Custom Jutsu Submission - III

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Houdinii

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(Rā, Tenpi no Kami)- Rā, The Sun God
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: 80
Description:
The user will form five hand seals, using an existing source of Sand to form the familiar Rā within short range. Rā is a sentient humanoid creation standing over 7 feet tall with the head of a falcon, he is entirely composed of Sand and is able to manipulate his body’s shape and size at will for movement, attack or defense. For example he could manipulate his arms into whips with which to lash his enemy but this is a small application of his abilities and is able to be done passively with little effort.

Rā shines in his production of Sand jutsu as well as his interactions with them, for he is able to create and manipulate any Sand jutsu that the user knows without hand seals, including those of its composite natures while following the jutsu’s restrictions which naturally he maintains. In this way Rā holds similar traits to the canon Sand Clone technique and can assist the user in their battles, however Rā’s true abilities lie in his interactions with such jutsu.

Due to his sandy composition Rā is able to reform from any damage that does not destroy him completely, as all of the Sand he is composed of and manipulates is linked together through chakra, allowing the addition of traits and letting him regenerate to previous condition from even small clumps. His greatest defense lies in his ability to absorb both friendly and enemy sand techniques based on his rank and the strength and weaknesses of Sand, including Sand itself. In this way he is able to nullify these jutsu, and feed upon the chakra that fuels them to sustain himself. This allows Rā to absorb traits from these jutsu with which to alter his Sand, which is especially noticeable with friendly Sand techniques as he may fuse with any Sand source that is available. By absorbing these techniques this refreshes Rā on the battlefield and allows him to further assist his creator.

Note:
~Lasts for 3 turns
~Can only be used 2 times
~Cannot use Sand jutsu for two turns after deactivation
~Can only be taught by Houdinii

♪ Approved: Made some edits. ♪

(Suiton: Mune no sono) - Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: 80
Description: The user will focus their chakra and form the Boar>Dog handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

Note:
~The orb can release a maximum of 4 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above A rank while this is active
~Can only be taught by xHoudinii


Updating

(Suiton: Mune no sono) - Water Release: Will of the Deep
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+15 per turn)
Damage: (+20 per blast)
Description: The user will focus their chakra and form five handseals and create a (basketball sized) orb of water that floats in the air next to them, within short range. The main purpose of this technique focuses upon the creators next use of a projectile technique or a technique that originates from them and moves towards the opponent. For when this occurs the orb of water will release a simple blast of water that is B ranked, this blast of water will combine with and accompany the technique that the creator used if it is compatible. It will continue to do this for each compatible technique that the user employs automatically, until it is destroyed or dispersed(A separate +20 chakra cost is applied for each blast.) This technique will take a small constant toll on the users chakra to replenish itself with water as it is being used. Compatible techniques are in general techniques that originate from or close by to the user and travel towards the opponent and can be used with all elements excluding fire and those based on fire if they meet these requirements. Anything which would be weakened by the water or vice versa (anything that weakens the water) are considered incompatible.

Note:
~The orb can release a maximum of 4 separate blasts
~The orb is created short range but the blasts can reach up to long range
~Lasts 3 turns before dispersing
~Can only be used 2 times
~Cannot use water techniques above A rank while this is active
~Can only be taught by xHoudinii

♪ Update Approved, increased handseals in accordance with new rules. ♪
 
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-Quest-

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Fukuwa no Jijutsu Spell of the Ventriloquist
Type: Supplementary
Rank: B Rank
Range: Short-Long
Chakra: 20 (-10 per turn)
Damage: N/A (+20 elemental damage boost to puppet)
Description: A puppetry technique that can be done to any puppet the user is presently in control of. The user channels their existing chakra inside an active puppet, adding a large amount of elemental chakra into it. The said elemental can be one of the basic 5 elements or an advanced element/CE if the user possesses one. Upon doing so the puppet emits a surge chakra, imbuing the puppet with an elemental armor with offensive properties depending on the nature. One can cloak the puppet with fire allowing it to burn opponents on contact or layer it with earthy rocks for protection etc. The technique is similar to how elements are applied to weapons; by coating them, enhancing their inherent attributes for higher protection, power, range. The puppet gains a +20 elemental damage boost to the techniques it's able to perform. (Ex: By applying fire chakra to a puppet that can use taijutsu, adds +20 fire damage to its taijutsu moves.)However this doesn't allow the puppet to perform elemental techniques through this boost, unless the puppet itself has the ability to do so in the first place. Their defense is also enhanced, allowing them to withstand one rank higher following the S/W of the element. (Ex. A puppet with a water boost can withstand a fire attack one rank higher than it normally could) In order to sustain the technique, the user can only mold the same elemental nature that's currently channeled into the puppet, unless they have the ability to mold multiple natures at once.
~ 4 times per battle.
~ The user can only apply one element into one puppet per use.
~ Lasts for the duration for the turn it is used in

♪ Approved: Made a minor edit, 3 turns was wild considering that would be 12 turns of battle usage. ♪

Genjutsu: Sayonara Jesus Illusionary Arts: Bye-Bye Jesus
Type: Attack/Supplementary
Rank: S Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing 2 handseals, the user puts the opponent in an illusion where they will believe to be launched upwards by a blowing force that can be easily confused with a wind technique. The victim would spiral out of control and balance as they are propelled towards the sky endlessly with great speed and force that doesn't stop or diminish. In real life, they would also lose balance and flop around on the floor. Soon the illusion progressively inflicts more severe effects as the victim flies into higher altitudes, such as painful frostbites to the body from freezing temperatures and thin air pressure that renders them unable to breathe properly. In reality, these effects causes and pain, and difficultly in breathing that eventually can render the victim unconscious from lack of air (if unbroken for a full turn). If the opponent manages to break free of the genjutsu, they can recover from these effects almost immediately.
~ Useable twice.
~ 3 turn cooldown.

♪ Approved: Made minor edits. ♪

[Esupā] The Esper
Type: Weapon
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: A weapon of great power, it is an amulet made of indestructible rune stone with glowing cyan glyphs and gems at its center, that can be worn around the neck or pinned to the clothing. Within this accessory, contains a spiritual entity much like a ghost, called the Esper that has a sentient consciousness and possesses who ever wears the amulet, capable of mentally communicating with them. It takes form of a cyan flickering flame of energy that can be seen shrouding around the user, however it produces no heat or harmful effects, and is completely intangible. While the Esper can be seen via the naked eye, it is a spiritual entity that cannot be sensed by normal means; only through Perfect Sage Mode, Yin or spiritual forms of sensory can detect it through sensing. This same effect is also applied to the host that is possessed by the Esper, making the user's presence undetectable by sensory unless with the skills/abilities stated above. The weapon's possession also passively bolsters the user's affiliated chakra, turning their primary elemental techniques, A rank and below, one rank higher, and adds +20 damage to S ranks.

At will, the Esper can manifest itself into a tangible state, transforming into any weapons the user can imagine, such as swords, spears, bows, hammers etc. The size of the weapons must be on a human scale, and only a single weapon can be made. They also do not have any extra abilities apart from being indestructible.
~For the Esper to transform or change into a different weapon, costs one move.
~ The user can start with the Esper transformed into default weapon if stated in the bio or in the beginning of the battle.

♪ Declined, DNR: This clashes with the Katsuryoku clan very heavily. ♪

Appearance:
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Ushiro

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(Kuchiyose: Yatagarasu) – Summoning: Yatagarasu
Type: Summon
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: This summon is an average-sized raven with a number of body piercings, linking its chakra with the user and as such manifests the Rinnegan. Unlike most Animal path summons with prominent physical abilities, Yatagarasu’s specialty lies in Genjutsu, particularly in countering them. It can perform Genjutsu up to S rank without handseals including Kai, which it performs with a loud cry capable of breaking a single illusion cast on multiple people. A unique ability applied to Yatagarasu allows it to passively resonate its chakra with other Rinnegan Paths/Summons through the chakra receivers and create constant fluctuations that make it harder for others to interfere with them. In practical terms, enemy genjutsu are reduced by one range while Yatagarasu is on the field.
-Can only be summoned by Uzumaki Nagato and 6 Paths of Pein bios.
-Must have access to Animal path
-Can only be summoned once
-Lasts for 4 turns

✦ Declined, Kai isn't a Genjutsu. Also the passive ability is a no given your already partial gen immunity. ✦

(Fūin/Ningendō: Saburiminaru Kainyū) – Sealing/Human Path: Subliminal Intervention
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: N/A (-10 per turn/-40 per activation)
Damage: N/A
Description: This technique is a seal with the kanji for “Secure” located on the user’s nape. It constantly drains chakra from the user and maintains an intangible barrier surrounding the user’s brain both physically and mentally. It serves as a filter everything transmitted to the brain must pass through, remaining dormant until activated. When it detects anything attempting to harm, alter, or access the user’s brain, the seal activates and instantly diverts the threat to a decoy brain within the seal, similar to a clone without a body. This decoy has no thoughts, perceptions, functions, or emotions to effect, thus rendering Genjutsu and other techniques that target them ineffective. Mind-related sensing abilities like thought or emotion sensing are also countered by this technique, the users of such abilities being unable to sense the user since the decoy is entirely blank. The seal works on techniques S rank and below including those which persist for multiple turns which are countered for their duration. Passive techniques are passively countered without spending a move, even when its uses are spent. The seal functions automatically, independent of the user, meaning the user is free to use techniques in the same timeframe as the seal’s activation. The seal may be applied to multiple entities within same bio, in which case they become linked, sharing the same decoy, and will only spend one use to counter a technique targeting more than one entity.
-Can only activate twice, spending a move each time
-No S rank or higher Fuuinjutsu or Human path techniques the turn after activation
-The seal itself is A-rank
-Must be mentioned in the user's bio
-Can only be applied to a Rinnegan biography with Human path
-Can only be taught by Ushiro



✦ Declined, what exactly is a decoy brain? How do you accomplish this/where is it located? A seal doesn't just grant an alternate consciousness ✦
(Fūin/Ningendō: Saburiminaru Kainyū) – Sealing/Human Path: Subliminal Intervention
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: N/A (-10 per turn/-40 per activation)
Damage: N/A
Description: This technique is a seal with the kanji for “Secure” on a chakra receiver embedded in the user’s nape. It constantly drains chakra from the user and maintains an intangible barrier surrounding the user’s brain both physically and mentally. It serves as a filter everything transmitted to the brain must pass through, remaining dormant until activated. When it detects anything attempting to harm, alter, or access the user’s brain, the seal activates and instantly seals the threat within the receiver. This prevents enemy techniques from ever reaching the user's brain, thus rendering Genjutsu and other techniques that target it ineffective. Related sensing abilities like thought or emotion sensing are also blocked by this technique, the users of such abilities being unable to sense the user. The seal works on techniques S rank and below including those which persist for multiple turns which are countered for their duration. Passive techniques are passively countered without spending a move, even when its uses are spent. The seal functions automatically, independent of the user, meaning the user is free to use techniques in the same timeframe as the seal’s activation. The seal may be applied to multiple entities within same bio, in which case they become linked and will only spend one use to counter a technique targeting more than one entity.
-Can only activate twice, spending a move each time
-No S rank or higher Fuuinjutsu or Human path techniques the turn after activation
-The seal itself is A-rank
-Must be mentioned in the user's bio
-Can only be applied to a Rinnegan biography with Human path
-Can only be taught by Ushiro



✦ Declined, one of the main restrictions applied to Human path is the jutsu must require direct contact. In addition to that, the passive usage of this is a definite no. Usage of any seal counts as a use, if multiple entities have it used then that's more than one use. ✦
 
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Goetia

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Farao no Hōrei #1. Uraeusu wa Kesshin ? Pharaoh’s Decree #1. Uraeus the Unwavering
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will concentrate their fire chakra (and make 4 quick handseals) within their body and form a fiery cobra that loosely coils around the user’s body. This fire cobra can be mentally manipulated, allowing the user to control it without any sign or warning for the opponent. Whilst wrapped around the user, the jutsu is considered in resting position, and possesses defensive ability in its greatest capacity. Whilst coiled around the target in resting state, the snake will have slight gaps in its body, enough to provide the user with sightlines on the opponent whilst being thin enough to ensure maximum protection without letting anything in. Due to the chakra being condensed, giving the fire tangibility, it is able to defend easily from attacks of both tangibility and intangibility. Weapons such as kunai, shuriken or swords will easily be deflected, whilst elemental attacks interact with the technique according to the S&W scheme. Upon command, the fire can be manipulated to attack a target in any manner, as a whip, a surging beam, or even as a coiling snake to constrict. This being said, the fire is capable of dealing physical damage characteristic of blunt force and sharp-edged objects, even piercing through objects, due to the tangibility of the fire. The fire is capable of splitting off into branches in order to attack multiple targets, but will not suffer from any rank or strength decreases, as the branches are still connected to a singular structure. Whilst commanding the snake to attack outside of mid-range, it uncoils around the top half of the user’s body, leaving them vulnerable to attack. Though, the snake can be controlled to return to the user at any point, as quickly as it left. Even when coiled, it is still easily taller than any normal human being. When lashing out and pursuing targets, the snake moves at high speeds, making it dangerous for opponents in close quarters and escaping to far ranges alike.

⇒ Lasts 3 turns
⇒ Usable 2x per battle

♪ Approved: Cool tech, though I made some minor edits. Remember to add handseals to your jutsus in the future please. ♪

Farao no Hōrei #2. Horusu no Shinsei ? Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per duplication/split, -10 per turn)
Damage: 80
Description: Drawing on a large amount of chakra, the user will spew forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon hitting a target, the user can trigger the falcon to violently explode, creating a massive blast that will consume and incinerate anything within its range (five meters). What makes this technique special is not its sentient nature, but its ability to split into pieces. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. Obviously, the scale and power of the explosion is scaled according to the rank of the falcon; weakening as the rank drops. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. Additionally, the falcon is capable of releasing strong blasts of heat-infused wind that deal concussive and burn damage on contact with a target. The strength and scale of the blast is scaled according to the rank of the falcon itself. Another function of the falcon is usable when it is split into 2 or more pieces. During flight, the falcons are able to rotate extremely quickly, generating a vortex of fire. Anybody trapped inside the vortex will experience suffocation due to lack of oxygen and smoke, whilst also suffering from severe burns from the heat of the flames. The high speeds of the rotation of the vortex will restrict movement, and being trapped inside for longer than 1 turn will lead to loss of consciousness and death.

⇒ Lasts 4 turns
⇒ Splitting and re-merging falcons count as moves
⇒ Usable 2x per battle

♪ Declined: There's way too much going on here. This seems more like a summon than it does an elemental familiar lol. Firstly, heat infused wind will need to be removed entirely. That is not an attribute of fire release, and actually clashes with a couple of CEs. Secondly, you say that you can detonate these falcons to engulf everything in range in a fiery explosion. Cool, but what range is this exactly? The vortex, as well as the detonation ability will need to cost a move as well. Also, you need to add handseals. ♪

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Farao no Hōrei #3. Ōshima no Oshirisu ? Pharaoh’s Decree #3. Osiris the Overlord
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A (same as targeted technique)
Description: This technique is not one that is intended to directly produce or empower fire, but rather, to exert total control over and manipulate pre-existing fire on the battlefield. By tapping into the chakra within a fire technique of the user’s creation and making three handseals, they can harness it and thus directly control it through hand gestures and movements, identical in principle to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the technique could be used to change the trajectory of a fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. This accounts for the most rudimentary and basic application of the technique. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform the very structure and composition of the technique itself. Harnessing the chakra within a fire technique, the user is able to apply shape manipulation to it, allowing them to alter the composition and form of the technique. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the chakra mass being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). Whilst this technique is in use, the user can only perform fire release jutsu and elements that have fire as a component.

⇒ Usable 4x per battle
⇒ Usable once per turn
⇒ Control of a technique/usage of this jutsu lasts for the duration of the turn that it is used in.
⇒ Can only be used on one technique per usage

♪ Approved: A varied chakra cost won't be approved. Additionally, note that it would be impossible to make techniques larger than they originally were. And, it will be impossible to make anything smaller than, say, a small stone/pebble. And, finally, remember that you specified it would only work with the user's techniques. ♪
 
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Drackos

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(Fūinjutsu: Eikyō Han'i) – Sealing Technique: Sphere of Influence
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A supplementary sealing tag passively applied to the user’s summonings with the kanji for “Influence.” This tag essentially acts as a conduit for the user’s chakra allowing the user to channel through it in order to protect their summoning. Through an insertion of chakra the user is able to produce defensive barrier techniques from the sealing tag on the summoning’s body, allowing it to act as a defensive measure in times of emergency. This tag can only be used with various Barrier Fūinjutsu which are inherently defensive in nature, enabling the user to remotely protect their summon. The tags can be placed before battle or, should the user possess enough skill, place the tags on their summoning without direct physical contact. This is done similarly to the generic Sealing Tag which can be applied without the need for direct contact due to their skill in Fūinjutsu. Alternatively, should the user specialize in Ninjutsu, these tags can be applied on their permanent summoning companion in their biography. In the latter case, this does not count as a body seal on the user.

♪ Declined: I won't allow this to be passive, nor will I allow it to be placed on summons which remain on the field permanently. Additionally, this is really similar to an existing seal (Bia's Augmentation). And, finally, the tag won't be able to boost a summon's defenses past beyond S rank/80 damage. ♪
 
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Jᴀʏ

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(Sennika: Monsutāpointo) - Sage Transformation: Monster Point
Type: Supplementary/Offensive
Rank: S
Range: Self
Chakra: 40 (-5 to sustain)
Damage: (+20)
Description: Undoubtedly the most powerful of the four point transformations, this technique unlike its counterparts focuses more so on the offensive capabilities of the Sage Transformation Clan. Through the unconventional use of the jet booster appendages to propel attacks towards enemies instead of the user towards and away from the attacker. The propelling of attacks increases the damage output of the user’s elemental attacks, while physical attacks gain a boost due to the incredible amount of force used to expel the technique forward, energy-based attacks like lightning techniques or fire techniques gain power through the potent nature energy exerted to enhance and add power to the original technique. Due to the nature of this technique it can only be utilized for techniques originating from the user's body, or techniques created near the user. Thus, techniques originating from the user's body or near the user while this technique is active gain a +20 boost, this boost is passive and will remain as long as the user is in this form. This technique is also accompanied by physical alterations, the user attains glossy horns, horns that almost look like decorative items, bleach white hair, claws/fangs and a number of black eyes with red irises on their upper left chest. Activation of this technique is instant, meaning it can be activated within the same time-frame as other techniques, however it will always take up a move slot.

Note: Can be used twice
Note: Can only be taught by Jᴀʏ
Note: One turn cool-down before re-use
Note: Activation of this technique is instant
Note: No S-ranks or above the turn after activation
Note: This technique lasts three turns, unless the user decides to deactivate it or undergo a different transformation


Declined - You can do this with cannon techniques:
( Senninka: Funsha Atooshi ) - Sage Transformation: Jet Booster Boost
( Kansei Senninka ) - Complete Sage Transformation

You boost for added tai and even in full form you only get +10 to elemental.




(Fuuton/Kenjutsu: Manjifurai) - Wind Release/Sword Technique: Manji Fly
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will channel Futon chakra into his sword, and spin it by the lanyard at it's hilt. The blast of wind is capable of propelling the user in any direction he hopes to go in, left, right, forwards, backwards, up and down. The user must spin the sword in the direction the user wishes to go, and the blast of wind will pull the user in this direction, kind of like a helicopter. The user of this technique can steady the amount of wind chakra fueled into the technique to keep themselves steady while in mid-air. The user is able to move at their running speed while utilizing the wind propulsion. The wind however can be used for much more than just flying, the wind can be released by spinning the sword to release a spherical blast of wind. Due to the incredible rapid sword movement, and the blast of futon that's released it is capable of cutting through earth (B rank within reason), blasting away water (B rank within reason), overpowering other wind techniques (same rank and below, within reason), and it is also effective against B rank and below fire techniques. The blast of wind is also sharp and capable of cutting apart people should the user use this technique as an attack.

Note: Can only be taught by Jᴀʏ
Note: Can be used to attain, and maintain flight.
Note: Other techniques can't be used whilst this is active.
Note: Sword used to perform the technique must have a lanyard, or sash of some sort.
Note: Can only be used 4 times.

□ Approved. Edits made. Shout out Yoshimitsu. □

Leaving for another mod


(Sennikka: Gādopointo) - Sage Transformation: Guard Point
Type: Supplementary/Defensive
Rank: A
Range: Self
Chakra: 30 (-5 to sustain)
Damage: 60
Description: The first of the four point transformation techniques, an alternative transformation to that of the Complete Sage Transformation technique. Through the user's latent ability to absorb and manipulate nature energy, the user of this technique will manipulate that energy to undergo a transformation. The transformation begins when the user forms a number of hole-like appendages throughout their body, the skin tone will darken as part of the aesthetic. Furthermore it would seem as if the user of this technique had gotten a boost in strength as they would look slightly larger, and more muscular, however this is not accompanied with a boost in physical strength, it only serves as an aesthetic. The hole-like appendages created through this transformation are capable of expelling blasts of highly potent blasts of nature energy neutral to all elements, similar to that of the chakra blast. However the blasts of nature energy serve no offensive ability, the technique is defensive in nature. Upon being attacked by a jutsu energy is released from the holes to counteract enemy techniques up to A rank. The user can release energy from the holes in order to defend against, or "attack" enemy techniques, effectively destroying them. Should the technique be B rank or lower, the user has the option to utilize the forceful blast of chakra to boost the technique back towards the opponent, however this is only effective for tangible attacks, like earth or water, energy attacks like lightning or fire will simply be negated. Activation of this technique is instant, meaning it can be activated along the same time=frame as another technique however activating it will always take up a move.

Note: Can be used twice
Note: Can only be taught by Jᴀʏ
Note: Two turn cool-down before re-use
Note: No A-ranks or above the turn after activation
Note: This technique lasts three turns, unless the user decides to deactivate it or undergo a different transformation

Note: The nature energy released is neutral to all elements and visible.

Approved - made alot of edits.

Removed: "as well as the mysterious fluids within their body" - as there is no fluid just natural energy
(Sennikka: Gādopointo) - Sage Transformation: Guard Point
Type: Supplementary/Defensive
Rank: A
Range: Self
Chakra: 30 (-5 to sustain)
Damage: 60
Description: The first of the four point transformation techniques, an alternative transformation to that of the Complete Sage Transformation technique. Through the user's latent ability to absorb and manipulate nature energy, the user of this technique will manipulate that energy to undergo a transformation. The transformation begins when the user forms a number of hole-like appendages throughout their body, the skin tone will darken as part of the aesthetic. Furthermore it would seem as if the user of this technique had gotten a boost in strength as they would look slightly larger, and more muscular, however this is not accompanied with a boost in physical strength, it only serves as an aesthetic. The hole-like appendages created through this transformation are capable of expelling blasts of highly potent blasts of nature energy neutral to all elements, similar to that of the chakra blast. However the blasts of nature energy serve no offensive ability, the technique is defensive in nature. Upon being attacked by a jutsu energy is released from the holes to counteract enemy techniques up to A rank. Energy is released from the holes passively in order to defend against, or "attack" enemy techniques, effectively destroying them. Should the technique be B rank or lower, the user has the option to utilize the forceful blast of chakra to boost the technique back towards the opponent, however this is only effective for tangible attacks, like earth or water, energy attacks like lightning or fire will simply be negated. Activation of this technique is instant, meaning it can be activated along the same time=frame as another technique however activating it will always take up a move.

Note: Can be used twice
Note: Can only be taught by Jᴀʏ
Note: Two turn cool-down before re-use
Note: No S-ranks or above the turn after activation
Note: This technique lasts three turns, unless the user decides to deactivate it or undergo a different transformation
Note: The nature energy released is neutral to all elements and visible.

♪ Update Approved, you actually made this useful lol. ♪

-Clarifying description and removing A rank restriction.
 
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Detective L

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New Cycle: 03/10/2017 - 10/10/2017

RULES
1. Submit your CJ only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many CJ you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
6. In regards to your new rankings, be mindful of what you can and can't submit.
The new cycle commences with this post, and concludes precisely one week from the given timestamp. Sorry for the delay. Anyone that that resubmits a declined cj without making any changes will receive a ban from this thread.
 

Roy

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Permission to submit the above CW Inch dropped, bolded a few minor edits.
Permission:
Dropped:


(Yoru-ō no Amugādo) – The Night King's Armguards
Type: Weapon
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Night King's Armguards are an ancient artifact of unknown origin found by Inchato Yuki who later passed them down to Todoroki Shouto. The armguards are simple in their design: silver, chakra sensitive metal constitutes the plate of the armguards, which are just long enough to extend past his elbows. At the center of each of the armguard's outer surface, there are differing runic marks which passively glow a light blue color. The plate is secured by two clasping mechanisms at either end which fasten around the user's forearm. This clasping mechanism is composed of the same metal. The armguards are completely indestructible, making them excellent for defending oneself from precision attacks in close range combat. Once the armguard is affixed to the user's arm, they can begin benefiting from the effects of the runes. In order to achieve this, the user simply need to pass their chakra into the desired rune and perform ice jutsu. The runes essentially act as a catalyst, drawing more chakra from the user and enhancing the ice jutsu in some manner unique to the specific rune being used. The runes are as follows:


Rune of Cunning: the Rune of Cunning (left armguard) grants a complex enhancement which replicates some of the effects Demonic Ice Crystal Mirrors technique. Once the user streams their chakra into the rune, it will become activated and glow a brighter blue for the duration. During this time, the user's ice jutsu will replicate the merging ability displayed in Demonic Ice Crystal Mirrors, allowing the user to merge with them and travel through the structures at a higher speed. Essentially, the user exists as ice chakra while they are merged. Therefore, much like the Demonic Ice Crystal Mirrors technique, the ice need not have large enough dimensions to hold the user's body as it doesn't enter in its physical form. Merging with an ice jutsu costs 30 chakra and consumes a move slot, but may be performed in the same time frame as an ice jutsu provided that the user instantly merges with said jutsu, therefore requiring it to be created in touch range of the user. Once the user is merged, they will be able to travel through the ice at a speed twice as fast as their running speed, and they will retain the ability to maintain and use ice jutsu provided that doing so requires no hand seals. Exiting the mirror is done passively and requires no chakra. The effects of this rune do however come with great risk: if the section of the ice that the user is inhabiting is broken/destroyed, the user will die. Activating the rune simply requires chakra to be flown into it, achievable passively but still requiring a move slot. This will cost 30 chakra, and an additional 10 chakra for each turn it is kept active to a maximum of three more turns. A three turn cooldown will be incurred before this may be used again.

Rune of Strength: the Rune of Strength (right armguard) grants a simple enhancement which the user can passively make use of to strengthen their ice techniques at their choosing. The rune will act as a catalyst and draw an additional 20 chakra from the user's body and use it to strengthen the ice jutsu the user has activated, causing it to increase in size, coldness, and density thereby largely increasing the effectiveness of almost any given technique. As a result, the jutsu will gain one rank in power if it is A rank or below, or +10 if it is S rank or above. This must be applied at the start of a jutsu; it may not be applied to something the user has active.
Note: Only usable by Todoroki Shouto and Yuki clan members of his choosing.

Dropping my current CW:

✦ Approved ✦
Updating CW, made edits to the Rune of Cunning ability because the original cost and restrictions were a bit heavy.

(Yoru-ō no Amugādo) – The Night King's Armguards
Type: Weapon
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Night King's Armguards are an ancient artifact of unknown origin found by Inchato Yuki who later passed them down to Todoroki Shouto. The armguards are simple in their design: silver, chakra sensitive metal constitutes the plate of the armguards. At the center of each of the armguard's outer surface, there are differing runic marks which passively glow a light blue color. The plate is secured by two clasping mechanisms at either end which fasten around the user's forearm. This clasping mechanism is composed of the same metal. The armguards are completely indestructible, making them excellent for defending oneself from precision attacks in close range combat. Once the armguard is affixed to the user's arm, they can begin benefiting from the effects of the runes. In order to achieve this, the user simply need to pass their chakra into the desired rune and perform ice jutsu. The runes essentially act as a catalyst, drawing more chakra from the user and enhancing the ice jutsu in some manner unique to the specific rune being used. The runes are as follows:

Rune of Cunning: the Rune of Cunning (left armguard) grants a complex enhancement which replicates some of the effects of the Demonic Ice Crystal Mirrors technique. The user streams chakra through the Rune of Cunning to activate it resulting in in it lighting up in a brighter blue for its duration. During this duration the user is capable of merging in and out of their ice techniques by making direct contact with them, essentially existing as ice chakra during their merged state and much like the Demonic Ice Crystal Mirrors technique the ice the user merges with doesn’t have to be proportional to the size of the user’s body due to them not entering it in their physical form. Once the user is merged, they will be able to travel through the ice at a speed twice as fast as their running speed and they will retain the ability to maintain and use ice jutsu provided that doing so requires no hand seals. The effects of this rune do however come with great risk: if the section of the ice that the user is inhabiting is broken or destroyed, the user will die. Activation of the Rune of Cunning draws 30 chakra from the user’s body as well as an additional 10 chakra for every turn it remains active up to a maximum of four turns per activation. Activating the rune or merging with an ice technique both cost a move but can be done in the same timeframe as another ice technique, the latter only possible when the ice technique is created within touch range of the user. However, upon the rune's activation the user can merge passively with one ice technique created in the same timeframe that the activation occured. Exiting the ice is done quickly and can be done passively. After the four turns are over or the user prematurely stops the rune the user has to wait three turns before making use of this enhancement again.

Rune of Strength: the Rune of Strength (right armguard) grants a simple enhancement which the user can passively make use of to strengthen their ice techniques at their choosing. The rune will act as a catalyst and draw an additional 20 chakra from the user's body and use it to strengthen the ice jutsu the user has activated, causing it to increase in size, coldness, and density thereby largely increasing the effectiveness of almost any given technique. As a result, the jutsu will gain one rank in power if it is A rank or below, or +10 if it is S rank or above. This must be applied at the start of a jutsu; it may not be applied to something the user has active.
Note: Only usable by Todoroki Shouto and Yuki clan members of his choosing.

♦ Approved ♦

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

♪ Approved: Cool tech, added a note. Don't forget to add handseals to elemental jutsu from now on. ♪
Updating, clarified the note added by Vex and added an additional line to the description.

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

♪ Approved ♪


Hyouton: Yoru-ō no Ikari | Ice Release: Night King’s Wrath
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: This technique is designed to counter the weakness Ice techniques carry towards Lightning. Following the release of an Ice technique and in the same timeframe the user weaves two hand seals and cloaks the ice technique in what appears to be a shroud of cold air. While at first glance harmless the low temperature results in the air surrounding the Ice to dry out, void of moisture. Lightning, which normally thrives in moisturized environments would suffer before the dryness surrounding the Ice softening the impact and allowing the Ice to play on equal terms with Lightning. This is derived from the lack of thunderstorms during winter periods due to the lack of moisture in the air caused by the cold temperatures.
Note: Can only be used once per turn with a one-turn cooldown in between each usage up to a maximum of four usages per event.
Note: This technique is performed extremely fast, being capable of being used in the same timeframe as another Ice technique (lasting for a single turn/interaction).

♪ Approved: Made edits. ♪
 
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Zatanna

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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. □

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 sort of seizure-like state. Upon starting, the opponents will have a hard time focusing, their vision going blurry, decreasing their ability to track by 3 levels. Upon the second turn, their muscles begin to seize up and contract quickly, losing control of them, decreasing their speed by a single rank. Upon the third turn the opponent passes out unconscious.
-Can only be summoned by those that signed the firefly contract
-Due to being trained to fight alongside fireflies, flashing lights become second nature to signers.
-Can only be used twice.

□ Approved. Edits made. □

Law and Order
Type: Custom Weapon
Rank: Forbidden
Range: Short
Chakra: 20/40 per technique
Damage: 40/80 per technique
Description:
Sakura being a natural Taijutsu user, looked for ways to enhance her taijutsu to make her even more deadly, and came across an idea after hours of studying to make Gloves and Boots out of Special Chakra metal woven into fabric. This allowed her to create "Law and Order" a special set of gloves and boots that Sakura can wear which allows her to channel chakra through to enhance her attacks and jutsu further. Due to the excess chakra that can be pushed through the gloves and boots, it can easily use up ones chakra very quickly.
By studying chakra tools that can conduct metal, (such as Asuma's knives) Sakura found that by including them in her gloves and boots, she can enhance her taijutsu even more. By spending a bit more chakra than normal, Sakura could enhance the technique to become bigger and more powerful, when channelling it through her gloves and boots. This special set of gloves and boots allows her taijutsu attacks to cover a wider area than just from the point of impact from her body, extending up to a .5m radius of impact. Due to a larger impact force hitting the target/environment, this also increase the damage done by 40 if using 20 extra chakra or 80 if using 40 chakra (only up to S rank techniques).
Additionally she found that it wasnt just her taijutsu that was improved, but her ability to channel jutsu from her body as well. Any technique that came from her fists or feet, was also increased giving it a larger attack radius and more powerful damage. (+.5m radius on jutsu, +40 damage to attacks up to S rank).
Notes
-Can only be worn by Sakura
-Can only be used in conjunction with attacks forming from hands or feet.


Boruda Judan | Boulder Bullet
Type: Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: N/A
Damage: 40-80
Description:
The user will slam their foot down kicking up a chunk of earth. The user will then slam their palm at it sending it towards the enemy at high speed.
The user can choose to punch the earth instead forming a shotgun like effect spread of earth chunks towards the opponent.
Notes
-B rank will produce a smal chunk similar to a fist
-A rank will produce a slab as large and thick as the user
-S rank will produce a large chunk three times the size of the user
-must be able to use Chakra enhanced strength

♪ Both Declined: You can't sub Sakura customs without an approved Sakura bio. ♪
 
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Alyx

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Kuchiyose no Jutsu: Saisai (Summoning Technique: The Beloved)
Type: Summon
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Saisai is a very special Caracal summon to Nakiri, Saisai being her personal summon. Saisai despite her size - being as small as a kitten, is actually quite strong for someone of her appearance. Her ability extends roughly towards the Chakra Transfer Technique in which she has her own unique use of it , the first is being able to passively transmit chakra into her ally thus boosting the power of the next jutsu used by +15 and or transfer 100 chakra points; all in accordance to the original jutsu but she is able to use this passively but only three times per battle. She also can use this method as a means of Kai, being able to release her ally up to A rank but at the cost of a move. This variant can used twice per battle, however not in the same turn as one if her passive usages and vice versa(if one of passive usages are used, the active ability can't be used in same turn).Saisai's connection to Nakiri runs deep enough to the point that they can communicate through a mental link with each other while also being able to remain indefinitely in battle with Nakiri. Saisai is grey in fur, white several white patches on her body , carrying a earring on her left ear, while having an honest yet blunt approach to people she deems unworthy of summoning her but she genuinely cares for others of the Sanctuary. She naturally has all the generic abilities of the contract, and is summoned after weaving the needed hand seals of the summoning jutsu.

~Can only be summoned once per battle, lasting four turns for normal signers of the Caracal Contract. When summoned by Nakiri, Saisai remains indefinitely~

‡ Approved ‡

(Karakru Ougi: Seiiki no Hantaa) Caracal Secret Art: Hunters of the Sanctuary
Type: Supplmentary
Rank: C - Rank
Range: Self
Chakra: 15
Damage: N/A
Description: A rather basic technique which through the kneading chakra into the appropriate locations on the body, the user is able to emulate the exact senses of the Caracals , thus allowing the user to mimic them but only for a short period of time. This ties in with everything from sense of sight, smell , hearing etc, thus becoming on par with the actual animal's generic senses; thus an equal level of clarity etc.

*Can be used three times per battle, lasting five turns*
*Can only be used by Caracal Signers*

‡ Approved ‡
(Karakru Ougi: Seiiki no Hantaa) Caracal Secret Art: Hunters of the Sanctuary
Type: Supplmentary
Rank: C - Rank
Range: Self
Chakra: 15 ( - 5 per turn active)
Damage: N/A
Description: A rather basic technique which through the kneading chakra into the appropriate locations on the body, the user is able to emulate the exact senses of the Caracals , thus allowing the user to mimic them but only for a short period of time. This ties in with everything from sense of sight, smell , hearing etc, thus becoming on par with the actual animal's generic senses; thus an equal level of clarity etc. Can be only be used by Caracal Signers, lasting as long as the user has chakra to sustain the technique.
Signed Caracals Here:

♪ Declined: This is chakra sensing that wouldn't end, keep the original. ♪

(Katon: Kokuyouseki Tanzou) Fire Release: Obsidian Forging
Type: Supplmentary | Defensive
Rank: B - Rank
Range: N/A
Chakra: N/A (+20 Infusion)
Damage: N/A
Description: A variant of ‘Fire Release: Obsidian Ash’, Obsidian Forging is a passive technique that allows the user to infuse extra chakra into a Fire based technique upon creation or into pre existing fire techniques though namely of those of ash variant. The infusion applied to the selected techniques gain the ability to disperse on command into clouds of ash in order to avoid being struck by certain techniques. When applied to regular based fire techniques they would instead burst into small embers, following the same process as the parent technique. What makes this technique differ from the original is that unlike the original the applied technique is capable of reforming back into it's original form.When applied to moving technique, it will remain a state of suspended animation while in its cloud form but will continue one its path of travel once reformed. This lasts as long as the original technique remains in effect though it may only deform and reform once; as well as this technique only being able to be applied to the technique once unless destroyed and thus producing a new technique with a two turn cooldown between uses, and can be used a maximum of three times.

♪ Declined: This is pretty broken, I won't allow techniques that let you reform jutsus/prevent them from being destroyed. Those kinds of techniques tend to be pretty broken, time-frame wise. Also, this won't be usable on familiar/sentient techniques, or techniques that last on the field for more than a turn. ♪


Parent Technique:
 
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Hiko

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(Suiton - Denpunshiroppu no hōshutsu) Water style - starch syrup release
Type:Offensive|Defensive| Supplementary
Rank: D
Range:Short - Mid
Chakra: 10
Damage: 20
Description: The user utilises a more basic release of the C rank technique 'Water Style: Starch Syrup Capture Field' by making there water styled chakra higher in viscosity much like the C rank technique, the user can create small waves of starch syrup,small blasts, and small objects of the sticky substance from the users body, the user can also creates small puddles of starch syrup from the ground by channelling there chakra into the said area that seeps upwards.

♪ Declined: Similar to existing techinques. ♪
 
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Excision

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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

(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 Appearance of the eye is one large center eye, with two smaller eyes on each side. 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. This merely allows the Eye to Cater to the current host's special jutsu, and it cannot be removed until the current host dies. Also the Eye can only cater to One special chakra nature that user has once merged.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 as fast as the users current tracking speed. 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 passively. 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 indefinitely pour out, creating a constant supply of Iron sand for the user to use at any given time, allowing for constant small to medium scale Iron Sand techniques to be used each turn. 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 even more Iron sand than the Eye can produce passively. The Eye will glow bright red as up to 3 portals, each spanning 5x5m 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 asmall deserts 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 small desert of Iron Sand.
The passive Iron sand that flows from the Eye can be deactivated but to re activate will cost a move slot instead of the passive activation with the eye. Also drains -5 chakra per turn.
All normal Sand jutsu lose their Water weakness, and become classified as "Iron Sand" techniques when used with this special 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 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.
The Eye is limited on the amount of high ranking jutsu it can use. While it can use D-B ranks as much as it likes, it is limited in A-F rank abilities. The Eye can only use 2 F rank, 5 S ranks, and 10 A rank abilities during any given battle.


Appearance of the Eye
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□ Declined. Upon request. □



New Submissions.

(Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
Type: Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using his magnetic Chakra, the user will concentrate his Iron sand into a paper thin, razor sharp disc, anywhere on the battle field. This disc is no larger than the users palm, and once formed, once again using his magnetic chakra, the user will cause the disc to spin at extremely high speeds. With the disc spinning, the user can remote control the disc to send it flying in any direction from the formed location. This allows the disc to not only dodge any jutsu the user needs to dodge with it, but due to its small size, it is hard to see and fight against.

Restrictions

Remains active for the turn it is used in
Can only be used 4 times per battle
Must be formed at least 5 meters away from the opponent.

♪ Approved: Made Edits. ♪

(Jiton: Tetsu Dangan)Iron Sand: Iron Bullet
Type: Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple technique. The user will compress a bullet sized amount of Iron sand anywhere on the battlefield. Once formed, the user will launch the bullet using his magnetic chakra, aiming to pierce the opponent in some vital organ. The power of this technique comes from the tiny size of the bullet, being on a few centimeters in size, making it extremely difficult to see. Also due to its size, it moves almost silently, making it simple yet effective.

Restrictions:
Can only be used 4 times per battle.
Must be formed at least 5 meters away from the opponent

♪ Approved: Note the 'almost' silently part, most people can still hear projectiles traveling within close range. ♪
 
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Resubmitting

Hōgyoku / Breakdown Sphere
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra Cost: N/A (-10 per turn of transformation process, -40 per transformation, -20 for Divino, x amount per chakra conversion in each transformation)
Damage: N/A (-10/-20/-30 per activation based on each form)
Description: Born from a union between science and chakra, the Hōgyoku is just like in the case of Samehada, a parasitic organism, but different from many we have seen prior. The organism is trapped into a hardened layer of itself, in a spherical shape, looking almost as a gem stone, shining blue. This organism is implanted in the user’s chest, connected via medical jutsu to the different chakra network channels. The Hōgyoku was projected to read the different kinds of wavelength of the chakra released. We have seen in the series that the chakra has a very deep connection to the emotional cases of the user, so the moment when the subject requires or needs more power, it will project that very desire into the chakra itself, being read by the weapon. In response to this, the Hōgyoku will begin to forcibly modify and restructure the subject's structural and physical composition, using the subject's chakra. It is capable of growing at will and since it is implanted into the subject’s chakra system and body, due to the connection it has to the blood vessels it can travel across the body of the ninja or shinobi to different locations, making its true purpose shine. The Hōgyoku can at will, grow at different parts of the users body, creating a very monstrous shape, which leaks out of the pores and forms, keeping the skin and muscle tissue of the person inside these inner created layers. The Hōgyoku will be able to form a very special membrane cover around very specific wounds, keeping the body together, but not in any way healing them. This organism is a parasitic one who helps the user, but does not heal him, so as the turns continue, the damage would get worse and more infected, but still work, due to the effect of the organic material Hōgyoku is made out of. As for the transformations, due to the extensive and complex process of molecular restructuring and transformation of the subject's body and chakra, the subject must wait one turn after each transformation before beginning another. The membrane produced by the Hōgyoku will progressively strengthen as the transformations continue, eventually reaching a final form where the membrane will be at its most potent. The turn of transformation initiation counts as the first of the allotted turns to transform. Every extra appendage and material produced by the Hōgyoku has the same resistance proportionate to the transformation. Attacks and techniques which are tangible (e.g. Water and Earth) will break through the coating where affected by the attack, leaving the area vulnerable. The main strength of the membrane is not its ability to protect wounds, but its ability to passively absorb chakra from energy-based techniques (e.g. Fire, Lightning and Wind) of any kind, and from direct contact with beings that possess chakra as well, similarly to Inhaling Maw. Because the Hōgyoku is a parasitic organism, it requires chakra to activate and remain in a state of activity. As such, it will passively drain chakra from the user every turn at a set amount, to fuel the transformation. Even when the process of transformation is not being undergone by the subject, the Hōgyoku is still active, siphoning small portions of the user's chakra and converting it into Dark chakra for the subject's use at a 1:1 ratio once per turn, which also applies to direct absorption from beings with chakra (e.g. 10 normal chakra points → 10 Dark chakra points), which varies between forms (in its pre-transformation state, -5 points will be passively siphoned and converted to Dark chakra for the subject), transformation costs and penalties are exempt and are not converted into Dark chakra. All changes to the subject are irreversible, and permanently active unless an area unprotected by the membrane has been attacked. If the whole membrane armour is completely destroyed or otherwise removed, the subject will resume their previous features prior to transforming. Beside it's absorption capabilities, the armour is immune to C-Rank and below techniques of a physical nature (e.g. Earth or Water). This also renders it immune to freeform and unranked damage such as the explosions from paper tags. Anything above the stated threshold or anything which exceeds the Hōgyoku's capacity for absorption will destroy the armour and continue onwards to strike the user's body. It will be capable of taking one B-Rank technique (without the user sustaining harm to their body) but in doing so, the armour will be shattered and neutralized in the process.

First Fusion: Crisálida

After 1 turn, the first transformation will complete, which will be marked by the release of a massive discharge of purple chakra that can potentially harm any that are too close, pushing them to mid-range and dealing blunt-force damage. Upon transforming, the user will emerge with a phantom-like appearance, consisting of a white cloak which is split in four sections near the waist. There is a cross in the middle of the cloak, showing where the Hōgyoku is embedded in the subject. The membrane is able to passively absorb energy-based techniques up to and including B-Ranks at this stage. In response to being shattered by a B-Ranked physical attack, the white cloak appears to crack and fold, and is able to be broken, at which point the user's actual body is exposed, with additional physical changes being observable; their eyes turning grey with purple sclera and longer hair. In this form, the Hōgyoku will siphon -10 chakra points from the subject per turn, which will then be converted to Dark chakra immediately for use.

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Second Fusion: Evolucionar

The subject may not begin another transformation process until one turn after the completion of the first transformation. Upon which, the subject may then begin the next. This transformation process requires 2 turns to complete, during which the same abilities regarding attribute increases apply. After the transformation process completes, the subject will emerge from an explosion of chakra similar to that of the last transformation. The subject will have undergone an even more drastic physical change: the subject has a hole in the center of their chest with a cross in the middle of it. The form-fitting white robe which enveloped the subject in the previous form lengthens, and flares out at the ends. In this form, the subject's irises vanish, as well as their eyebrows. Embedded in their forehead is a diamond-shaped object. The most distinguishing feature of this transformation is the 3 sets of butterfly-like wings which can be used to cover short-range distances at rapid speeds when flapped (use of the wings counts as a move). With this transformation, the user gains a stronger membrane covering compared to their previous form (energy-based techniques up to and including A-Rank can be passively absorbed). In this transformation, the membrane covers all parts of the body except for the head, with the wings counted as part of the membrane. In this form, the passive chakra siphon of the Hōgyoku increases to -15 per turn, and will return 15 points of Dark chakra.

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Final Fusion: Divino

Upon completion of the second transformation, the subject must wait one turn until they can begin their next and final transformation. After the transformation process completes, which takes 3 turns, the subject will enter their final transformation stage. The subject emerge from the resultant chakra explosion with a very demonic appearance, the diamond-shaped point has broken open, revealing a vertical black third eye upon the center of the subject's forehead, and the skin on the face splits open down the middle and pulls back around the sides of the head to reveal a blackened, demon-like skull. The subject gains three holes running vertically down his chest, the Hōgyoku standing at the center of the top hole. Additionally, the subject's feet become single claws, and their hands and feet become blackened. The butterfly-like wings change into a set of six sheet-like wings with eyes set upon the center, adorned with demonic skulls, and trailing into tendrils. The user's membrane covering will reach its ultimate point (energy-based techniques up to S-Rank can be passively absorbed) in addition to the same utility of wings as the previous form granted. This is the most offensively oriented form that the Hōgyoku grants the subject, as the small skulls on the wings now have attack capability. Each of them can fire off a small, compressed ball of Dark chakra that will detonate on impact and create a large explosion (each ball is of A-Rank strength, an individual usage counts as a move, and can reach up to mid-range). In addition, by drawing on the subject's chakra, the Hōgyoku can fire an extremely powerful blast of S-Rank power Dark chakra that can reach up to long-range with a diameter of 7 inches, and counts towards the move limit. The membrane covers the whole body in this transformation. In this form, the chakra siphoned is -20 points, with 20 points of Dark chakra being returned).

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With each of the forms, the user will lose a total of 10 – 20 – 30 health at the moment each form is activated, and the last form itself will absorb up to 20 chakra points per turn and 20 health per turn as well. Both Crisálida and Evolucionar can remain active indefinitely but Divino will last a maximum of five turns before it deactivates. This will revert the weapon to it's dormant state and render it unusable for the rest of the battle. When Divino ends, the user will also become incapable of using techniques above A-Rank for three turns.

Notes

- The shockwave, for all intents and purposes, is of B-Rank strength and is short-range
- Chakra conversion and transformation cost penalties stack
- Passive absorption counts as a use of Inhaling Maw for techniques which require absorption
- Membrane properties are passively active, but will not apply when an unprotected area is struck
- Each transformation counts as a move during the turn the process begins
- Can only be used by Rᴜʀūsʜᴜ

♪ Leaving for NK ♪

‡ Approved ‡ Made edits to the weapon.


The Hōgyoku
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-40 per transformation, x amount per chakra conversion, -10 per turn, x amount per absorption rank)
Damage: N/A
Description Born of a union between science and chakra, the Hōgyoku is, just like in the case of Samehada, a symbiotic organism, but different from any we have seen prior. This organism is trapped with a hardened, crystalline layer of itself, in a spherical shape, looking like a shining blue gem stone. This organism is implanted in the user’s chest, connected via medical ninjutsu to the different chakra network channels. The Hōgyoku was designed to read the chakra and aura of the user, their emotions and thoughts essentially. We have seen before that chakra has a very deep connection with the user’s emotional and mental state, thus, when the user requires or exhibits a desire for more power, this desire will become projected into the chakra itself, being read by the Hōgyoku. In response to this, the weapon will begin to forcibly modify and restructure the user’s structural and physical composition, with the user’s chakra serving as the fuel for this process. It is capable of growing at will, and since it is implanted directly into the user’s chakra system and body, it is able to travel through those mediums including the user’s blood vessels to every and any location on the body. Similarly to how it acts independently in performing this function, due to the Hōgyoku’s sentient nature, it is able to use Dark techniques and all composite elements of Dark Release up to the user’s rank that the user knows independently through the membrane with sans handseals. The Hōgyoku is capable of creating a synthetic membrane that manifests itself by leaking out from the user’s skin and spreading over the user’s body. This creates a full-body covering that is capable of holding together the user’s body, e.g. skin and muscle tissue, should it be injured, though not healing them in any way. Because the Hōgyoku is bonded directly with the user, both the weapon and the user’s body have become accustomed to each other, which means that contact between injured tissues and the membrane covering will not result in infection or any debilitating effects. Upon the effects of the weapon actually occurring, it causes the user to undergo physical changes (eyes turning grey with purple sclera, longer hair). However, the true purpose of the weapon is not to directly protect the user, but in actuality, to bolster the abilities and effects of Dark Release. Upon the completion of the transformation, the user becomes covered in a membrane that encapsulates their whole body, superficially akin to that of an armour, but much lighter and different in its very nature. Once the membrane is active, it seals off all openings to the user’s body, which will cover up wounds and other sensitive areas. The membrane itself possesses the ability to passively drain chakra from any energy-based techniques (e.g. Fire, Lightning, Wind etc.) that come into physical contact with it. Through this, the user is capable of passively draining chakra from any being possessing chakra, akin to the Draining Touch technique (doing so drains 20 points from the enemy at a 1:1 ratio; 20 normal chakra points → 20 Dark chakra points). The capacity for absorption of chakra through the Hōgyoku is directly controlled by the amount of chakra that the user feeds into it. For example, if the user wishes to be able to absorb energy-based jutsu up to C-Rank passively, they will channel 15 chakra points into the Hōgyoku, and for the rest of the turn, the membrane will be capable of passively absorbing energy-based techniques up to C-Rank, 20 points for B-Ranks etc (it should be noted that all absorptions follow the S&W scheme for Dark Release). Because this capability resets on a turn-by-turn basis, the user must continue to supply the chakra for a given absorption capability if they want to maintain the current level, or they can increase/decrease their chakra expenditure accordingly in the next turn. Besides it's absorption capabilities, the armour is immune to C-Rank and below techniques of a physical nature (e.g. Earth or Water). This also renders it immune to freeform and unranked damage such as the explosions from paper tags. Anything above the stated threshold or anything which exceeds the Hōgyoku's capacity for absorption will destroy the armour, neutralising it for the rest of the battle. It will be capable of taking one B-Rank technique (without the user sustaining harm to their body) but in doing so, the armour will be shattered. Though, once this occurs, or if foreign chakra is detected within the user's body, the Hōgyoku will passively release an A-Rank chakra surge in the form of a shockwave that stretches to mid-range as a contingency mechanism, dealing major blunt force damage to anything hit by it. Because of the symbiotic nature of the Hōgyoku, it requires sustenance in the form of chakra in order to function, draining small amounts from the user’s reserves. The user is also able to passively convert a part of his standard chakra reserves into Dark chakra reserves at a 1:1 ratio, with a maximum of 30 chakra points being able to be converted in a turn.

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⇒ Chakra upkeep costs only apply whilst transformed
⇒ Transformations last indefinitely until forcibly or willingly deactivated
⇒ Can only be used by Rᴜʀūsʜᴜ

♪ Pending: Leaving for Negative Knight. ♪

□ Declined. Keep the original. □

Resubmitting Horus and new submission:

Farao no Hōrei #1. Uraeusu wa Kesshin ������ Pharaoh’s Decree #1. Uraeus the Unwavering
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will concentrate their fire chakra (and make 4 quick handseals) within their body and form a fiery cobra that loosely coils around the user’s body. This fire cobra can be mentally manipulated, allowing the user to control it without any sign or warning for the opponent. Whilst wrapped around the user, the jutsu is considered in resting position, and possesses defensive ability in its greatest capacity. Whilst coiled around the target in resting state, the snake will have slight gaps in its body, enough to provide the user with sightlines on the opponent whilst being thin enough to ensure maximum protection without letting anything in. Due to the chakra being condensed, giving the fire tangibility, it is able to defend easily from attacks of both tangibility and intangibility. Weapons such as kunai, shuriken or swords will easily be deflected, whilst elemental attacks interact with the technique according to the S&W scheme. Upon command, the fire can be manipulated to attack a target in any manner, as a whip, a surging beam, or even as a coiling snake to constrict. This being said, the fire is capable of dealing physical damage characteristic of blunt force and sharp-edged objects, even piercing through objects, due to the tangibility of the fire. The fire is capable of splitting off into branches in order to attack multiple targets, but will not suffer from any rank or strength decreases, as the branches are still connected to a singular structure. Whilst commanding the snake to attack outside of mid-range, it uncoils around the top half of the user’s body, leaving them vulnerable to attack. Though, the snake can be controlled to return to the user at any point, as quickly as it left. Even when coiled, it is still easily taller than any normal human being. When lashing out and pursuing targets, the snake moves at high speeds, making it dangerous for opponents in close quarters and escaping to far ranges alike.

⇒ Lasts 3 turns
⇒ Usable 2x per battle

♪ Approved: Cool tech, though I made some minor edits. Remember to add handseals to your jutsus in the future please. ♪

Farao no Hōrei #2. Horusu no Shinsei ������ Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per duplication/split, -10 per turn)
Damage: 80
Description: Drawing on a large amount of chakra, the user will spew forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon hitting a target, the user can trigger the falcon to violently explode, creating a massive blast that will consume and incinerate anything within its range (five meters). What makes this technique special is not its sentient nature, but its ability to split into pieces. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. Obviously, the scale and power of the explosion is scaled according to the rank of the falcon; weakening as the rank drops. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. Additionally, the falcon is capable of releasing strong blasts of heat-infused wind that deal concussive and burn damage on contact with a target. The strength and scale of the blast is scaled according to the rank of the falcon itself. Another function of the falcon is usable when it is split into 2 or more pieces. During flight, the falcons are able to rotate extremely quickly, generating a vortex of fire. Anybody trapped inside the vortex will experience suffocation due to lack of oxygen and smoke, whilst also suffering from severe burns from the heat of the flames. The high speeds of the rotation of the vortex will restrict movement, and being trapped inside for longer than 1 turn will lead to loss of consciousness and death.

⇒ Lasts 4 turns
⇒ Splitting and re-merging falcons count as moves
⇒ Usable 2x per battle

♪ Declined: There's way too much going on here. This seems more like a summon than it does an elemental familiar lol. Firstly, heat infused wind will need to be removed entirely. That is not an attribute of fire release, and actually clashes with a couple of CEs. Secondly, you say that you can detonate these falcons to engulf everything in range in a fiery explosion. Cool, but what range is this exactly? The vortex, as well as the detonation ability will need to cost a move as well. Also, you need to add handseals. ♪

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Farao no Hōrei #3. Ōshima no Oshirisu ������ Pharaoh’s Decree #3. Osiris the Overlord
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A (same as targeted technique)
Description: This technique is not one that is intended to directly produce or empower fire, but rather, to exert total control over and manipulate pre-existing fire on the battlefield. By tapping into the chakra within a fire technique of the user’s creation and making three handseals, they can harness it and thus directly control it through hand gestures and movements, identical in principle to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the technique could be used to change the trajectory of a fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. This accounts for the most rudimentary and basic application of the technique. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform the very structure and composition of the technique itself. Harnessing the chakra within a fire technique, the user is able to apply shape manipulation to it, allowing them to alter the composition and form of the technique. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the chakra mass being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). Whilst this technique is in use, the user can only perform fire release jutsu and elements that have fire as a component.

⇒ Usable 4x per battle
⇒ Usable once per turn
⇒ Control of a technique/usage of this jutsu lasts for the duration of the turn that it is used in.
⇒ Can only be used on one technique per usage

♪ Approved: A varied chakra cost won't be approved. Additionally, note that it would be impossible to make techniques larger than they originally were. And, it will be impossible to make anything smaller than, say, a small stone/pebble. And, finally, remember that you specified it would only work with the user's techniques. ♪
Farao no Hōrei #2. Horusu no Shinsei ������ Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per duplication/merge, -10 per turn)
Damage: 80
Description: Drawing on a large amount of chakra, the user will perform 4 handseals, and spew forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon hitting a target, the user can trigger the falcon to violently explode, creating a blast that spans slightly above short-range (7 meters), incinerating anything within, at the cost of a move. What makes this technique special is not its sentient nature, but its ability to split into pieces. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. Obviously, the power of the explosion is scaled according to the rank of the falcon; weakening as the rank drops. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. During flight, the falcon(s) is/are able to rotate extremely quickly, generating a vortex of fire, which counts as a move. Anybody trapped inside the vortex will experience suffocation due to the lack of oxygen and smoke, whilst also suffering from severe burns from the heat of the flames. The high speeds of the rotation of the vortex will restrict movement, and being trapped inside for longer than 1 turn will lead to loss of consciousness and death.

⇒ Lasts 4 turns
⇒ Splitting and re-merging falcons count as moves
⇒ Usable 2x per battle

♪ Approved ♪


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Farao no Hōrei #4. Ra no Kagayaki ������ Pharaoh’s Decree #4. Ra the Radiant
Type: Supplementary / Defensive
Rank: S
Range: Self
Chakra: 40 (-15 per turn)
Damage: N/A
Description: Performing 4 hand seals and channelling chakra throughout the body to every point on the skin, the user will release a coating of fire release chakra that will form itself over the body as a flaming armour, with holes in the armour for the eyes and mouth. The fire itself is above the skin, the flames being angled away from the user’s body that prevents the heat of the fire from affecting the user at all (the user is still able to perform handseals and make movements for techniques that require any kind of movement or gestures). Since the fire is simply a layer of energy with its shape maintained through chakra manipulation, it does not impede the user’s mobility whatsoever, allowing them to move freely and unhindered. The flames themselves are tangible, so they possess a solid quality to them, allowing the armour to deflect basic weaponry, and defend from jutsu according to the S&W scheme. Utilising further shape manipulation, the user is able to form makeshift weapons made of tangible fire using the armour as a source, costing a move. These weapons are simply manifested at will and thus are formed instantly, allowing the user to utilise them immediately upon creation. Any weapons created through the armour can extend up to 5 meters in length and 1 meter in width at maximum. Because these constructs are simply extensions of the fire itself, they possess no weight either. The user can also release single blasts of fire, slightly larger than that of basketballs, towards a target through gestures, that can reach up to mid-range and create a small explosion on impact, which costs a move. Imparted into the armour is the quality of partial sentience, which allows it to act independently of the user’s commands, and also bestows upon it the ability to use any fire techniques the user knows up to and including its rank, at the cost of a move. The user is also able to use their own fire techniques through the armour sans handseals. The most notable aspect of this fire armour is the ability to regenerate from damage that cannot destroy it in a single blow. Should an attack weaken the armour but fail to neutralise it, the user can feed more chakra into it in order to regenerate and revitalise it. Doing so costs a move but is instantaneous. In close-quarters combat, this armour is incredibly dangerous, due to the strength and heat of the flames that compose the armour itself, and its ability to create weaponry and even attack on its own. Due to the nature of the technique, only Fire Release and other elements, of which Fire Release is a component of, can be used whilst this technique is active.

⇒ Usable 2x per battle
⇒ Lasts 4 turns
⇒ Can instead last indefinitely until deactivated/destroyed, but can only be used once per battle and counts as a bio’s CW
⇒ No Fire techniques above A-Rank on the turn of deactivation

♪ Declined: The colored portions aren't flying at all, sans handseals lmao. In addition to that, there are a few flaws here conceptually. Just because you angle hot flames away from your body, if they're close enough, they'd likely still do some damage over time. Though, for purposes of the RP, we can ignore that. You need to specify that the weapons/attacks created by this armor aren't S rank. The armor, as an aggregate creation, is S ranked. Projections using the armor as a source would logically be lower ranked. ♪

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Onii Chan

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(Katon: Baunsu Kaen Kyū) - Bouncing Flame Sphere
Type: Offensive
Rank: B
Range: Mid
Chakra: 20
Damage: 40
Description: The user will create a circular sphere made of fire in their hand that will bounce off solid structures or objects when thrown simultaneously catching anything it touches into flames. The heat of the flames are not hot enough to melt anything, as such it is able to bounce off objects instead of fazing through them. The said flame sphere will only last 2 turns after the user has cast them, and cannot be controlled by the user once the sphere has left the hand.
➟ The user can cast as much spheres as they wish but can only cast as much as they have hands (2 hands = max 2 spheres.)
➟ Can only be used 3 times per battle

♪ Declined: Ok, I get that fire can have concussive propeties. But, like, how's it bouncing? ♪

(Kage Bunshin Kōtsū no Jutsu) - Shadow Clone of Transportation Technique
Type: Supplementary/Offense
Rank: B
Range: Short - Long
Chakra: 20 (total chakra is divided by the final number of clones plus the user)
Damage: N/A
Description: This technique is a adaptation of the original shadow clone technique but instead of using the chakra the user would've used to summon it at their location they will transfer it inside a solid object like a kunai or shuriken and throw it, once it lands it will immediately transform into a shadow clone ready to be utilized by the user.
➟ Chakra usage is based upon how much solid objects contain the users chakra to transfer, however, is limited to a max of 4 objects similar to that of the original Kage Bunshin.
➟ Unlike similar techniques, this technique can only be detected by sensory ninja, including Dojutsu users, otherwise this technique can only be perceived as a regular ninja tool attack.

♪ Approved: This is actually a really cool jutsu, nice job. ♪
 
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Howard

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(Senninka: Ta keita) - Sage Transformation: Polymorph
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 ( user regains 100 chakra per creature )
Damage: 60 ( also heals 60 to the user per creature )
Description: The Sage Transformation clan has already shown the ability to absorb other human cells no matter their origin and convert them into usable cells for their own body healing it and gaining chakra from their target. This works on that exact principle but on animals instead of humans namely summoning creatures either summoned by the user or even their opponent if they are weak enough. The Sage Transformation user by using this technique absorbs the flesh, muscle, bone, blood, organs, and chakra from the creature molding the tissue and bone into usable tissue and bone for the their own body. The user doesn't need to completely absorb the creature if they're large enough just a small portion will do, and depending on the size and strength of the creature it may not harm them excessively. In doing so they alter the structure of their body with the newly acquired structures intuitively mimicking them and applying them to their own body. This is done by extending one, or multiple needle like growths out of their body and puncturing flesh, or making direct contact with the creature. This allows them to gain a heightened form of sensing on the level of that creature doubling their reaction speed due to their new found sensing abilities for example if a snake is absorbed the user is able to gain heat sensing, brill that block visual genjutsu A rank and below, tough flexible scales that can block A rank and below ninjutsu and S rank taijutsu once similar to how snakes can shed their skin. If for example a bird was absorbed they gain enhanced sight and large wings granting flight. A frog-like creature or a creature with strong leg muscles would create the ability to jump long distances and increase taijutsu damage by 20 damage, a cat-like creature or a clawed beast would grant nightvision and claws allowing for modified taijutsu granting an additional 20 damage to taijutsu. Two separate summoning creatures can be absorbed to gain different traits by creating an amalgamation of the creatures and the Sage Transformation users own previous form but damage buffs cannot be stacked. The Sage Transformation clansmen doesn't gain inherent traits from the specific creature absorbed just their overarching species traits like wings, claws, talons, eyes or brill, muscle structures, bone structures etc. If they absorb a creature with venom producing glands, they can mimic the venom producing glands of that animal. This allows them to gain an additional rank to poison ninjutsu up to A rank with S rank gaining 20 damage instead of a rank.
This is because their body is now able to support the production of venom and poison gaining a natural immunity to such substances. The user becomes able to produce these substances to a much higher degree than even a poison user almost on the level of a poison master giving them the temporary immunity to any canon poison technique mentioned. If the user is already immune to canon poison this portion does nothing for them. The Sage Transformation user can only mimic the venom producing glands if they know poison ninjutsu.


Note: Can consume two creatures per use, those creatures cannot be summoned again for the rest of the battle
Note: Can only be used two times per battle and lasts four turns per use

♪ Declined: The colored portion is iffy. If anything, it should only be applicable for the next poison technique used by the user, and the poison would only last for a turn max within the user's body. The immunity to canon poison as a result of absorbing a single venom is illogical, that won't be approved. ♪

(Senninka: Kaibō-gaku kōen) - Sage Transformation: Anatomy Park
Type: Supplementary
Rank: C - A
Range: Short
Chakra: 15 - 30 to activate ( +5 to make further alterations )
Damage: 30 - 60 ( healed to the user )
Description: By using their Sage Transformation ability a member of the clan can alter the structure and placement of their organs shifting them throughout their body. This allows them to avoid fatal damage by moving an organ out of the way of a strike that could deal fatal or near fatal damage. Things like the heart, lungs and other vital organs can be shifted anywhere throughout the body and encased in a layer of thick dense subcutaneous tissue and rough hard bone. Moving an organ is easy, only being a C rank ability and this ability can be done passively in the same time frame as another technique. This allows the user to preemptively move them, or do so in the moment either right before or as they are being struck. Encasing that organ in a reinforced protective layer is an A rank ability and makes the organ itself immune to A rank and below elemental damage as well as S rank and below taijutsu or ninjutsu. When the organ or organ system is struck the subcutaneous tissue and bone takes the entire brunt of the damage absorbing it before being broken back down and returned to the Sage Transformation other systems. When this break down and dispersion happens the Sage Transformation user is healed instead of harmed as that tissue and bone returns to any injured portion of their body rebuilding it almost instantly. For example if they have a broken bone or a large laceration the tissue and bone that is broken down travels to that point rebuilding the missing, broken or lost tissue. Moving the organ or organs again after activating the jutsu is a passive action and costs 5 additional chakra but also counts as a usage against the two times per battle limit but does not cost a move slot
Note: Can be used two times per battle
Note: Unusable on the user's brain.

♪ Approved: Reduced the number of times you can use this. Remember the duration of the technique is for the turn it's used in. After that, the organ would return to its original state. Loved the idea though, was the inspiration the Elder Toguro brother from YYH? ♪

(Dokuton: Kagaku tenshi) - Poison Ninjutsu: Chemical Angel
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 ( +5 to continue producing the poison after activation )
Damage: 30x ( x being number of turns effected )
Description: Chemical Angel was used by the creator of this technique to refer to the colorless, poisonous substances found within it due to their golden-yellow hue when burned. These substances form an overarching family of flammable poisons that react violently with liquids such as water becoming intensely hot releasing a vast amount of heat boiling and vaporizing itself and the water, or other liquids such as alcohol. The poison turns into a gaseous poison one rank lower than it was before the clash if it comes up against similarly ranked liquid substances. If already in a gaseous state the poison has the strong effect on liquids while still remaining in it's gaseous state allowing for a strength to water release and water based elements like snow or ice while in whichever form; liquid or gas. Being flammable the poison also reacts violently with lightning and fire igniting upon contact in both forms. If in it's liquid state and comes against a similarly ranked fire or lightning technique it becomes gaseous continuing onward as a dense torrent of bright yellow flame vaporizing to a semi-fluid dense mist that burns brightly one rank lower than it was upon clashing. If in it's gaseous state when it comes against fire or lightning it ignites as well staying as it's gaseous form in essence absorbing the flames into itself and using them to power the flame as it begins to sublimate into the air creating a large short range plume of bright yellow-gold smoke-like smog and flame. The same happens with lightning.
This can be released in it's gaseous or liquid form from the mouth, and nose or created from any part of the skin. No matter which way it's produced it works very similar to the Poison Creation technique being able to be formed into blasts, waves, gusts, or torrents and directed towards the opponent.
Unlike some poisons these substances are a pesticide similar to the substance sealed in medical summoning scrolls that is used to kill bugs being double strong to Aburame, Kamizuru, or custom summoning techniques that revolve around insects with this technique being able to kill bugs from even Forbidden Rank variations of those techniques.
With it's various applications out of the way the ingredients and their bodily symptoms, first is, Methyl isocyanate: which is a colorless, poisonous, tearing agent, also being a flammable liquid. It is soluble in water, but it also reacts with water very violently as described above. Exposure symptoms include coughing, chest pain, dyspnea, asthma, irritation of the eyes, nose and throat, as well as skin damage ie: second and third degree burns. Higher levels of exposure, can result in pulmonary or lung edema, and hemorrhages, and eventual death.
Next is Bipyridilium, a liquid or solid dissolved in a liquid carrier in this case the Methyl isocyanate, it is flammable as well as Methyl isocyanate and is what makes it so strong against insects. This also makes it strong to fungi, and plants as well as wood release. It has the same exposure effects as a nerve agent which leads to contraction of pupils, profuse salivation, convulsions, and death by asphyxiation due to a loss of control of the respiratory muscles. This technique can be used alongside and in the same timeframe as a fire or water technique imparting upon those elements the toxic nature of this poison as well as making water scalding hot this increases their rank by one rank up to S rank which increases it's damage by +20. The bodily effects begin the turn after exposure except burns if contact with the skin is made which are instantaneous, with eventual death taking place 5 turns after exposure. The user will not be burned by this if they come in contact with it. If chakra is being siphoned from the user by insects or summoning creatures similar to Aburame bugs or even other humans, this technique can be used to mold that chakra into poison almost instantly killing the insects or creatures that are feeding on the chakra.
Note: Can be used four times per battle
Note: The user is immune to their own poison, and Howard is immune to all variations

♪ I'll come back to this... ♪
 
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(Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description:The user starts by performing a sequence of two Handseals, Snake → Horse gathering a large quantity of Lightning Release Chakra, and infusing it into a projectile weapon, most commonly a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen projectile/ weapon with the Chakra, they become completely shrouded in a heavy aura of reddish-purple lightning. The user then takes aim, either into the air, or at a surrounding surface, depending on how they wish to utilize this Jutsu, as there are two varying, but conceptually similar applications to this Jutsu.

The first is for enemies that generally have some semblance of distance from the user. By aiming into the air, the user then launches, fires, etc their projectile into the air in an arc, aiming to hit the target on the descent of their projectiles arc. Once the projectile reaches a certain distance from the user, Mid-Range or beyond, the Chakra infused into the projectile "activates", forcefully shattering the fired projectile into numerous pieces, all carrying their own equivalent portion of the projectiles Chakra. Each fragment of the projectile then instinctively moulds the Chakra into the form of the original projectile, effectively creating a barrage of dozens of lightning-based projectiles formed from the scattered remnants of the original projectile. As the barrage of Chakra projectiles descends upon the target, the effect for each individual projectile is equivalent to that of a mortar strike, as when they hit the ground, surface, object, target, etc, they violently release the Chakra in the form of a heavy concussive blast (Roughly 5m radius around the point of impact), dealing large amounts of impact-based, kinetic damage to the target, peppering them, and the surrounding area (Roughly 15m radius around the target) with an attack akin to a heavy artillery strike.

The second application is similar to a certain degree, but is utilized for close quarters engagements, allowing Archers and the like, who are generally susceptible to attacks in close range, due to their weapons being more inclined towards distant targets, to defend themselves. Instead of aiming into the air/ at the sky, the user aims for a nearby hard surface, or solid object, and fires their projectile at it. Upon hitting the surface/ object, the Lightning Release Chakra contained within the projectile automatically initiates the fragmentation and shaping aspects of the first application of this technique, causing the lightning projectiles to shoot off in the direction/ arc the original projectile was fired in. This fires the splintered projectiles in a cone-like formation from the point of impact, potentially piercing through, shredding and embedding themselves within the target's body, where they then release the same concussive blasts found in the first application of this technique, though with much less force, as they haven't travelled as far, or gained as much speed and force due to the descending arc found in the first application, resulting in a blast radius of 1m. [SUP][ ][/SUP] If these projectiles hit another hard surface/ solid object, they continue off in the same direction they were fired, ricocheting off of any other hard surfaces as they do so, until, after several rebounds, they eventually embed themselves permanently within a surface, object, etc, and remain there, as the Chakra that constitutes the projectiles form will have been expended. Within confined spaces, these projectiles can continuously rebound, potentially hitting multiple targets, or the same target multiple times, including the user, depending on the general size of the space the user and target(s) are within, making it's use somewhat of a gamble to the inexperienced user, but a powerful deterrent in the hands of a master, like the creator of this technique, who fought as an Archer on the front lines of many wars, never once retreating, always emerging victorious.

Note: Can be used a max of 3 times per battle, and the user must wait 2 turns between each usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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♪ Declined: As it is, this technique clashes heavily with Sniper Arts. My recommendation would be to pick a specific weapon, other than a bow and arrow, that this jutsu can be used in conjunction with. The scale of each individual projectile is wild, each point is doing the equivalent of a heavy artillery attack? And you're making dozens? Be realistic lol. Moreover, why is the arrow ricocheting if it's composed of lightning ? ♪
 
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Earth Release: Expedited Excavation
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: Expedited Excavation is a unique jutsu which is used in conjunction with earth techniques which are typically used in conjunction with an earth source such as the ground. Through means similar to the Sticky Earth Drop and Dropping Lid jutsus, the user will open a portal which will release the earth jutsu from a source of earth inside it. As the size of the portals scales with the size of the jutsu, they can be quite large, though the jutsu will only ever summon one at a time. This useful ability is however majorly limited. Not only will the user will be unable to open portals from a short range radius around an enemy, but they will also be unable to use this jutsu in conjunction with any of the earth jutsu which are released outside of an earth source (earth jutsu fired from the mouth, those which appear from the sky, etc). Furthermore, these portals can only be used in conjunction with earth jutsu, and must be formed at least five meters away from the opponent. After it is released from the portal, the earth jutsu will function as it normally does, with no added benefits. If a jutsu requires hands on the ground to perform, it won't be able to be released from a portal.
Note: Usable four times per battle, with a two turn cooldown.
Note: Cannot be used in conjunction with Mountain Smash or any Forbidden ranked jutsu.

♪ Approved: Love it. Made some edits. ♪
 
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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. ♪
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 physical techs. 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 foreign 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 2 turns.

♪ Approved: Checked with the others, placing a seal on an intangible medium is definitely impossible, so I removed it. ♪

Fuinjutsu: Jōshō - Sealing Arts: Ascension
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
A seal layered upon "Cowardice of Arachne". By passively imbuing more chakra into Arachne, one is able to activate Arachne 3 more times than it was initial meant to activate. However, the additional 3 more times can come before, after or inbetween its initial task. This mean, this technique becomes an activation jutsu to enhance Arachne. When used, it imbues Arachne with more chakra and an extra task which can be used only 3 times. The initial task of Arachne is to devour foreign sealing scripts placed on the user. The new task is for Arachne to likewise, recognise any foreign barrier(which is not of the user or ally) directly touching the user and instantly suck/devour it within itself. However unlike the eating of sealing scripts, once Arachne devours a barrier, it neutralises the barrier within itself and expel it outwards around the user as a pure defensive barrier of the user with power equivalent to the power of the barrier when devoured. Activating this jutsu, gives Arachne 3 more uses plus its initial 3, while 3 is meant to seal script and the other 3 is meant to seal barrier. Any task can come before each other and one must post this technique and "Cowardice of Arachne" as references when Arachne is in use, while giving account of which task is used and the remaining usages for each tasks.
Usable only once per battle
Can devour only and any fuinjutsu barrier regardless of damage threshold.
Must know " "

♪ Declined: This is adding additional usages to an already approved technique. ♪

Namekuji Kuchiyosei: Serenere - Slug Summoning: Serenre
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage:N/A
Description:
This is a small slug of approximately a meter tall. She could be mistaken for one of Katsuyu's clones however, she's gray in color. Her personality is somewhat different from Katsuyu, albeit still quite polite and gentle, she's rather quick in thinking and quite intelligent. Serenre is able to instantly merge and unmerge with the user and while in any of the state, she could perform her abilities without hindrance. While Serenre is merged, she is virtually one with the user and inaccessible to the outside world thus would not be affected by jutsu that affects summoning as a separate entity. Her jutsu released, if thrown and offensive, would eject from the body of the user as if the user was the one performing them. She is able to offensively use acids like all slugs.
While she's with the user, regardless of if merged or unmerged, so far body contact is made, she constantly create an electric field, directly infusing the user. This is akin to Tsunade's "Chaotic Mental Collision". This electricity however, is modified a bit thus while constantly and harmlessly released into the user's body, does not confuse the nerves, instead they add vim and flexibility to the user's entire muscles. This increases the user's speed 2 folds and give the user's taijutsu a added damage of +20 while the summoning is in play. Serenre's ability to control chakra in an advanced level makes her able to use any medical ninjutsu the user knows thus while merged or unmerged, She can heal the user by releasing her chakra directly into the user.
-Last 4 turns
-Can only be summoned once

♪ Declined: This is a slug that gives the fake lightning armor I remember declining before. ♪

A completely different one

The Witch's Legacy ⇝ Majo no Isan
Type: Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description:
The Witch's Legacy was forged by the first witches coven, stolen by Medusa, one of the Gorgon's sisters and modified while she was in Ryuichi cave. Medusa studied it for years before making her own modification to it. The Witch's Legacy is a pair of silver colored bracelets which can be worn on both arms. It is composed of an hybrid of organic and inorganic material that are extremely rich in Jugo's genes and nature energy. Also, it is particularly very durable and impervious to foreign chakra infusion or control. Majo no Isan can not be directly used offensively. Each pair of "The Witch's Legacy" has its own unique name and abilities. Ar and Em are the physical and spiritual aspect of "The Witch's Legacy". While Em is the bracelet on the right arm, Ar is the bracelet on the left arm.

"Ar"
BThe Witch's Legacy is rich in nature energy and due to its composition of Jugo's dna, it continually absorbs nature energy from the surrounding and feeds it to the user. The user who has Jugo's dna and constantly saturated with natural energy would now have double the infusion due to those from Ar and Em. Ar takes the physical aspect of the natural energy while amplifying and refining it for specifics effects that only affects anything physical within the user. Ar would affect the user's strength and vigor, using natural energy to increase muscle tone and flexibility. It would also increase the user's bone density and physical balance. This would in turn, increase agility, speed, strength and endurance. The user's body speed and reaction would increase 2 folds, though the speed would not stack with other speed multipliers. The user's body would be able to take +20 more damage from physical attacks and his taijutsu gains +20 damage. An active ability of Ar however, is the ability to add "sage kata" to one's taijutsu by releasing a 1m aura of absorbed natural energy to surround the attacking limb, adding +20 to the Taijutsu attack. This would take a move slot though used in the timeframe of the taijutsu attack in question. Would leech 20 chakra from the user and can only be used once every 2 turns.

"Em"
Em takes the spiritual aspect of the natural energy while amplifying and refining it for specific within the user. Em would take some of the saturation of natural energy(20 per turn) and convert them to sage chakra, storing it within itself and would be added when the user enters sage mode. Alternatively instead of adding it to sage chakra pool, 20 chakra points can be deducted from Em to boost any ninjutsu technique of the user by one rank or +20 for S-rank and above. This can only be done once per turn. Once the user initiates sage mode however, this conversion could not be used to add sage chakra to the user again, however, the converted chakra could still boost ninjutsu. Conversion leeches 5 chakra per turn from the user's native chakra. Should the user absorb foreign chakra from an enemy, instead of going directly into the user, Em stores it. While the chakra is within Em, half of it would be corrupted, converted to sage chakra while the other half would remain normal chakra which can be collected into the user's innate chakra at any time. For example, if 50 chakra is absorbed, 25 would remain in Em as sage chakra while 25 would be absorbed into the user. Em's active ability is called "Soul Protect". With the constant saturation of natural energy, Em would cloak the user's innate chakra with nature chakra thus the user's native chakra would be temporarily hidden from chakra sensory. This is only truly hidden if it remains within the user or when channelling it for a technique. It would be sensed again once the chakra in question released towards the opponent. The senjutsu chakra also leaks to mid-range around the user, removing the user's body essence, masking any smell or pheromones the user could be exhuming via the manipulation of the immediate natural environment itself which includes air. However, nothing else can be done except from masking one's own smell. Soul protect lasts for 3 turns and won't be usable again 2 turns after. While soul protect is active, the user spends 15 chakra per turn. Activating soul protect counts as a move albeit the user could mold chakra for another technique at the same time. Lastly the user can't use "hiding with camouflage" technique while soul protect is active.

NOTE
Sage Kata and Soul Protect are active abilities of The Witch's Legacy and they follow their respective restrictions as mentioned.
Should anyone apart from Priest tries to wear the bracelets, it would siphon their entire chakra and lastly, petrify them.

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♪ Pending: Leaving for LoK ♪

□ Declined. This CW, has a bunch of abilities thrown in for the sake of it. For example, it enhances abilities without any real restrictions, usage limits and is a just mish-mash of several existing stand-alone customs. I don't see how this can be approved as a Custom Weapon as it is now, as the abilities aren't really unique and don't really flow well with what the weapons are. It tries to incorporate too much, and that makes it look like a mess. Not sure what to highlight, as to what can make it better. □
 
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Sasori

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[Ningyo no Doro] Puppeteer's Roadshow
Type: Supplementary
Rank: C rank
Range: Short-Long
Chakra: N/A (-5 along with the used technique)
Damage: N/A
Description: This technique an alternate method for puppeteers to perform techniques that require channeling their chakra to a surface, usually done by slamming one's hands or limb on the ground that is typically required techniques like Earth. Through this method, the user still performs the handseals required for the technique, however instead of channeling their chakra onto a surface directly through their limbs, they shoot a chakra thread connecting between them and the ground or the desired surface. By passing the user's kneaded chakra through the thread, and into the ground, allows the desired technique to take form. This is a different method of performing surface channeling techniques, passively done at the same time frame. However the user needs to spent extra chakra for the chakra thread and post the method when used.
~ Only useable by puppeteers

♪ Approved: Keep in mind it still takes up a turn slot, it's only passive in terms of time frame. ♪

[Ningyo no Fuku] Puppeteer's Blessing
Type: Puppet
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Puppeteer's Blessing is not a technique but rather an advanced feature crafted into puppets. This is done by taking Pain's black rods which are effective chakra receivers and transmitters that are weaponized it into puppets, and the result vastly improves the connection between the puppeteer and their puppets.

When using puppet controlling techniques, they are all performed by using raw chakra, however through this ability adds a "sensitivity" effect to the active puppets, causing them to react accordingly to the state of the user's chakra, namely their nature transformations and imbues it with elemental chakra, instead of simply raw chakra. For example, if the user performs a lightning jutsu, the chakra within the puppet also turns to lightning element, giving it lightning damage to all of its attacks. It's defenses also is enhanced accordingly, allowing it to withstand one rank higher to the element it's strong against. This effect is done without conscious effort from the user, nor does it require additional chakra as the puppet's chakra simply changes to whatever nature transformation that the user is currently performing. It takes effect passively at the same time whenever the user performs an elemental technique, with the latest change in element replacing the old one.
~ This is applied to all the user's puppets unless stated otherwise.
~ Must be referenced in bio or beginning of the fight.

♪ Declined: You can't make a puppet out a unique material such as Pain's chakra receivers. ♪
 
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Klad

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Resubmitting

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

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

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

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

Permission from NK to resubmit

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

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

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

□ Declined. Not allowing this. Coating objects with Dark chakra, making it double damage (the damage of the Dark flames and the object coated), and it lasts for four turns. See the issue here? I don't see myself approving this. DNR. □
Meiton: Hikari O Oyogu - Dark Release: Swim in the Light
Type: Supplementary/Offensive/Defensive
Rank: A-rank
Range: Short-Mid
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: The user focuses chakra in any of his Dark marks and releases forth a glassy like creature made of Dark chakra whose height is roughly 1.30m. This creature seemingly has no distinct features. The kid-like being is semi-sentient; it's mindset is solely driven by its extreme hunger for foreign chakra. He's able to roam freely through in a medium radial reach across the battlefield by being constantly fed by the user, which costs him 10 chakra per turn to sustain this being. He also possesses a thin line of dark chakra covering his frame (purple in color) to emphasis his inherent ability of being able to absorb techniques (Excluding user's own, as they're made of his chakra). Following the S/W scheme of Meiton, the being is able to absorb any number of techniques like the following, S-rank for elements weak to Dark, A-rank for neutrals and B-rank for elements strong to Dark. Another unique ability of this technique is that the being can passively give his body a 'spinning' or 'vortex' trait (when this happens, his body appears distorted as his body is spinning in fast speeds. Despite this, he can still move), which forcefully draws in techniques inside his body to absorb them five meters all around the being. This includes chakra infused or created weapons. If he is able to touch/phase through an enemy, he saps a total of 60 chakra from them per turn. Anything which is absorbed by the being, it looks like it disappears into his white/purple-ish body. Either case, the user can choose when to detonate the being, as he starts to glow blue. With a single handseal the being will release the absorbed chakra in the form of a dark chakra burst outwardly from his body which obliterates everything within up to five meters around the being, but the user can decide to make it smaller as how he sees it fit.. Due to the being's lack of real construct and made of only chakra, he can also go underground or can directly be created from there by merely putting any of user's dark marks in contact with the ground.

Notes;
- Cannot use other "Absorption" based abilities in the same turn.
- Lasts for three turns and can only be used twice with a two turn cool down.
- Can only be taught by Klad

□ Declined. There's still a few issues here. The pulling in concept to draw in techniques around him is a no-go, clashes with existing Dark techniques. I'd be fine with this lasting two turns, and have a quota of chakra that can be absorbed, or amount of techniques that can be absorbed. □


Permission from L to resubmit

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

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

□ Declined. Much better worded, I just want you to specify the size of what can be covered with this, as well as bring it down to lasting two turns. □
 
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