Custom Jutsu Submission - III

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Lysander

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

□ Approved. Edits made. □

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

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

□ Approved. □

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

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

‡ Declined ‡ Daemon made a similar technique in the past.
Got Daemons permission to submit something similar to his partial fusion

(Samehada Fuka katateochi Yuukai no Jutsu) - Samehada Shark partial Fusion Technique
Type: Supplementary
Rank: A
Range: short
Chakra: 30 (Per turn)
Damage: N/A ( +10 water)
Description: A less powerful version of the full fusion technique. Samehada will partially fuse with the user. This is done by Samehada fusing with the users back and attaching himself to the spine. In this form the user will grow a tail similar to the swords hilt which is able to extend or become flexible like the sword. The user also gains the ability to sense chakra through the means of Samehada. However while in this form Samehada will absorb the users chakra constantly. Due to the fusion the user will absorb any chakra that Samehada had absorbed before the fusion. The user can forcfully remove Samehada from his body or order Samehada to leave his body and return to his normal form. This does not cost a move but is not instant and takes a few seconds. The user will also gain an aditional power of +10 to his water jutsu.

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

□ Declined. Put a cap on how much you can absorb from Samehada's absorption. Also usage limit. □

Fenriru no Ikari | Fenrir’s Wrath
Type: Supplementary/Offensive
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: Allows the user to transition directly out of a Gatsuuga or Gatenga roll into a singular Taijutsu attack, whether it be a kick, punch, elbow strike or whatsoever, and, by utilising the immense torque and centrifugal force of their roll deliver a greatly strengthened Taijutsu attack. The delivered strike will receive an active empowerment equivalent to the strength of the Gatsuuga/Gatenga that spawned it. The strike could also be weaponised, should the user so wish.

Notes:
Useable by both Inuzuka and Ninken
Can only be used during/immediately after a Gatsuuga/Gatenga ends
Each user must wait a turn before using again.

Declined, this can vary too much if based on the damage of the parent tech. Give this a set rank and damage.


Fenriru no Ikari | Fenrir’s Wrath
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: 60
Description: Allows the user to transition directly out of a Gatsuuga or Gatenga roll into a singular Taijutsu attack, whether it be a kick, punch, elbow strike or whatsoever, and, by utilising the immense torque and centrifugal force of their roll deliver a greatly strengthened Taijutsu attack. The strike could also be weaponised, should the user so wish. If the chosen attack is freeform, then it will adopt the power equal to the rank of this technique, to deal a base damage of 60. If however the user chooses to combo this technique with a Taijutsu/Kenjutsu/CFS technique, then, this technique will greatly enhance the strike, delivering an active boost of +20 to the attack.

Notes:
Useable 4x
Useable by both Inuzuka and Ninken
Can only be used immediately after a Gatsuuga/Gatenga ends
Each user must wait a turn before using again.

✦ Approved ✦

Permission to submit a technique similar to the Highbred;

Ōkami No Kaminoikari | Ascent to the Apex
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Ascent to the Apex is a passive technique that represents the changes undergone by Ninken who have been honed for combat to the point of mastery. Ninken who achieve such mastery are dubbed ‘The Apex’. These changes can be likened to the existence of the Warhorse, for millenia Cavalry and Armed Chariots thrived as one of the strongest and most dominant forces of the battlefield - the best would charge until death, stampede over opponents, and even directly attack other Warhorses; despite the fact that by nature horses were docile, skittish, terrified of blood and should easily be rendered incapacitated by the loud and chaotic noises of the battlefield. Similarly, through training and experience The Apex would learn to overcome their natural weaknesses or disadvantageous inclinations. Normally Ninken would be susceptible to having their advanced hearing or sense of smell undermined, The Apex however are disciplined to such an extent that they would be virtually immune to such factors, as losing control of one's senses could easily spell death for a Ninken in the field of war. Their bodies would also become better conduits for chakra - during merging transformations and fusions handseals can instead be substituted for tail-wags - this is so that even when the Ninken-Inuzuka hybrid lacks opposable thumbs he can still access his full arsenal - essential as transformations are aimed to make one stronger, not weaker by limiting them. Their mastery of their own, Canine version of close quarters combat will also put them on the same level as a Taijutsu master, and finally they will become immune to any foul substance that the user is channeling, should their Inuzuka also be immune to it too. (I.e, the gathering of Natural Energy of activation of Cursed Seals will not negatively affect them.)

Note:
Ascent to the Apex is a passive technique, to be posted in either the users bio or at the start of a fight. The Apex experience greater synergy with their Inuzuka counterparts, as a result less chakra is required for the usage of combination transformations and fusions as they occur more freely and easily due to the sheer experience of the Apex and the heightened bond, thus reducing the chakra costs of such techniques by -10. Just as with Chakra Sensing, Apex Ninken will be capable of passively activating spectral sense.
Requires the user to have had an Inuzuka bio for 3 months.

Just wanted to point out how funny the colored portions are lmaooooo

□ Both Pending. Leaving for LoK. □

✦ Declined, this isn't similar to Highbreds; it is Highbred Lite. The tail wagging is a definite no and without that, you have a dog that is immune to smells and has enhanced taijutsu with less chakra used for techniques. DNR with passive sensing. ✦
 
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System001

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(Katoni: Minami Reiji) | Fire Release: The Samsara Equation
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: M/A
Description: This technique seeks to take advantage of the ash/gas that is often left behind as residue after certain fire techniques are produced. The Katon element often makes use of ash and gas to produce flames, sometimes having ignitable ash/gas, and at other times making it explosive. This technique explores the flammable aspect as a method to benefit future fire techniques. When activated, this technique can cause future fire techniques that the user produces to draw in nearby ash or gas on the field (whether it be natural, inert ash, or ash/gas produced by the user's techniques, or ash left behind in the residue of a clash). The ash and gas attracted by the flame will then be burned as fuel so as to amplify the flames growth, resulting in affected fire techniques becoming larger and hotter and thus affording it a twenty damage point increase. This technique in and of itself however does not produce any ash, therefore it is imperative that the user either have an adequate source of ash that this technique can take advantage of, or produces an ash or gas technique in preparation for this jutsu, otherwise this jutsu will prove to be completely and utterly useless. Once activated this technique will stay active for four turns, during which time fire jutsu that this technique is applied to will have an additional +10 chakra added to their creation. On account of this technique lacking any independent uses, this technique can be passively activated virtually instantaneously, essentially does not affect timeframe, and lasts four turns each usage.

Note:
This effect is applicable to Flame and Heat based fire techniques.
Can only be used 3x
Two turn cooldown between uses.

□ Declined. How does this technique even draw in residual ash/gas? Doesn't make much sense, as it is now. As for the restrictions, usable three times and active for four turns? Nah fam. □
(Katoni: Minami Reiji) | Fire Release: The Samsara Equation
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: M/A
Description: This technique seeks to take advantage of the ash/gas that is often left behind as residue after certain fire techniques are produced. The Katon element often makes use of ash and gas to produce flames, sometimes having ignitable ash/gas, and at other times making it explosive. This technique explores the flammable aspect as a method to benefit future fire techniques. When activated, this technique will allow ash and gas to be burned as fuel so as to amplify the flames growth, resulting in affected fire techniques becoming larger and hotter and thus affording it a twenty damage point increase. (whether it be natural, inert ash, or ash/gas produced by the user's techniques, or ash left behind in the residue of a clash). This will occur as the fire technique will be altered so that it can ignite any ash or gas within its immediate vicinity, and then draw in the resulting flame to bolster its own power. This technique in and of itself however does not produce any ash, therefore it is imperative that the user either have an adequate source of ash that this technique can take advantage of, or produces an ash or gas technique in preparation for this jutsu, otherwise this jutsu will prove to be completely and utterly useless. Once activated this technique will stay active for four turns, during which time fire jutsu that this technique is applied to will have an additional +10 chakra added to their creation. On account of this technique lacking any independent uses, this technique can be passively activated virtually instantaneously, essentially does not affect timeframe, and lasts two turns each usage.

Note:
This effect is applicable to Flame and Heat based fire techniques.
Despite having no independent uses and requiring set conditions to be met to have any effect, this technique can only be used twice
Two turn cooldown between uses.

□ Approved. Edits made. □
 
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Chihaya

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Wings of Athena
Type: Weapon
Rank: S
Range: Short/Long
Chakra: N/A (-40 every time used)
Damage: N/A
Description: In this weapon, there are two fans. Both are small in size and are strapped to Rebekah's left and right forearms. The fans are specifically designed to flip open and closed with the mere swing of her arm. In addition, they are made of a strong metal in which can not be destroyed. The right fan holds potential for slicing and gusts and currents and everything similar. The left fan products blunt damage such as bursts or pulses, strong blasts of wind and everything similar. On each of the fan, there are 6 blades. One of those six is retractable, giving Rebekah the option to release the sharp blade outwards and retract it back in. This applies for both fans.

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The two fans specialize in wind and perform any wind technique with no hand seals. When either fan is used in conjunction with a fire technique, it gives the fire jutsu a +1 rank.

Both fans can be idolized in close combat fights. Being made from metal, the round edges of the fans are sharp and lethal, made perfect for slicing and dicing during a fight.

□ Declined. You need a new rank, first. □
 
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Venom

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Updating: [ ]
Took ownership of CSC: [ ]

Can't quote from old thread

Summoning Animal: Bulls
Scroll Owner: Venom
Other Users who have signed contract: Sabertooth
Summoning Boss if existing: Taurus The Guardian Bull
Other Summoning Animals tied to contract: Toru The Guardian Lightning Bull & Draco The Guardian Earth Bull
Description and Background: A bull is an intact (i.e., not castrated) adult male of the species Bos taurus (cattle). More muscular and aggressive than the female of the species, the cow, the bull has long been an important symbol in many cultures, and plays a significant role in both beef ranching and dairy farming, and in a variety of other cultural activities.

Bulls are much more muscular than cows, with thicker bones, larger feet, a very muscular neck, and a large, bony head with protective ridges over the eyes. These features assist bulls in fighting for domination over a herd, giving the winner superior access to cows for reproduction or simply to aid their summoner. The hair is generally shorter on the body, but on the neck and head there is often a "mane" of curlier, wooly hair. Bulls of this contract are usually about 6ft+ when standing on their hind legs like humans, but because of the additional muscle and bone mass they often weigh far more than a cow or shinobi. It is due to their excess muscle (like an additional layer of skin) which makes them well suited in combat. Being capable of passively blocking freeform attacks, kunais and sword attacks with their body. They have an outstanding durability, capable of going many days and nights of combat without eating or resting. The bulls also come in various sizes, ranging from the size of a human to towering size and heights like the Juubi's husk. Most of them have a certain elemental affinity with them but all of them excell in Taijutsu due to their power, strength and speed. On all fours they're capable of sprinting at twice the user's running speed in attempts to ram their opponent or reach them for whatever reason.

All the bulls of the contract have a natural habit of protecting their summoner and would easily put their lives at risk to save them. This is why they're such trusted summon and highly used. It is through this close connection that all signers are capable of having a mental connection with the bulls, despite them being capable of speaking normal human language. All bulls have a passive ability called Shredding, meaning they're capable of elminating -20dmg from techniques they ram into or defend/clash against. This is all possible due to their muscular frame, larger bones, thick skin and thick fur (the mane) being on them.

All signers of this contract not only share a strong connection to the beasts, but they're also branded with a special summoning tattoo.

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Declined, few small things to point out. Max size is Gamabunta size, not Juubi size. Create a SET speed, ( max Kage for all and specific ones can be Sage or other speeds ) not a variable one based on the user's speed. Note that the Shredding ability counts as a debuff and follows those rules. ✦


Summoning Animal: Bulls
Scroll Owner: Venom
Other Users who have signed contract: Sabertooth
Summoning Boss if existing: Taurus The Guardian Bull
Other Summoning Animals tied to contract: Toru The Guardian Lightning Bull & Draco The Guardian Earth Bull
Description and Background: A bull is an intact (i.e., not castrated) adult male of the species Bos taurus (cattle). More muscular and aggressive than the female of the species, the cow, the bull has long been an important symbol in many cultures, and plays a significant role in both beef ranching and dairy farming, and in a variety of other cultural activities.

Bulls are much more muscular than cows, with thicker bones, larger feet, a very muscular neck, and a large, bony head with protective ridges over the eyes. These features assist bulls in fighting for domination over a herd, giving the winner superior access to cows for reproduction or simply to aid their summoner. The hair is generally shorter on the body, but on the neck and head there is often a "mane" of curlier, wooly hair. Bulls of this contract are usually about 6ft+ when standing on their hind legs like humans, but because of the additional muscle and bone mass they often weigh far more than a cow or shinobi. It is due to their excess muscle (like an additional layer of skin) which makes them well suited in combat. Being capable of passively blocking freeform attacks, kunais and sword attacks with their body. They have an outstanding durability, capable of going many days and nights of combat without eating or resting. The bulls also come in various sizes, ranging from the size of a human to towering size and heights like Gamabunta. Most of them have a certain elemental affinity with them but all of them excell in Taijutsu due to their power, strength and speed. Unless specified, all bulls when standing up or running like a human move at Kage rank speed. On all fours some but not all are capable of sprinting at twice the running speed of a sage in attempts to ram their opponent or reach them for whatever reason.

All the bulls of the contract have a natural habit of protecting their summoner and would easily put their lives at risk to save them. This is why they're such trusted summon and highly used. It is through this close connection that all signers are capable of having a mental connection with the bulls, despite them being capable of speaking normal human language. All bulls have a passive ability called Shredding, meaning they're capable of elminating -20dmg from techniques they ram into or defend/clash against. This is all possible due to their muscular frame, larger bones, thick skin and thick fur (the mane) being on them. Although most have this passive debuff, some specific bulls don't share this ability (will be said in summon).

All signers of this contract not only share a strong connection to the beasts, but they're also branded with a special summoning tattoo.

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✦ Approved ✦

[Fuuinjutsu: Kōi hausu Taiseiyō] - Sealing Arts: A Favor House Atlantic
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage:N/A
Description: The user will make a single handseal and focus his chakra on any inaminate object(s) in range (such as sealing tattoos/scrolls/tags, weapons, clothes, etc). Upon doing so, the objects in question will become marked with a sealing forumula bearing the kanji for "Transform". The sealing formula will contain a chakra similar to that of the E Rank Transformation technique and will be linked to the user's chakra as well due to him fueling the technique with his chakra. Upon the seal appearing the user can immediately change the object marked into another inanimate object. One usage of this would be turning a kunai coming towards him into a feather. This technique can not be used to harm the opponent in any way at all. For example, the user cant change a kunai the opponent is holding into a ball of spikes. There may be no damage dealt by using this technique. The user may only affect objects within a total area of short range of each other. Requires a 1 turn cool down between usages.

♪ Declined: This is transfiguration. ♪

[Fuuinjutsu: Kyūkyoku] - Sealing: Ultimate
Type: Defense/Supplementary
Rank: C-A
Range: Short - Long
Chakra Cost: 15-30
Damage Points: N/A
Description: The user will perform an additional hand seal after performing a technique of their choice (only if the first technique required hand seals) to create a barrier within the same time frame as the original. The purpose of this barrier is simple, to find a way to negate technique's natural weaknesses against various elements, KG, and CEs. For the purpose of the description, wind will be used as an example. Essentially, jutsus created from the body or away will be laced with a seal upon creation, what the seal does is when the users jutsu clashes with a wind jutsu, the seal will automatically notice the immediate weakness of the element lightning has with wind and attempt to draw out chakra from the users body and inject it into the lightning. Specifically, the chakra drawn out will match the elemental strength of whatever jutsu has clashed with the lightning; in this case it is wind, so the seal will extract fire chakra from the users body. This will create a fuuin barrier around the lightning, but with fire chakra being the main composition of the barrier, so it will automatically negate the wind and allow the user's lightning jutsu continue unharmed. The amount of chakra extracted is only enough to negate the harm, that is why it is A-Rank but the multi-rank allows the seal to extract just the amount needed. Let's say for example if the lightning jutsu is clashing with a paper ninjutsu technique, than the barrier will be composed of water to simply negate the paper and allow the technique to continue forward. The barrier may only be composed of elements from the basic 5 nature.

Notes:
Can only be taught by Venom.
After clash with the barrier, it evaporates and is no longer in use.
Can only be used four times, and only once per turn.
This jutsu does not act to manipulate elemental strength and weakness, but rather play right into its hands and shield the technique

♪ Declined: You're using this in a way wherein your techniques would absorb/dissipate an opponent's counter AFTER its made, leaving them no time slot within which to counter. That's not going to be approved lol. Also, those restrictions are lacking. ♪
 
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Kai NB

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(Yashido) — Lucky Rice Paddy
Type: Offensive/Supplementary
Rank: D-C
Range: Short
Chakra Cost: 10 - 15
Damage Points: 20 - 30 (-10 Per Turn Until Healed)
Description: The taijutsu technique is an advanced application of the standard chakra control used in the Wall Climbing and Water Surface Walking skills, passed down from master to disciple by the Yashido group. The technique utilizes the same principle, having the user focus a release of chakra from their chakra points in a constant stream to stick adhere to any surface. More chakra is released than the typical skills to reach further down into the surface. As a result, when the user pulls back, they can forcefully tear away whatever they are in contact with. This can be used to dismantle armor in quick succession, tear away flesh to the bone, scar tissue, etc. Additionally, it can also be used more precisely to have buried objects placed below a surface rise to the top and be extracted. This can be used to remove blades stuck inside the user's body or to pull away specific objects hidden in a pile. Elemental affinities can also be incorporated to increase the strength, but chakra cost will likewise increase as well. Given the nature of this technique, it can be applied incredibly quickly, and as simple as it takes users to use their chakra to climb walls and walk on water.

Note: Can only be taught by Kai
Note: Non-Elemental Usage is D-Rank & Elemental Usage is C-Rank

♪ Approved: You aren't able to use other jutsus while this is in use, regardless of its simplicity. ♪
 
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Vex

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♪♪ Thread Reopened - Cycle lasting September 12th to September 19th ♪♪

Keep submissions at a reasonable length, and remember to include handseals for elemental jutsu above C rank. As usual, pending/unchecked submissions will be checked randomly throughout the week.
 

Method

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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. □
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. Opponents are not directly affected by this technique unless coated in chakra by a technique or having altered their body to a state of chakra. It is possible to use on corporeal techniques such as Shadow Clones, Ink Ninjutsu & other material forms of chakra/energy.
- Can be used 3 times
- Cannot be used consecutively
- Taught by Method

□ Approved. □

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. The cost of chakra is equal to the rank of the opposing technique absorbed. The absorption is limited in it's use & can only be performed 3 times & requires 1 or 3 moves each turn to do so. In regards to S rank Genjutsu, it can only be absorbed 1 out of the 3. With the foreign chakra absorbed into the suit, it instantly travels into the user's mark, it is then converted into Dark chakra which allows the user to manipulate it & perform Dark release techniques.

External: 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-A rank depending on the opposing technique & must follow Dark's S&W. This can only be performed once a turn & has a limited use of 3 times a battle & cannot be used consecutively.

□ Approved. Edits made. □

Shikotsumyaku: Kōka shita hanabira | Dead Bone Pulse: Hardened Petal
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: -
Description: A Kaguya technique that can be performed within the same timframe of another while in contact with the user. The user is able to reinforce their manipulated bone technique to increase it's strength & resistance against opposing attacks. This is accomplished by channeling chakra across the surface of the bone & manipulating their tissue to add an additional fine layer of bone to the original technique. The layer is created at the utmost density the Kaguya are able to manipulate their bone to, allowing a supplementary resistance that increases the original technique by a single rank. This technique is effective on up to S ranks(S ranks simply gain an increase in damage by +20). This can also be used on existing techniques that are not in direct contact with the user, but through a solid medium, presenting the user the opportunity to perform two handseals & channel chakra through the medium & toward the bone, increasing it's rank.
- Cannot be used consecutively
- Taught by Method

□ Declined. A simple premise, but I'd only allow this for techniques in direct contact with you, and only up until A rank. □
 
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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. □
Sorry,training here:

(Taiton:Arashi Bēru) - Typhoon Release:Storm's Veil
Type: Supplementary
Rank: B
Range: Self
Chakra Cost: 20
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.Once activated,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:Can be used two times per battle and each use lasts two turns with a turn cooldown between uses.
~Note:Each use costs chakra and takes and counts as 1/3 jutsu per move.However it's activation is instantaneous and the effects are only activated when the user gets in contact with his own typhoon techniques.


□ Approved. Edits made. □

(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 10 boomerang shaped structures of the typhoon element.Each structure has a span of around 3 meters and the width and height being around 2 meters.As the name suggests,these structures will flow around between 10-20 meters 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.Also they move each above/bellow one-another so they never collide.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. On impact they carry tremendous force and can break through strong defenses.As they will be in different positions in the air,some of them will come from different sides of the opponent.
~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.

□ Approved. Edits made. □

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

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

□ Declined. Same issue as above, too much going on for a simple technique. Word it better. □
Reworded,shortened.

(Dai sanji no keshin) Lightning Style: Catastrophe Incarnate
Type: Offensive/Supplementary
Rank: S
Range: Mid
Chakra Cost: 40
Damage Points: 80
Description: The user first performs three hand seals and then gathers their lightning chakra towards their feet.Once this happens,he releases the chakra which quickly extends from the base of the users feet in the form of three currents of lightning.Two of them go to both sides of the target and as they move swiftly rise up to ten meters from both sides of the target as a thick wall of lightning. This lightning wall is placed 5-10m away from whatever the target is, and stays in place as long as the user is channeling chakra.The third current would go rip into the ground and move underground a few feet away from the user.It goes through the ground directly towards the target.Once underneath the target,after a slight shaking and rumbling noise,the ground five meters around the target would weaken and dislodge,this is done by the lightning expanding underground and cutting through the earth.Essentially, the platform five meters around the target will break apart leaving them to fall into a collection of Lightning swords which are formed underground below the target.The swords will be formed into that of a cone like structure and continue to emerge and close in on the target from a tilted angle which happens quite quickly. Simultaneously, as the swords are erupting or upon their own emergence,the user can manifest from the walls,several tendrils of lightning that can be directed towards anyone between them if they can not find a target they can merge with the swords instead,in order to add to the total S-rank damage of the technique. The swords continue to emerge from the ground until it has reached five meters above the target where the swords will then snap close and explode into a gruesome explosion spanning towards everything five meters of it.

Note: Can only be used twice with a two turn cool down.
Note: No lightning above A-rank next turn.

□ Approved. Though no other techniques can be done whilst this is being done, since it requires you to channel Lightning the whole time. □
 
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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. □
(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, albeit weaker. 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. Essentially, the strength of the grass progressively increases each turn, with each increase equaling D rank power. So a turn after it's usage, it could be a C rank, a turn after that it would a strong C rank(C + D), then a turn after it would be B rank, etc. The ability to channel additional chakra into the grass to negate techniques, essentially translates to when a C rank earth is used, an A rank is used(as B rank would simply negate eachother), which after interacting with the earth, would fall back down in strength based on elemental interactions. This ability can only reach S rank usage

□ Declined. DNR. □


(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 three 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).(Usable 3 times, costing +15 chakra to the applied technique.) 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)(Costs +10 to technique used upon. Usable 3 times.) 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 infused. If the shadow technique has more than one quality, the user will have free will in choosing which aspect to infuse. The technique is usable 5 times per battle, with the first two infusion abilities granted occurring in the same timeframe. This is due to the user releasing the shadow from their body. This means that techniques that are spawned strictly past short range from the user can not be infused. The third ability is active and can only be performed with the target technique in short range. However, for each infusion, the user has one passive dodge, costing 20 chakra points. The reason for the dodge being passive is due to cases in which the infused technique does not immediately need to avoid a technique when infused. Any dodge past that is active and costs 15 chakra points. Dodges allow for Short - Mid range dodges which occur at the speed of initial merging.(So either speed of shadow, or speed of user). While maintaining the merger costs 5 chakra points, maintaining an infusion costs 10 chakra points per turn. User must wait 2 turns to reuse the technique when a merger ends/is stopped.

□ Declined. I think you should re-try this when you have Fuuin, as now it just seems like combining with Shadows to gain boosts, while with Fuuin it'd seem reasonable, than without. □

Bit of a long one this time, sorry <_>


(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle, counts as a move and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked.

The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into multiple copies of him. The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used three times per battle, with each usage lasting three turns. The user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc).

In ability Alpha, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.

Notes: Usable 4 times per battle.

Approved



(Ninpou: Davinci's Angou) - Ninja Arts: The DaVinci Code
Type: Attack/Defense/Supplementary
Rank: N/A
Range: Short/Mid/Long
Chakra: Stated in each usage
Damage: -
Description: Through the usage of this technique, the user becomes capable of expanding his usage of ink release to unparalleled levels. It enables the user of drawing constructs and anything within the realm of ink release, without the usage of a brush or scroll. It enables the user to draw with his entire being acting as a brush. This allows the user to draw with his nose for example, albeit less detailed and basic constructs. However, by expending more chakra (5) the user become capable of manipulating the ink in order to achieve perfect and complex drawings. By building on the usage of chakra in order to aid the ink user, the technique enables the user to draw through the usage of chakra alone. For basic usages the user would spend 10 chakra points, however for complex ones 15 chakra points would be needed. This ability becomes useful when the user lacks the ability to properly draw or move. The technique does not end on making the user a living brush, it also extends to techniques used by the user. In order to achieve this the user would release/add ink into the technique he is using, allowing the two to mix, without actually hindering the effects of the initial technique. The release/addition of ink should follow what the user is capable off. For instance, it cant be released from a normal user's body similar to how Killer B would. The ink mixed with the techniques can then be used once deemed necessary by the user. For each type of element the ink would react in a specific manner.

When used with water release and water based attacks, the ink would give the water a different colour, depending on the colour of ink used. Once the user wishes to use the ink, it would separate from the water, removing the colour change and allowing it be used normally with the added twist of the ink creation becoming more viscous, adding as a result +20 to the ink technique used. If the ink had some special properties the water would gain them. If the water had some special qualities, like stickiness, the ink technique would gain them as well. If the combined water and ink hits the target the attack would have a +20 damage bonus.

When used with fire release and similar, the ink would not have any visible effects on the fire itself, but rather on the area surrounding it. The ink would quickly evaporate while still moving along with the fire, it would produce a coloured shroud around the fire. Once the user wishes to use the ink the techniques would have a twist added to them. They would not be in their normal ink like state. Instead they would be in a form more close to a gas. The technique would lack all of its physical damage powers, instead having that damaged converted to burning damage. In addition to that, if the ink had some special characteristics, such as poisonous, those abilities would persist while also existing if the fire/ink combo hits. The fire/ink combo would also get a +20 due to the burning ink.

When used with lightning and similar, the ink would have no effect on the lightning, harmlessly blending with it. However, once the user wishes to use the ink, some unique properties would occur. If the ink is used to create animals or creatures that have the ability to move, they would move at 2 times the speed. This is due to the lightning 'exciting’ the ink in a sense. Somewhat similar to the raikages lightning armour. When used with techniques that lack mobility the ink created would gain the ability to affect techniques one rank higher than they normally would. This is due to the ink moving extremely quickly while still maintaining the shape of the construct. This vibration/movement essentially gives the ink a +20 boost.

When used with wind and similar, the ink would have no effect on the wind. Once the the user wishes to use the ink, he would be incapable of forming complex forms, only basic structures. However the wind would push the ink forwards, increasing it’s speed and subsequent damage by +20 points.

When used with earth, the ink would make the earth technique become slippery, preventing any foreign contact with it from being maintained. The user can however dictate if the slippery trait would affect him or allies. Once the user wishes to use a technique, it would become filled with earth particles that not only boost the technique, but also give the technique further blunt force damage. This translates to a +20 damage boost. Furthermore, the ink can be spread on the field or other structures on the field, allowing the user to use ink release techniques from anywhere on the field.

The technique is passive, however it is limited in its usage. Adding ink to elements can be used five times for each, however only five times per battle. Essentially this allows the user to use 'elemental ink' 25 times per event, but only five times per a single battle. For 'elemental ink' it costs 10 chakra points to mix ink with the desired element and 15 additional chakra points to use the ink. In other words, a D rank ink to be used with an element would cost 10 for mixing, 25(10 + 15) for using, and the additional cost of the element it is used with. This results in the technique being quite a chakra requiring beast. However, no usage limit exits on the ability to manipulate ink without a brush. In regards to elements that belong to one branch but have different states, then they would succumb to the gains of the state. For example, mud would be treated like water while ice would be treated like earth. Additionally, adding ink to the element would occur in the same timeframe of the release of the element.

Chakra cost:
5 for manipulation with body parts
10 for creating basic constructs through chakra
15 for creating complex constructs through chakra
10 for mixing with elements
15 for activating it's usage with elements


Declined - If I'm honest, most if not all of this doesn't make sense. The damage boosts aren't justified either. The only element that can really blend with Ink is water and even then, depending on the scale the Ink would just become diluted and dissipate throughout it. Personally I think you should scrap this particular idea.

Dropping;
(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: -
Range: -
Chakra: 10 per turn | Up to fifty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool said to be the cause of extrication of entire civilisations. GOA takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are known.

First and foremost, the garb’s connection with user and the user’s capabilities. GOA bonds to the user; Vayne, and latches into his deepest desires of power and glory. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing, however, if he was concentrating on a object it would be bumped up to three times. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is within short range of Vayne. It costs five chakra points per turn in normal cases, and ten chakra points if Vayne were to concentrate on an object.

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. This basically makes GOA the greatest accessory, allowing the users to no longer need to buy clothing and furniture at overpriced ninja markets. However, despite it’s cosmetic traits, this ability does have a battle application. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used three times per battle and five times per event. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing more than forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. The fifty point mark would result in an increase that lasts for one turn, after which the ability can not be used until six turns pass. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts, this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara related technique is used, GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can three times per battle and five time per event actively sacrifice chakra in order to have a storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Minimum of Kage rank
-Requires the user to be a master of nara clan techniques and ninjutsu
-Can only be used by a nara.
-Must be stated in the user’s biography or the start of the


Dropping;

(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: Dependant
Range: Dependant
Chakra: 10 per turn | Up to fifty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing, however, if he was concentrating on a object it would be bumped up to three times. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is within short range of Vayne. It costs five chakra points per turn in normal cases, and ten chakra points if Vayne were to concentrate on an object. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used four times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing more than forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. The fifty point mark would result in an increase that lasts for one turn, after which the ability can not be used until four turns pass. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/doesnt work on Genjutsu) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for examole), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon.

♪ Declined: Reactions are tripled just because you're concentrating? Remove that, double is just fine. Additionally, you should need to be touching the garb in order to have sensing be active, not have it within short range. Increasing the size is being capped at 40 chakra points, maximum. However, any offensive/defensive action done with the expanded cloth should require a move. You can be immune to killing intent, however a genjutsu resistance would be too much when considering the other abilities. The passive boost to Nara techs should be restricted to once per turn every other turn. Overall, there's a lot here, and most of these abilities have little to no relation to each other; there's no cohesiveness. ♪
 
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Vroqrak

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Water Release: Disparity in Nature | Suiton: Shizen-kai no kakusa
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
Performing three handseals, the user extends his one or both hands and apprehends an enemy Suiton technique to manipulate the cohesive bonds of water molecules; altering it to a large extent and effectively removing its ability to exist as "drops". This causes the water technique to "shatter", losing its force and structure. The water regains its physical form nigh instantaneously becoming a regular source of water that can be used for other water techniques. However, using this on larger water techniques can prove to be a double-edged sword since the water could just as easily wash the user away after it’s reconstruction due to the water’s ever moving nature.
Note: Only works on water Jutsus composed of less than 20 chakra points
Requires a cooldown of one turn after using it twice

♪ Approved: Taking control of an enemy's technique would require you to have more chakra than the amount of chakra within the jutsu. So, essentially, this technique would only work on jutsu composed of less than 20 chakra points (regardless of rank). ♪

(Katon: Kokoro no Hi)-Fire Release: Heart of Fire
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: (Same as targeted jutsu)
Damage Points: N/A
Description: Heart of Fire is a unique jutsu supplementary in nature which exclusively augments other fire jutsu, meaning it naturally bears the ability to be activated in the same timeframe slot as them. Essentially, Heart of Fire pushes the principles of fire that acts like a solid to the limit in any jutsu it is applied to, though in a unique way. Rather than turning all the flames in the technique solid, only select flames in the center of the fire will be selected. Moreover, the only solid aspect within the fire will be a knight composed of condensed, solid flames, his size scaling no larger than the realms of the chosen technique. The knight and the surrounding fire will initially appear and behave as outlined in the other jutsu (ex. being shot from the user’s mouth as a linear fireball), but the knight can exit that action and act as he please at any time, as he is sentient in nature. The knight is capable of flight, and moves at a speed matching the technique. The knight does not, however, empower the jutsu in any way, as his power is derived directly from it, nor can he reshape it. Rather, he just takes control of the jutsu and turns it into a hybrid state as the flame which surrounds him, the shape of the original technique, is still quite dangerous. Naturally, the knight attacks anything which entire the confines of that fire. This technique does however come with some heavy restrictions.
Only one knight may ever be created from this, so a jutsu that splits its power into three fireballs would result in one knight stunted in power in one of those fireballs, the other two unaffected. The jutsu ends after three turns, and carries a two turn cooldown before reuse. While it is active, the user will be limited to fire release and advanced elements which use it.
Note: Only usable thrice per battle

♪ Approved: Made some edits. ♪
 
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Sasori

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

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

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



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


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

□ Pending. Leaving for Pekoms. □


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



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

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

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

□ Pending. Leaving for Pekoms. □


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

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




(Imada umarete inai) Unborn
Type: Puppet
Rank: A
Range: NA
Chakra Cost: 30
Damage Points: NA
Description: Unborn is an infant sized puppet that would appear to be no older than a year old. Due to its small structure and size there are not many hidden mechanism inside it. It is draped in an amber shaded cloth covering its entire body frame. Taking consideration in how Unborn was crafted it just goes to prove how this puppet is not based upon offensive fighting. Unborn’s most distinguishing feature would have to be its wide circular hole in the middle of its chest. Judging from the structure of the opening— one would assume that it served the purpose of a holster. The main purpose of this puppet would be how the user or more specifically Sasori will utilize it by sending his heart container into Unborn. More importantly, Sasori will attach Unborn to his core body so that it can act as a sort of attachment to his puppet body. While Sasori has Unborn attached to his body it will be physically attached or more so clinging to the user's body. More specifically, Unborn will be placed directly over Sasori’s heart container. Unborn’s appearance while on the user can be quite similar to that of a child clinging to their mother. It's hands will be more so positioned on the user's shoulders clinging on to it. Essentially, it is a holster for Sasori's core allowing it more maneuverability instead of remaining in one fixed position. Whilst Sasori's container is concealed inside, Unborn is free to crawl around or inside the user's puppet body positioning itself as it pleases. The only limitation to this is that if the user was to maintain control over their current puppet body they will have to remain in contact with the puppet. This is all possible because as we have seen before Sasori's heart container can easily be switched into another puppet body, without much hindrance, as seen in his battle with Chiyo and Sakura. Sasori is able to maintain control over his puppet body whilst connected Unborn’s fingers will be implanted inside of its body and constantly send chakra from the user’s heart into their main body.

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

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

□ Pending. Leaving for Pekoms. □
 
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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: 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. □

Ninpo Hotaru: Kōhai suru kisetsu: Firefly Ninja Art: Mating Season
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will summon a large swarm of fireflies one of the two ways, either through slamming their hands onto the ground or swiping blood onto their Firefly tattoo. 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 can withstand up to A rank techniques before dispersing. They 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. This swarm can be manipulated via hand gestures or mentally.
-Can only be used by those that signed the firefly contract
-Last on the field only 2 turns, but can be summoned twice.

□ Approved. Edits made. □

Firefly Arts: Rite of Spring
Type: Supplementary
Rank: S rank
Range: Short - Mid 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 all opponents into a seizure. Upon starting, the opponents will have a hard time focusing, their vision going blurry, decreasing their ability to track by 5 levels. 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.
-effects lasts 2 turns
-Can only be used twice.


□ Declined. Lessen the amount of tracking being affected. □

(Kuchiyose: Hoshihotaru) Summoning: Starfire
Type: Summoning
Rank: A-Rank
Range: Short
Chakra: 40
Damage: N/A
Description: The user taps their tattoo sending a pulse of chakra into it, summoning Starfire. Starfire is a small firefy, only a little bit bigger than a normal one. Starfire is a keen chakra sensor able to sense chakra sources up to 1 landmark away. Starfire is able to communicate to the user where the opponent(s) are by sending painless electric currents into the users nervous system notifying them of their the souce of chakra is.
Notes:
-Can only be summoned twice
-Lasts only 4 turns

♪ Approved ♪
 
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Fuinjutsu: Tsuihō II - Sealing Arts: Banishment II
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
A sister technique to but instead of applying the seal to passive objects, the user applies the seal on his technique be it physical based or energy. The seal would only activate upon any foreign techniques that seeks to permeate, infuse, absorb the user's technique or seek to reduce the technique's power in any form, either by absorbing its chakra or by reducing its damage. Upon activation, the seal would instantly seal the foriegn chakra or technique in question before it affects the user's technique. Won't disturb normal clash with other jutsus as the jutsu only prevents the aforementioned effects. For the seal to affect the user's technique however, it must be created from within short range of the user.
Applied in the same timeframe as the technique in question
Usable once every 3 turns
The user can with a single usage of this seal, apply this seal to multiple techniques at once so far the techniques all fall within a single timeframe, otherwise, he can't.

♪ Declined: How do you place a seal on a medium composed of energy? Placing this on multiple techniques at the same time is also a no. Other than that, this is a pretty cool idea. ♪

KATags ⇝ KATagsu
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A(Freeform)
Description:
These are substitute paper tags that does not explode like normal explosive tags but release pure physical nature of senjutsu energy as an explosive force reminiscent to "sage kata" or pure spiritual nature of senjutsu energy as a intangible energy able to permeate and petrify. This makes these special tags to be in two forms, the "red" and "blue". While the red is physical, the blue is spiritual. The red tag is not quite different in appearance to normal paper tags albeit instead of white paper with red marking, the paper is entirely red with black markings. The force released from the red tag is reminiscent to sage kata. It releases a short-ranged omni-directional blast of invisible energy instead of the normal noisy and fiery explosion. Albeit silent, its still physical and can still be noticed within suitable condition and environmental factors. The blue tag is entirely blue with black markings. It releases a short-ranged omnidirectional blast of invisible(with slight green hue) intangible energy that permeate all passive matters(those not containing chakra). The explosion would cause those within the range of explosion that are affected, be petrified by sage chakra. For those who are able to control sage chakra and are currently in sage mode, the senjutsu energy released would passively be absorbed into them, adding 20 sage chakra to their pool. Ninja's with jugo's dna don't need to be in sage mode, because they passively absorb nature energy, the tag would add and store the nature chakra within them, adding it to their sage chakra pool once they enter sage mode.
Must be mentioned in bio and referenced when used or posted at the begining of a battle or event.
Would not replace normal tags but would be among those the user carries.
Can only be used by bios with sage chakra

♪ Declined, DNR. This is just way too excessive. Sage chakra that's invisible unless under proper environmental conditions which you fail to specify, a nigh unlimited source of sage chakra, permeates through all non living matter, etc. ♪

Nan Kaizou↓ Hone Nashi ⇝ Soften Body Modification↓ Boneless
Type: Supplementary
Rank: S
Range: Short
Chakra: 40(-10 per turn)
Damage: N/A
Description:
The user would soften up his bones and with addition of chakra, temper his skin to become very malleable but very tough even more than steel. With this, he is able to mitigate physical damage which could in fact, break his bone. The user would be immune to physical force of S-rank and below regardless of damage output. However, the force could still push them away. This adornment however, comes with a great cost. While the user is still able to do rudimentary movement, e.g; stand, walk, jump, run, weave handseals, he would however, be unable to use strong fist attacks except he ends this technique. Reason been that, strong fist requires one's complete strength which consist of solid bone and rigid muscles. The user could withstand but not dish out which makes this technique a rather defensive one. The user is still able to use physical attacks related to soften body modifications though.
Twice per battle
2 turns in between usage.
Must know soften body modification

♪ Declined: The soften body modification technique allows you to stretch your skin, not harden it. ♪


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. □
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 damage 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 they are also able to sense their surrounding reminiscent 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. DNR, not going to approve this. □
 
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Roy

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Hyouton: Tōhige | Ice Release: Frozen Whiskers
Type: Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: Following a string of three hand seals the user of this technique manipulates a pre-existing source to grow a single or an abundance of whiskers which seemingly grow from the ice, allowing the user to apply this technique not only to ice that’s been created but also to snowflakes, which are essentially collections of ice crystals. These whiskers are capable of piercing through the human body but are barely a millimeter in diameter and can grow upto a length of five meters from their starting point and have to be created at least two meters away from their target. Due to their small size a single whisker would be incapable of dealing major damage unless it pierces through a major organ or artery, making the option to create a larger abundance of whiskers more viable. Up to ten whiskers can be created through the usage of this technique but they all have to be created within the same area up to a short-range radius around the primary target but are capable of targeting multiple targets if they’re within said radius.
Note: Can only be used once per turn with a one-turn cooldown in between each usage up to a maximum of three usages per event.
Note: Each whisker has to be created at least two meters away from their target, within a short-range radius from the primary target.

♪ Approved: Cool tech. ♪
 
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21 Savage

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( Sennika: Zōfuku ) - Sage Transformation: Amplification
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A
Description: The user would transform his body, coating his entire skin with a fresh layer of thin flesh. The flesh is purely made of nature and in turn over-abundant with nature chakra. The flesh while draining the user's chakra, passively and rapidly collects nature energy from the surrounding than the user could normally do. In turn, it passively and constantly leeches the foreign chakra into the user's chakra while the user being used to natural energy and due to the nature of their DNA, won't be affected. The constant infusion of Nature chakra would constantly break the user from Illusions barring the ones induced by the Mangekyou Sharingan and above. The skin layer would be destroyed if hit by a technique equivalent to its rank and once destroyed, the user looses the perks. The skin layer does not disturb the user from doing any other things like he would normally.
- Can only be used twice per battle
- Mandatory cool down time of 2 turns in between each usage
- Sage mode users while in sage mode won't need to pay chakra cost as the skin would now take chakra cost from that which is used to sustain sage mode.

♪ Declined: Aight, the idea is cool, but the way you're doing this is wrong. The actual flesh you're making isn't composed of Natural Energy. It's normal flesh and blood, Sage Transformation is an ability that allows you to use the natural energy imbibed in your body to drastically alter your physical traits. Also, you need to specify that this layer does not defend the user from damage; it'll expire after a certain number of turns. ♪

( Sennika: Chōwa no toreta bunka-ka ) - Sage Transformation: Harmonious Enculturation
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: A passive jutsu where the user via contact, transforms natural matter they are touching, like wood, earth, water, breaking them down and culturing them into their skin/body and metabolizing them into chakra. This is possible through the sage chakra constantly present in the body of the user, reminiscent to how Jugo could shed part of his body essence and culturing it to fit another body nature. By doing this, the user could either use the sage chakra gathered to do one out of 2 things but not both at the same time. The user could use the cultured sage essence to heal his injuries up to a 100 damage. This is a one time usage and it ends the technique once done. The user can store up the essence once it has cultured the natural matter until he uses it once. Instead of healing oneself, the user can use the essence to boost a single technique, reminiscent to how chakra transfer technique works. The technique would have a +40 active damage increase. Like the first instance, the user can store up the essence once it has cultured the natural matter for latter use. Whenever the essence is stored and not used immediately with the culturing, using it later would be passive but the parent technique must be referenced.
2x per battle
2 turns in between usages

♪ Declined: DNR ♪

( Sennika: Haji ) - Sage Transformation: Shame
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (minus upto 300 for chakra pool)
Damage: N/A
Description: The user would channel his chakra while using sage transform to form a grotesque creature which is akin to a special kind of clone. Like wood clones, this grotesquely shaped creature would grow and split from the user's body. The creature could be in any form the user desire: humanoid, animal etc, but which ever, it must be a creature capable of sentience. This means the user can't create just a spherical shaped construct as it would not work out. The user would share some of his chakra with the creature which it can only use for non-ranged "sage transformation" techniques. Up to 300 chakra points would be deducted from the user's chakra pool, that or less but can not be more and once the chakra pool runs out, the grotesque creature would melt and die. The creature can have a maximum size that reaches 3 times the user and is particularly tough. Its body is able to withstand damage, though unlike a human, it can't feel pain nor is it subjected to emotional issues. Its durability depends on the rank of the user and +20 durability for the next rank. For example; in the case of a Jounin, the creature would able to withstand without any effect, less than 60dmg while 60 damage would be able to destroy it. For an S-class user, the creature would be able to withstand less than 80dmg, and so on. They freeform attack packs 3/4 of the amount of damage needed to destroy them.
The "Sage Transformation" techniques used by the creature would not take a move slot IF they are A-ranked and below. Otherwise, the technique would take a move slot.
2x per battle
Last until destroyed or if it runs out of chakra.
The creature sustains itself per turn with -5 chakra from its chakra pool.

♪ Declined: Something like this would require Yang Release, you can't just create a living being that grows out of your body that can perform techniques lol. Also, this is essentially SnK. ♪
 
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-Broly-

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Changed some of the wording, fixed what you said

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

□ Declined. There's a reason I said see for manipulating the seal because with Kisei this is exploitable. □

As discussed made clear note of percentages
( Kuchiyose no Jutsu: Ekitai/Kotai ) Summoning Jutsu: Liquid and Solid
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Liquid and Solid are two snakes that are direct descendants of the Snake Sage of Ryuchi Cave and are thus extremely powerful due to the fact that they are well adapt at utilizing and absorbing Natural Energy. Despite that, they are actually extremely small, only around 3-4 inches long each. Represented by their different color patterns, Liquid is a golden blonde-ish color and Solid is brown with one eye missing. When these snakes are summoned they are actually summoned biting into the users earlobes like they were earrings that hung down towards the users shoulders. On command, they are able to bite into the user's ears, injecting their venom into the user's bloodstream. Normally, this would be fatal, however as sons of the "Boss" (the Snake Sage) their venom has properties of his. This venom is extremely similar to the venom of the Snake Sage in that it augments Snake Sage Mode when it is received. Each snake, along with it's bite, is able to immediately convert 10% of the user's main chakra pool into Sage Chakra due to the fact that the venom injected binds to the user's body as it flows through and thus begins to force the user's body to absorb Natural Energy. The snakes can only bite one time each and these bites are passive in nature, with the user able to activate Sage Mode in the same timeframe as the bites. It should be noted that if the user uses this ability to enter Sage Mode, they only get 20% of their chakra converted in totality and not 40%. Unfortunately, due to the fact that the body is being forced to absorb Natural Energy due to the venom, this can only put the user into Imperfect Snake Sage Mode. Due to their size and ability, Liquid and Solid are usually simply worn around as earrings and are kept with the user until they have both used their ability. As such, these snakes have no turn limit when summoned and are even able to bite as they are summoned so that the user may enter Sage Mode easier.

-Can be summoned twice
-4 turn cooldown between complete uses (both snakes biting)

✦ Declined, your bio with SM has a metal mask covering his entire head and under it has no nose or ears - you should really pay attention to your bio. No to summoning them on your ears, though stripped all the way down and in this form, this is just a way to gain SM without meditating. Besides that, this heavily reminds me of an existing Snake summoning that functions similarly to this, bar the %s due to being before that rule creation. ✦
( Senpo: Anhedonia ) Sage Art: Anhedonia
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This jutsu utilizes Snake Sage Mode's special ability to manipulate inroganic objects, such as with Inorganic Reincarnation Anhedonia is a variation of said technique though on a smaller scale due to the target of the jutsu itself. With this technique, the user uses his ability to manipulate inorganic material so that he distorts the kanj/sealing formula of any number of fuuinjutsu tags that he is aware of. This is accomplished easily and can be used on any object that utilizes Kanji/Sealing Formula that is Fuuinjutsu based in nature. Needless to say, due to the fact that Inorganic Reincarnation can only be used on inorganic material, this jutsu likewise can only be used to target said formula if it is made with inorganic material itself. So for example, a sealing formula that is made with ink, engraved in metal, the ground, or other such material is all fair game for Anhedonia. However if an opponent were to create a sealing formula with wood release or any other such natural material this technique would be unable to be used on it. By corrupting the sealing formula of these seals, the user is able to render said seals useless. The caveat to this techniques use is that the user must see the seal he's using this on.Due to the fact that the user is simply manipulating the ink or metal or what have you of the formula alone, this technique is able to be used on any formula in the vicinity that the user is aware of. Due to the fact that the user is only manipulating the formula as well as the fact that such techniques receive their rank from the power of their affect rather than the power of the seal itself, this technique is able to be used on any sealing formula up to S rank, unless it has been enhanced in some way. If it has been enhanced, then normal elemental interactions apply.
-Can be used 2 times per battle
-2 turn cool down in between


( Kuchiyose no Jutsu: Ekitai/Kotai ) Summoning Jutsu: Liquid and Solid
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20)
Description: Liquid and Solid are two snakes that are direct descendants of the Snake Sage of Ryuchi Cave and are thus extremely powerful due to the fact that they are well adapt at utilizing and absorbing Natural Energy. Despite that, they are actually extremely small, only around 1-2 inches long each. Represented by their different color patterns, Liquid is a golden blonde-ish color and Solid is brown with one eye missing. When these snakes are summoned they are actually summoned around the users fingers, coiled and easily able to bite. On command, they are able to bite into the user, injecting their venom into the user's bloodstream. Normally, this would be fatal, however as sons of the "Boss" (the Snake Sage) their venom has properties of his. This venom is extremely similar to the venom of the Snake Sage in that it augments Snake Sage Mode when it is received. Each snake, along with it's bite, is able to immediately flush the user with Senjutsu whilst he is performing a technique in order to infuse one technique of his choosing with senjutsu, whilst also boosting it's damage and chakra input by +20. The snakes can only bite one time each and these bites are passive in nature, with the user able to use a technique in the same timeframe as the bites. Due to their size and ability, Liquid and Solid are usually simply worn as rings and are kept with the user until they have both used their ability. As such, these snakes have no turn limit when summoned and are even able to bite as they are summoned so that the user may use them in emergency situations

-Can be summoned twice
-3 turn cooldown between complete uses (both snakes biting)

✦ Both Approved, edits made to both ✦
 
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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. ♪
Resubmitting:

(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, Dragon Fire 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. Furthermore, the user focuses the high amounts of fire chakra in this mixture to cause every droplet of lava to be ablaze with a fire which will ignite whatever it touches, covering it in flames of the same temperature. For that reason, it is easily mistaken for fire instead of lava lava to the untrained eye on account of its fast flow and the flames it carries on its surface. Though powerful, Dragon Fire 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, with the blasts/streams never exceeding a short range in their radius.. 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 A rank will remain disabled. Only usable twice per battle.
Note: Only usable by the jinchuuriki of the Yonbi.

♪ Approved: Made some minor 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. ♪
Resubmitting:

(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 (after making 4 handseals) 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, and can neutralise propulsion forces of B rank and below. The scale of this technique can be such that it would be capable of affecting large swathes of land, each pillar affecting up to a short ranged radius area and towering up to 15 meters into the sky

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.

♪ Approved: Added handseals, and reduced the scale. ♪

New Submission:

(Fuuinjutsu: Minami Reiji) | Fuuinjutsu: Blessing
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: This is a passive technique that can be applied to the creation of familiars. When a Familiar is created the user will be capable of interweaving a Fuuinjutsu formulae into the body of the created elemental familiar. This Fuuinjutsu formulae will serve a single purpose - to seal the expiration date of the Familiar in question. That is, the Familiar will become fully independent from the user so that it may last until destroyed. This technique is not without drawback however, as when or if the Familiar is finally destroyed, the Fuuinjutsu formulae within it will shift from the Kanji of Blessing to that of Curse, and instantly backlash against the user - sealing their ability to use the element that the familiar was created from for the rest of the battle. I.e, if a Water Familiar with this seal applied was destroyed, it would backlash to completely seal the user's ability to use water techniques. The seal will only affect that one element, not other elements, even if they’re related. I.e if Water is sealed the user could still utilise Wood Release, just not water.
This technique can be used twice, and can only be applied to one familiar at a time. No Fuuinjutsu above A rank for the rest of the turn. Attempting to apply it to more than one familiar at a time will result in the Curse backlash activating prematurely.

♪ Declined: Riker already made a seal that does this. ♪
 
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Excision

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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. □


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. □
Added needed details in first ability.
Removed damage buff and reigned the portals a little.
Crippled the last ability

(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,or those who leave the plane that the user is inside, 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 users base tracking speed, 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, following Iron sands S/W, 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.

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,spreading out around the user and opponent, keeping both safe from the falling Iron Sands.. As the Portal appear, they will rain down an oceans worth of Iron sand. However, unlike normal 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 will 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.
All normal Sand jutsu lose their Water weakness, and Gain +10 damage as the Iron sand is more dense and hard than normal sand.

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 copying any technique the user has already used during the battle, 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.
The Eye can't use the same ability twice in a row, even after the cool down, meaning it can't use a B rank, cool down and then use the same jutsu again.
Can only perform Abilities the User has already used during the battle. The Eye is also capable of using an ability immediately after the user has used it if need be.

Declined, first underlined portion is undefined; what does this exactly mean? Abusive wording. Second bold under Protection of the eye doesn't alter what L said to change.
Gift of the Eye is inconsistent; the first paragraph of the CW alludes to it being an eye but this section mentions a right and left eye. An infinite amount of sand pouring continuously is a no, I'm not sure what you were thinking there as well as multiple 10x10 portals that flow ocean sized iron sand. This is, as written, a B rank ability. It wont have the scale or range at all, size of both needs to drastically change. And you still didn't pick +10 damage OR no weakness to Water - not both. Last ability needs an overall usage cap, not just a cooldown period. Overall this needs to be scaled back a lot and each ability ranked with appropriate limitations on usage and usage rate
.

(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 jutsu stems from the sheer amount of magnetic chakra fluctuating around the battlefield. The user will use his magnetic chakra to create a field of Iron dust around the battle field to distrupt chakra sensorsTo 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 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.

Approved
 
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Serpent

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Custom Weapon:
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(Murakumo no Tsurugi) Sword of the Heavens
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Murakumo Sword of Legend was the legendary sword of Gorō Nyūdō. The famed sword smith of the samurai. Taking the form of a blacken double-edged jian, nigh indestructible in nature. The sword was crafted out of a falling star, a material unknown to this earth. Upon completing this weapon, Gorō Nyūdō found it's unusual energy bonds to the essence of it's holder, cleansing and fusing into their chakra. This augments the chakra, allowing for them to augments the properties into one of the standard elements (Fire, Water, Earth, Wind or Lightning). This alters the users basic Kenjutsu into the elemental type chosen gaining it's properties and elemental strengths and weaknesses but does not increase the rank of techniques augmented. Aside from the Elemental Augmentation, this blade also grants it's wielder an immunity to Genjutsu while Murakumo is being wielded as their chakra is constantly being cleansed through the blade.
Note:
- Can only use "Elemental Augmentation" ability once per turn.
- Can only be used by Samurai Bios.
- Can only be taught by Serpent.


Custom Jutsu:


(Supuringubo-do) Springboard
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user will point his blade in a given direction, forming and releasing his chakra from his blade with grate speed like a springboard. This will lunge the samurai in the opposite direction. This is a highly effective evasion technique for samurai and do-to it's nature, can even push off of most tangible substances, including liquids.
Note:
- Can only be used by Samurai Bios.
- Can only be taught by Serpent.

♪ Both Declined: How are you submitting samurai exclusive techs without a samurai bio? ♪
 
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Howard

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Bio with both Sage Transformation and Poison Ninjutsu [ ]




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



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

□ Pending. Leaving for Vex. □
(Senninka: Schwifty o Nyūshu) - Sage Transformation: Get Schwifty
Type: Supplementary
Rank: C - A
Range: Short
Chakra Cost: 15 - 30
Damage: ( heals 30 to 60 damage depending on wounds healed )
Description: Get Schwifty is an ability that allows a Sage Transformation clansmen to replace limbs, or appendages lost in battle and recover from similar severe damage such as crater-like wounds to the upper or lower body barring complete organ degeneration. The Sage Transformation clansman is able to produce muscle, flesh, nerves, bones and tendons but is unable to produce organs, however it can produce small amounts of organ tissue these cells only replace what was lost and cannot create different appendages ie; if an arm was lost and is being regenerated the user cannot produce a wing instead it has to be an arm with the same exact proportions and usability. They can also produce endothelial cells though to replace blood vessels that were severed or lost due to damage but are unable to replace the entire heart muscle itself if it is excessively damaged but can heal organs if they were merely bruised or harmed mildly they just cannot replace entire organs. This is based heavily on the ability that Juugo was shown to use that allowed him to enlarge his child sized body during his fight with A the Fourth Raikage. He was shown to be able to produce muscle, flesh, bone, tendons and nerves by entering a Complete Sage Transformation replacing the cells he had given to Sasuke to heal his wounds. The Sage Transformation clansmen can also reattach limbs by placing them against a wound and using this technique instead of growing an entirely new limb. This process is a lot like how a lizard can regrow a tail, or the African Spiny Mouse can regrow it's skin. The process is rather painful even though it is replacing what was lost and is able to break any genjutsu that can be broken through pain. This technique can be performed alongside most other Sage Transformation techniques happening in the same timeframe. By rejecting the new cells and providing them to a Curse Seal recipient or another Sage Transformation user the user is able to heal them in a similar fashion to healing their-self. This is because any Curse Seal user or Sage Transformation user is compatible with the Sage Transformation enzyme which grants the shape-shifting abilities.
Note: Can only be used twice per battle
Note: Cannot be used while in Complete Sage Transformation

♪ Approved: Really cool jutsu. ♪


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

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

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


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

Appearance [ ]

(Senninka: Enjin; Reshipurokakuchō) - Sage Transformation: Engine; Recipro Extend
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+30 for Recipro Burst)
Damage: N/A (+20 to taijutsu actions for Recipro Extend, +40 to taijutsu actions for Recipro Burst)
Description: A Sage Transformation clansmen creates six small vents upon their forearms, calves and shoulders creating six somewhat rudimentary combustion engines powered by chakra in the specific limbs that work like internal pistons pumping chakra and newly created energy out of the exhausts. Creating these cavities, pistons and exhausts mimic what can already easily be done by a Sage Transformation clansmen with ( Kassokuken ) - Living Wall Fist but it is done in a much more refined and specialized way. This cavity amasses chakra concentrating and molding it into several fine streams of chakra mixed with oxygen from the users body, and energy created by the piston that are constantly released from the vents and valves increasing the Sage Transformation clansmen's speed, dexterity and strength by putting extra force, energy and strength behind their movements while attacking or running. While using this technique running is more akin to gliding across the ground at high speed with the legs needing to work half as hard to get this increase in speed due to the increase in force, energy and strength. This is similar in usage to ( Senninka: Funsha Atooshi ) - Sage Transformation: Jet Booster Boost but again in a much more refined manner with the effect being a constant.
These engine like constructs increase the users speed x1.5 increasing their all around movement speed including both their running speed and the fine dexterity required for close quarters taijutsu usage being able to move limbs at a heightened speed. However these engines require that the exhaust pipes on the back of the arms, legs and shoulders remain clear of obstructions in order to function properly. If clogged the chakra will build up with no place to go and could become explosive in nature causing damage to the Sage Transformation clansmen dealing 20 damage to them if left clogged for two turns. Recipro Extend adds an additional 20 damage to any taijutsu attack used while active. The Sage Transformation clansmen's own blood works as a coolant that cools the internal combustion engines stopping them from becoming extremely hot due to friction but this has the effect of heating up the entire body to a slight degree causing them to breathe heavier and sweat more as to release the created heat causing them 15 damage spread out over their body causing muscle pain. This isn't substantial damage just muscle wear and tear.

Engine; Recipro Burst By releasing all of the chakra that is being manipulated or molded as well as doubling it the user can increase their speed momentarily by x2.5 but this deactivates the transformation forcing them to return to their previous state after it's deactivation this doesn't effect other sage transformation techniques or transformations leaving them unaffected. This also has the added effect of clearing the exhausts of any debris if they happen to be clogged. The explosive force is so great that the vents make a loud audible kick-back noise that signals the opponent to the activation of the ability. This is in essence like shifting an engine into a higher gear thus gaining higher performance allowing the Sage Transformation clansmen to go faster and hit harder by burning and releasing his chakra at a higher capacity using the piston like engines to force chakra out of their body at a higher rate than just releasing it. Recipro Burst adds 40 damage to any taijutsu action. After the deactivation of Recipro Burst the Sage Transformation user takes 15 additional damage as their muscles cramp slightly from being overworked. This reduces their speed by 1 rank for the next turn.


Note: Recipro Extend can last for five turns and can only be used twice per battle
Note: Recipro Burst can only last for two turns and deactivates Recipro Burst after those two turns


Appearance: [ ]


♪ Approved ♪

(Dokuton: Watashi wa Okoritai) - Poison Ninjutsu: Stick a Needle in Your Eye
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra: 20 ( +5 to continue producing the poison after activation )
Damage: 20x ( x being number of turns effected )
Description: This technique is based heavily on a range of psychoactive drugs used in an effort to obtain information from subjects who are unable or unwilling to provide it otherwise. The user is able to produce a very potent cocktail of substances that can be administered one of two ways; through a gaseous cloud released from an orifice such as the mouth or nose of the user or created within Short - Mid range of the user with a short range radius or through a liquid that is produced from the skin of the user and injected into the opponent through wounds, cuts or finger-jabs.
To create the gas cloud outside of short range the user must perform the seal of confrontation otherwise they can release it from their body or create it in short range of their self without a seal. Next follows the ingredients of the poison and their subsequent symptoms. First, Midazolam; is a medication used for anesthesia, procedural sedation, trouble sleeping, and severe agitation. It works by inducing sleepiness, decreasing anxiety, and causing a loss of ability to create new memories it also has the effect of putting the poisoned individual into a calm, compliant state. Side effects can include a decrease in efforts to breathe, low blood pressure, and sleepiness causing the poisoned individual to show a visible decrease in their speed and reactions. Next, Sodium thiopental; is an ultra-short-acting barbiturate and has been used commonly in the induction phase of general anesthesia. Thiopental (Pentothal) is used in some places as a truth serum to weaken the resolve of a subject and make them more compliant to pressure as is Midazolam. The barbiturates as a class decrease higher cortical brain functioning. Because lying is more complex than telling the truth, suppression of the higher cortical functions leads to the uncovering of the truth. The drug makes a poisoned individual loquacious and cooperative with interrogators or even their opponent losing the ability to lie and gaining an uncontrollable urge to answer any question asked of them. This can not be used to make them perform actions, only answer questions that they know the answers to.

The neurological effects of the poison are instantaneous making the poisoned individual unable to lie, and they will respond to any question they are asked becoming compliant. They however can still fight and act against whatever they say but are stuck answering questions. This technique is very good for use on captured individuals but is also useful in battles as it can force an opponent to explain their tactics, their elements, their ninjutsu and even things as in depth as their own personality and history as well as what they know about their allies or others. The lowered heart rate, and blood pressure also decreases their speed, and rationality reducing both their running speed and their reaction speed (by three speed levels). This technique works in a similar way as does ( Dokushinjutsu ) - Mind Reading Technique with the questions being asked and answered almost subconsciously. Asking the right question can allow the user to understand what the opponents next move will be and provide them with a better capability of countering and defending against them as well as having them know the positions of their allies, their strategies or various other important information with it being taken directly without consent from the poisoned individual.
Note: Can only be used twice per battle, war, or conflict.
Note: Due to being created through the use of chakra the user is immune to their own variation of Truth Serum, but will not be immune to other users Truth Serum except Howard he's immune to all poisons created from this technique. Snakes or summoning creatures who can produce venom can create this with their own chakra just as a human can.
Note: Effects last until cured of the poison, however if injected the limb involved can be amputated quickly to negate the effects if breathed in, or injected into a non-superficial limb this point is moot.

♪ Approved: Made some edits. ♪
 
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