it so they can't tell the difference between the jutsu. Doujutsu users, like Uchiha, will have similar issue as when faced with Hidden Mist Jutsu. The sharingan will just see a massive haze of chakra all over the battlefield as each individual piece of iron dust is infused with chakra, making it impossible to see through with the Sharingan. Even though this is the case, this doesn't hide the user, as the Iron dust acts like a like sandstorm, only blocking chakra sensing techniques, but not blocking out the basic five senses.

Restrictions:
Once active, remains active as a passive until deactivated or until the end of battle.
Renders Sensory users incapable of differentiating iron sand chakra surges around the battlefield, however they are still able to sense different chakra natures that are not Iron sand or magnet chakra.
Grants the user x2 sensing against people and allows them to sense any jutsu that interact with magnets(such as steel or metal based CE)

-Declined- Clarify whether the user and opponent can still see each other. If so, there would be gaps in this formation of iron sand and Doijutsu users wouldn't have their sight blocked. If not, I won't allow this to both sense while disrupting sensing.

Rempoved the part about dojoutsu users, didnt know what else to edit as your decline made no sense

(Jiton: Tetsu Kankaku Gairen) Magnet Release: Iron Sensory Disturbance.

Type: Supplementary
Rank: C rank
Range: Short-Long
Chakra: 15(and then -5 per turn)
Damage:N/A
Description: This is a two part technique created to not only give the user a wider range of perception, but also disrupt the sensory perception of others. When a large amount of Iron sand is on the battlefield(enough to cover long range) The user will use their magnetic chakra to create Iron dust, finite particals of Iron sand to raise up from the ground below. As the particals rise up and down from the ground, they will interact with the magnetic forces around the battlefield, allowing the user to sense any being or object that has a magnetic force. This is primarily used to sense people, and can't be used to sense jutsu that don't interact with magnetic force(Like Katon) but can sense jutsu that do interact with magnetic force (Such as steel).

The second part of this jutsu stems from the sheer amount of magnetic chakra fluctuating around the battlefield. To keep the Iron dust around the battlefield, the user will constantly shift the iron dust from positive to negative, giving it just enough attraction and repulsion with Iron sand on the ground to cause it to float. By doing this, Sensory type ninja and doujutsu users who can see chakra, will have their sensory disrupted. The sensory ninja's sensing will be constantly sensing surges of chakra all over the battlefield, essentially overloading them with sensing making it so they can't tell the difference between the jutsu. Even though this is the case, this doesn't hide the user, as the Iron dust acts like a like sandstorm, only blocking chakra sensing techniques, but not blocking out the basic five senses.

Restrictions:
Once active, remains active as a passive until deactivated or until the end of battle.
Renders Sensory users incapable of differentiating iron sand chakra surges around the battlefield, however they are still able to sense different chakra natures that are not Iron sand or magnet chakra.
Grants the user x2 sensing against people and allows them to sense any jutsu that interact with magnets(such as steel or metal based CE)

□ Declined. The Decline note was to choose between either sensing or disrupting sensing, choose one of the two. □

New Submission

(Jiton: Tetsu Shakkuruzu)Magnetism Release: Iron Shackles
Type: Supplementary/Defensive
Rank: C rank
Range: Mid-Long
Chakra: 15(-5 per turn)
Damage: N/A
Description: This technique is a technique used to not only slow down opponents but also weaken metal based techniques and kenjutsu based techniques. The user will positivly charge his Iron sand outside of Short range, so that anything made of metal will cause the Iron sand to clump onto it, sticking to it. By doing this, it heavily weighs down any technique that can be magnetised or people with Leg weights or armor will also be heavily weighed down. Any metal based technique or sword based technique affected by this jutsu will drop its damage by 1 rank. Any person wearing armor or objects such as Leg weights will have their speed cut in half. If a full body of armor is worn, the entire body will be weighed down by Iron sand, cutting their speed in half. If just leg weights are worn, only running speed with be affected, not punching or any movement based on the upper body. Same applies for people wearing gauntlets or anything of the sort. Also, due to the Sand locking onto metal, things like leg weights and armor wont be able to be removed as it will lock them onto the opponents body, requiring the opponent to remove the Iron sand before any such items can be removed. This remains active until deactivated, and if the Iron sand it removed from a metal object, it will take 1 turn after the opponent has removed it for more Iron sand to magnetise to them.

□ Declined. I see how this can affect speed, but not damage, why would that drop 1 rank? While this could weigh down objects, I don't see a C rank prohibiting the removal of Leg Weights. □
 
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Typhon

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Reminder this one is still pending:

(Jyuken: Jiusheru) - Gentle Fist: Beastly Shell
Type: Supplementary/Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: A technique of similar concept to Gentle Step Twin Lion Fists, the Beastly Shell uses the Hyuga clan's exceptional chakra control to create a shell for a technique being released from their body. The shell is formed first, taking on the shape the user desires, generally an animal head. Once the shell is created, the user preforms the next technique and releases it within the shell. The shell grows to fit the technique, which then travels within the shell until it hits the opponent. An example of this being used would be to create a shell of chakra from the user's mouth, and then release a fireball. The fireball will be covered by the shell until it hits the opponent, or the shell is destroyed.
-Can be used 4 times per battle.
-Cannot be used on techniques formed from a source other than the user's body.

□ Declined, would require it to be done same time as the other technique is performed. So technically, would require two techs to be used at the same time, perhaps try this through Fuuin or a CW, but alone, don't see how it can be achieved. □

Summoning Animal: Jaguars
Scroll Owner: Nanaki
Other Users who have signed contract: Delta, Rain of Hell, Mudo, Sin, Jinbei, Bruce Wayne, Method
Summoning Boss if existing: Tezcatlipoca
Other Summoning Animals tied to contract: Hunahpu, Xbalanque, Nanaki
Description and Background: Jaguars are a species of big cat found in the Americas. In terms of average size they rank third behind the Lion and Tiger. Much of their habitat consists of dense rainforest which they've adapted to to become an apex predator. Like the Tiger, the Jaguar is a talented swimmer and enjoys spending time in the water. Due to the type of prey the Jaguar often hunts such as caiman and turtles, Jaguars evolved incredibly strong jaws that give them the highest pound for pound bite force of the big cats. Their hunting style also differs from other big cats as they will kill their prey by puncturing through skulls and shells. This powerful bite force allows Jaguar summons to bite through solid objects up to one rank below the summon's rank.

The Jaguars of this contract reside deep within the dense Nakukiurin (Crying Tree Rainforest) which is found in the same country as Amegakure. It is largely undiscovered as the forest offers it ample protection and keeps it hidden from travelers. An ancient clan once lived in the forest but has since disappeared leaving behind a large stone city called Tenochtitlan. The Jaguars have since taken up residence in the city with their leader, Tezcatlipoca, living in the central temple. The trees of this forest are massive and often times have such a thick canopy that its as if its always night below. These dark conditions have led to the Jaguars focusing on stealth tactics in combat. All Jaguars are have the passive ability to see in the dark and can mask their presence from non-sensory ninja.

✦ Declined, can confirm this is your contract. One thing to note though is you have too many signers. Should be you + 6 more max. Also note that the biting through jutsu applies to solid/matter based ones and not energy. You might have to explain the masking their presence as well. ✦
Summoning Animal: Jaguars
Scroll Owner: Nanaki
Other Users who have signed contract: Delta, Mudo, Sin, Jinbei, Bruce Wayne, Method
Summoning Boss if existing: Tezcatlipoca
Other Summoning Animals tied to contract: Hunahpu, Xbalanque, Nanaki
Description and Background: Jaguars are a species of big cat found in the Americas. In terms of average size they rank third behind the Lion and Tiger. Much of their habitat consists of dense rainforest which they've adapted to to become an apex predator. Like the Tiger, the Jaguar is a talented swimmer and enjoys spending time in the water. Due to the type of prey the Jaguar often hunts such as caiman and turtles, Jaguars evolved incredibly strong jaws that give them the highest pound for pound bite force of the big cats. Their hunting style also differs from other big cats as they will kill their prey by puncturing through skulls and shells. This powerful bite force allows Jaguar summons to bite through solid objects up to one rank below the summon's rank, based off of doton durability. If a solid element (e.g. steel) is strong against earth due to being harder, the rank is reduced by one again. This ability doesn't apply to energy based elements.

The Jaguars of this contract reside deep within the dense Nakukiurin (Crying Tree Rainforest) which is found in the same country as Amegakure. It is largely undiscovered as the forest offers it ample protection and keeps it hidden from travelers. An ancient clan once lived in the forest but has since disappeared leaving behind a large stone city called Tenochtitlan. The Jaguars have since taken up residence in the city with their leader, Tezcatlipoca, living in the central temple. The trees of this forest are massive and often times have such a thick canopy that its as if its always night below. These dark conditions have led to the Jaguars focusing on stealth tactics in combat. All Jaguars have the passive ability to see in the dark and can mask their presence from non-sensory ninja, meaning they can move without a sound and are skilled at staying out of sight.

✦ Update Approved ✦

(Kuchiyose no Jutsu: Xbalanque Hi-ro-tsuin sono Getsuei) - Summoning Technique: Xbalanque, the Hero Twin of the Moon
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: This summoning technique summons Xbalanque, one of the two hero twin Jaguars. Xbalanque and his twin brother Hunahpu were born with two distinct colorations. Xbalanque took on the rarer melanistic coloration giving him deep black fur while his brother Hunahpu was born with the traditional orange fur with black spots. The two brothers were compared to the sun and the moon and thus named after the twin heroes of Mayan mythology. Xbalanque stands on all fours with his back at about six feet tall, slightly taller than most shinobi. Like all jaguars he has powerful jaws and can crush anything he is able to bite made of physical defenses rank B and below. Xblanaque specializes in wind based jutsu and is able to use the wind element up to rank A.
Xblanaque is a master of stealth and cannot be heard or seen if the battlefield is covered in mist, smoke etc.
~Can only be summoned once per battle.
~Lasts 4 turns once summoned.
~Can withstand up to 1 A-ranked attack or up to 60 damage.
~Must have a contract signed with Jaguars.

(Kuchiyose no Jutsu: Hunahpu Hi-ro-tsuin sono Taiyou) - Summoning Technique: Hunahpu, the Hero Twin of the Sun
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage: N/A
Description: This summoning technique summons Hunahpu, one of the two hero twin Jaguars. Hunahpu and his twin brother Xbalanque were born with two distinct colorations. Hunahpu was born with the traditional orange fur with black spots while his brother Xbalanque took on the rarer melanistic coloration giving him deep black fur. The two brothers were compared to the sun and the moon and thus named after the twin heroes of Mayan mythology. Hunahpu stands on all fours with his back at about six feet tall, slightly taller than most shinobi. Like all jaguars he has powerful jaws and can crush anything he can bite made of physical defenses rank B and below. He can also hide his presence from non-sensor type shinobi when there is a mist, smoke or other substance obstructing view. Hunahpu specializes in fire based jutsu and can use the fire element up to rank A.
~Can only be summoned once per battle.
~Lasts 4 turns once summoned.
~Can withstand up to 1 A-ranked attack or up to 60 damage.
~Must have a contract signed with Jaguars.

(Kuchiyose no Jutsu: Hunahpu to Xbalanque, Hiro-tsuin sono Taiyo to Tsuki) - Summoning Technique: Hunahpu and Xbalanque, the Hero Twins of the Sun and Moon
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Hunahpu and Xbalanque are twin brothers who were born with differing coloration. Hunahpu has the traditional orange fur with black rosette spots, while Xbalanque was born with the more rare black melanism coloration. As the two brothers grew and became more powerful, they began drawing comparisons to the sun and moon, thus earning their nickname as the Hero Twins of the Sun and Moon. Both jaguars are of similar size and stand on all fours with their backs reaching up to about six feet. Hunahpu is proficient in the fire element and is capable of using up to A-rank techniques. He also has the passive ability to sense body heat making him an excellent tracker. Xbalanque is proficient in the wind element and is capable of using up to A-rank techniques. As a melanistic jaguar, Xbalanque is able to extend the jaguar ability to hide their presence from non-sensor ninja to include chakra sensory techniques, making him a stealthy opponent. The twins share a mental link with each other which allows for them to communicate through their thoughts, though this doesn't extend to the summoner. Both summons are considered A-rank individually.
-Can only be summoned once per battle.
-Lasts 4 turns once summoned.

✦ Declined, you have to bold update edits and link to their approval. These are from the original CJ thread that's now hidden iirc so I understand the lack of link but bold edits please. ✦
(Kuchiyose no Jutsu: Hunahpu to Xbalanque, Hiro-tsuin sono Taiyo to Tsuki) - Summoning Technique: Hunahpu and Xbalanque, the Hero Twins of the Sun and Moon
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Hunahpu and Xbalanque are twin brothers who were born with differing coloration. Hunahpu has the traditional orange fur with black rosette spots, while Xbalanque was born with the more rare black melanism coloration. As the two brothers grew and became more powerful, they began drawing comparisons to the sun and moon, thus earning their nickname as the Hero Twins of the Sun and Moon. Both jaguars are of similar size and stand on all fours with their backs reaching up to about six feet. Hunahpu is proficient in the fire element and is capable of using up to A-rank techniques. He also has the passive ability to sense body heat making him an excellent tracker. Xbalanque is proficient in the wind element and is capable of using up to A-rank techniques. As a melanistic jaguar, Xbalanque is able to extend the jaguar ability to hide their presence from non-sensor ninja to include chakra sensory techniques, making him a stealthy opponent. While masking his chakra, he cannot use any chakra based jutsu of his own without allowing his chakra to be sensed. The twins share a mental link with each other which allows for them to communicate through their thoughts, though this doesn't extend to the summoner. Both summons are considered A-rank individually.
-Can only be summoned once per battle.
-Lasts 4 turns once summoned.

Just combining those two summons into one. The bold are changes to their abilities, the rest is stuff they had in the approved versions.
Approval Link:

✦ Approved ✦
 
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Priest

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Fuinjutsu↓ Tamashī no Kyōme ⇝ Sealing Arts↓ Soul Resonance
Type: Supplementary
Rank: B
Range: Short
Chakra: 20(-10 per turn)
Damage: N/A
Description:
By branding her Dokis with a special fuin seal, Tayuya is able to release them from her control making them gain consciousness of who they are and though they still remain loyal to their summoner, they would no more require the sound of flute to react. With this, the Doki's are able to act independently of their summoner through freeform and able to use their respective techniques unique to them. Tayuya however, sacrifice some of her chakra per turn to sustain the seal.

✦Declined, definitely not going to allow this. ✦

Ninpou↓ Hadesu no Enkai ⇝ Ninja Arts↓ Hades Banquet
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description
Using his special chakra absorption ability through earth techniques, Jirobo would activate a passive ability and in the next 4 turns, all his earth jutsus or techniques that has earth as one of its primary elements, would have chakra absorption properties. Should any sentient being apart from the user and allies makes contact with the user's earth jutsu, portion of their chakra would be absorbed(100 chakra per turn). Should the user's earth jutsu be touching an opponent's technique, 20 chakra would be absorbed from the technique, reducing the technique's power by a rank. The user is able to collect the absorbed chakra into himself passively by making contact with any earth source around.
Only usable by Jirobo bios or bios with Jirobo's dna.
2x per battle

✦ Declined, if you're absorbing 100 chakra per turn use, then this will be an A rank jutsu lasting 3 turns each use and solely on Earth jutsu, not advanced elements with Earth nature used or other fuuin enhanced Doton. After it ends, no Jirobo related techs or chakra draining / absorption jutsu in general for 3 turns. ✦

The Witch's Legacy ⇝ Majo no Isan
Type: Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description:
The Witch's Legacy was forged by Medusa Gorgon, one of the Gorgon's sisters while she was in Ryuichi cave. It is a black body-length suit with hood, which extends downwards to the user's knees. The hood itself is adorned with an eye-like marking upon either side which, interestingly, when worn in addition to the shape of Medusa's hair, gives it the appearance of a snake's mouth, with teeth and fangs. The Witch's Legacy is an hybrid of organic and inorganic material that is impermeable to freeform weapons and freeform blunt force. The materials that formed the black suit itself is reminiscent to the oil in myobokuzan thus it is essentially formed from nature itself and would in turn, amplify nature chakra or senjutsu chakra to the utmost but in special ways. The suit can fit any size, from small to big depending on the user and should the user changes his size in any way, the suit would readjust, morphing to fit.

Abilities
The Witch's Legacy naturally amplifies sage chakra. This particularly makes it very useful to those who are related to Jugo's clan or have Jugo's dna running through them. Orochimaru or Advanced Kabuto bio would have the amount of nature energy passively gathered through Jugo's dna tripled and this would cause several changes in the user's chakra stability, balance and vigor. Due to the saturation of nature energy, the user's innate chakra is passively corrupted, making their chakra contain senjutsu chakra even while not in sage mode while the suit balances and controls the nature chakra so as not to affect the user. The user would not be in sage mode nor does he gain the perks of sage mode but the constant corruption of the user's chakra has it uses. The corruption slightly empowers the user's chakra while the user molds the same chakra for jutsu thus the user's Ninjutsu passively gains +10 damage. The user's chakra would petrify anyone who absorbs it into their chakra system without knowing how to control sage energy. Meaning only sage mode users who are currently in sage mode would not be petrified if they absorb the user's chakra. The senjutsu chakra saturation also makes it so that twice the amount of chakra is converted when the user initiates sage mode and half as much is spent to sustain sage mode. The suit has an insatiable distaste for foreign chakra thus any chakra that seeks to infuse or permeate the suit would be collected, converted to sage chakra and kept within the user. Should the user be having chakra more than what he could take(absorbed more chakra than he could contain), the suit would convert the excess to sage chakra. Exceptions are cases of Medical Pills and the likes.

The suit also can be used as a freeform tool, becoming semi alive reminiscent of "inorganic reincarnation" thus why it could readjust to any size and shape by itself. This also makes it so that the suit is able to shed parts of its fibres towards a range to bind and attack, though they all count as freeform. However if part of the suit is destroyed, it regenerates so far their is a tiny fibre of the suit left. Regeneration leeches 10 chakra from the user everytime. The suit is constantly endowed with an invisible energy aura reminiscent to "Sage Kata". However this only is useful or comes to play when the user uses taijutsu. The ambient sage energy reinforces the users taijutsu in terms of area of impact and force. Like Naruto's Sage Kata, the user's taijutsu strikes are triplicated in such a way that the surrounding sage energy replicates the same strike inwards and outwards of the strike. This means a single thrown forward punch would have two invisible fists of sage energy on its right and left, increasing the range of impact on each side(1 meter each). The user's taijutsu are thus passively enhanced with a +20 damage. However, the suit would leech 10 chakra from the user each time Sage Kata is used. Once Sage Kata is used, it takes one turn for it to recharge. By condensing the ambient sage energy used for Sage Kata, one is able to slow down an opponent who's within short range of the user to the barest minimum(base speed). This would take a slot in the user's 3 moves albeit it can be used in conjunction with another jutsu and the suit would leech 20 chakra from the user everytime its used.

Can only be used by bios with Jugo's Dna
Can only be used by Priest

□ All Pending. Leaving for LoK. □

✦ Declined, I started listing out what all needed to change or be removed but halfway through the tech I noticed it was entirely too much. This entire jutsu is a SM loophole and can't be savaged. DNR ✦

Senpo↓ Madness Fusion ⇝ Sage Arts↓ Kyōki no Yūgō
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
Used while in sage mode. While the technique is active, the user's snake summonings are infused with sage chakra. They are larger and tougher, making them require an additional 20 damage to be destroyed and their attacking strength is increased by a rank or +20 equivalent for S-rank and above summonings. They are 2x faster and totally mindless, killing without hesitation and remorse, though they would still listen to their master. Lastly due to the summoning able to interact with nature freely in their senjutsu infused state, they are able to crawl on air(fly) as if they were on ground, they are also able to swim and move within the ground freely. They are also able to sense their surrounding remiscent to sage sensing.
An activation technique used in the same timeframe as summoning the snake.
Counts as a move
Last until the summoning lasts.
4x per battle

□ Declined. Highly unreasonable. □
 
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Squidy

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Doton: Sanpu kumo ✦ Earth Style: Scatter Cloud
Type: Supplementary
Rank: C
Range: Short-Mid.
Chakra: 15(-5 per turn)
Damage: N/A
Description: The user molds chakra throughout their entire body as they wave a single hand seal triggering this technique. Upon its activation the user releases an omnidirectional sphere from their body that consists of numerous grains of earth that stay suspended in the air in motion around the user on various axes while the creator serves as the techniques epicenter. This technique resembles an active dust storm in appearance, translucent in nature, and even capable of hampering one's sights once amidst the cloud but does not completely block out sights. Small objects are harder to pick up without enhanced sights, human sized objects are seen to a hampered degree, while bigger objects are easier to spot than others. The course of each grain's fixed rotation is linked to the user's senses allowing them to feel the unnatural motion of disturbance amid their cloud as well as the feeling of grains being removed from the overall substance giving the user enhanced feelings while surrounded by their own grain cloud. Lasting 4 turns only this technique can also be used as a source of earth for the user, the technique consistently collecting grains of earth from its surroundings while active, when utilizing similar earthen techniques that revolve around the manipulation of the element in a similar form.
>Can be used 4x per battle

□ Declined. Nice technique, just clarify, what do you mean it acts as an earth source? And also, if you're Genin still, you can only submit D rank techniques. □
 
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Vayne

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(Ninjutsu: Rei Gurasu) Ninja Arts: Ghost Grass
Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10 (-5)
Damage: N/A
Description: Ghost Grass is a technique which allows the user to create a solid chakra manifested artificial glass. It’s colour is pale green, with a hint of yellow. The grass is initially created short range around the user, then spreads after a turn to mid range, then after another into long range. Additionally, the grass would continue to exist until fully destroyed, otherwise it would regenerate completely by the end of the turn of it’s insufficient destruction. The main use of this grass is to have the user’s chakra constantly displacing and moving throughout the grass. This constant movement would make attacks utilised within the grass undetectable to chakra sensors and dojutsu users. Naturally, the attacks are still detectable through the basic senses. The grass itself is merely 60 centimeters long, with half of it’s length being inside/beneath the terrain. As it spreads, the grass’s power increases, each turn, at D rank damage increase each turn. Additionally, twice per battle, the user can channel additional chakra into the technique allowing it to negate a technique and remain on the field, but at D rank strength. In this case, the user can have the grass cover an initial range of mid range, however for it to spread into long range, it would need two turns. Lastly, despite the grass progressively increasing in power, especially in long battles, the opponent’s feet are exempt from receiving damage/being countered, however, if the opponent used a technique within the grass it would be stopped normally. Naturally, this means that full body armours of elemental nature or similar, would be countered if possible.

□ Declined. I'm lowkey confused as to what this does, or rather, how. How does the damage change? Its worded weird. □


(Kage: Hecate’s Houyou) Shadow Arts: Hecate’s Embrace
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (-5)
Damage: N/A
Description: Expanding the relationship a user has with his shadow, Hecate’s Embrace, allows the user to merge with his shadow techniques, but in a fusion-esque manner. This technique would join the user and the shadow technique(partially or fully, depending on sizes involved) into one entity. In order to achieve this, the user can either draw the shadow technique into himself, or have the shadow technique draw the user into it. The speed at which this occurs at is the speed of the technique or the user, depending on which is being drawn to the other. Upon merging, the user would gain the traits of the shadow technique, and would become capable of utilising shadow techniques from his body, while also utilising Nara clan techniques without a hand seal. The combined form would last the turn(s) remaining for the shadow technique in addition to two turns. Now, while merged, the user would have three new abilities, each dependant on the type of shadow technique he merged with. These abilities would all relate to adding an effect to suitable techniques(solids and liquids). When the user joins with a tangible solid Nara clan techniques would be infused with a layer of solid shadow which causes additional damage(+15). When merging with intangible techniques, the techniques used further would be infused with a layer of shadow that paralyses anything that touches it, similar to the basic technique.(In case it hits the targets shadow, they would also be paralysed, similar to shadow imitation shuriken) Finally when merging with a physical, yet malleable, shadow, the user becomes capable of changing the direction of the technique by moving it through the shadows. If the shadow technique has more than one quality, the user utilise them simultaneously, at a single jutsu cost.. The technique is usable 6 times per battle, with the first two abilities granted being passive/same t/f, but costing an additional 15 chakra. The third ability is active, counting towards the techniques usage limit. After the technique end the user must wait two turns before using it again. However, during it’s active/merged duration, it can still be used.

□ Declined. Nope, give it a consistent time, don't try that NK stuff fam. 6 times too much, no simultaneous abilities, and no passives and same time frame stuff. It'll cost moves, and it restrictions will be done better. □

(Inku Ninpou: Tsubasa Kouse) Ink Arts: Wings of Aggression
Type: Offensive/Defensie/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Through manipulating an existing ink source, either through hand movements or simply drawing, the user would have the opportunity to create a 10 meter large mosquito/fly hybrid(or a swarm), similar to ink techniques that create animals from scrolls. The creature is capable of flight, administering consecutive bites/stabs/sucks, and laying eggs. The creature has three main abilities, each related to the creature’s abilities.
Power: Through utilising it’s proboscis('mouth'), the creature can administer a powerful strike to a target, causing great pain while also taking in some of the targets blood and chakra. Alternatively, the user can have the creature take some of his/targets blood and chakra, in a non lethal manner. When used in a lethal manner, the creature can suck up to 30 chakra points, while delivering A rank damage. When used in a non lethal manner, it can consume up to 60 chakra points. In both cases, any technique the target is sustaining would be prematurely ended. (This can be used two times, lethally, and two time non lethally. However, it’s only usable once on the user) When Power is used on a technique, it would absorb all the chakra in the technique, weakening it by a rank while also piercing it with power.

Without Fuuin, unless shown, Ink isn't able to sap chakra.

Life: Only usable after Power has taken place and both blood and chakra has been consumed. The creature(s) would be capable of laying an egg, through which a miniature version of it would emerge, adding to the overall power of the technique, specifically 10 points per 30 chakra points. This is unusable unless blood is present, and due to it being reliant on power, it can occur in the same t/f of Power, but costing a move.

If the above problem has been solved, this needs a usage limit on how many eggs can be made, and copies, also, what rank it is.

Rule: Rule is the simplest of the creatures ability, it is merely moving/avoiding attacks, at a jutsu cost, but can occur in the same t/f of any of the other abilities. (Usable thrice)
Usable twice per battle, lasting 5 turns, with a two turn interval between usages.
Usages for specific abilities do not count to the techniques second usage, but rather each usage of Wings of Aggression allows for the abilities to be used as described.

Last ability is fine, though the entire technique needs to be lessened in terms of time it lasts, and how many times it can be used.

□ Declined. Look at colored. □
 
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Houdinii

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(Futon: Fumou Reppuu)-Wind Release: Barren Gale
Rank: A
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: (+20 damage)
Description:
This is a technique based on the concept of sandblasting, and is able to be used upon any jutsu that utilises this particulate matter such as sand or dust. The user will form two handseals focusing their chakra into the existing jutsu, creating fast rotational winds that whip the grit into a frenzy. This forms the original technique into a conical shaped vortex with its point aimed at it's target, this alters the jutsu giving it piercing properties through the high speed winds and erosive effect of the matter. This is similar to boring, allowing it to drill through defenses.

Note:
~No Wind S rank and above in the following turn
~Can only be taught by Houdinii

□ Declined. No usage limit? And does this happen at the same time as other techniques? Clarify. □

(Issei Sabure)- Voice of Horus
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description:
This is an activation type jutsu that allows the user to augment their earth techniques, though it is purely supplementary in nature. This jutsu allows the user to alter their earth jutsu even as they are created, through the addition of wind chakra to the earth and forming identically to the original jutsu but composed of Sand. These altered techniques are able to switch between the two natures and have the exact same rank, damage and traits as the original. As this technique relies on others to function it can be passively activated.

Note:
~Lasts for 4 turns
~Can only be taught by Houdinii

□ Declined. This technique creates a copy of the Earth technique, but in Sand format. With no turn limit, and lasts 4 turns? Just no to the concept. □
~Resubmitting both of these

(Futon: Fumou Reppuu)-Wind Release: Barren Gale
Rank: A
Type: Offensive/Supplementary
Range: Short - Mid
Chakra Cost: 30
Damage Points: (+20 damage)
Description:
This is a technique based on the concept of sandblasting, and is able to be used upon any jutsu that utilises this particulate matter such as sand or dust. The user will form two handseals focusing their chakra into the existing jutsu, creating fast rotational winds that whip the grit into a frenzy. This forms the original technique into a conical shaped vortex with its point aimed at it's target, this alters the jutsu giving it piercing properties through the high speed winds and erosive effect of the matter. This is similar to boring, allowing it to drill through defenses. This technique can be used upon a jutsu in the same timeframe by stringing on the additional handseals or alternatively it may simply be used by itself as a stand alone attack.

Note:
~Can only be used 3 times
~Cannot be used in consecutive turns

~Can only be taught by Houdinii

□ Approved. □

(Issei Sabure)- Voice of Horus
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description:
This is an activation type jutsu that allows the user to augment their earth techniques, though it is purely supplementary in nature. This jutsu allows the user to alter their earth jutsu even as they are created, through the addition of wind chakra to the earth and forming identically to the original jutsu but composed of Sand. These altered techniques are able to switch between the two natures and have the exact same rank, damage and traits as the original. As this technique relies on others to function it can be passively activated. Techniques altered by this jutsu face the same restrictions as the original, however Sand will face the restriction instead of Earth. (Eg. Instead of Earth cannot be used next turn, it would read Sand cannot be used next turn)

Note:
~Lasts for 3 turns
~Can only be taught by Houdinii

□ Declined. No to the concept, means you technically shouldn't try it again o_o. DNR. □
 
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