Custom Jutsu Submission - III

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21 Savage

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

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

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

♪ Declined: DNR ♪

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

♪ Declined: Something like this would require Yang Release, you can't just create a living being that grows out of your body that can perform techniques lol. Also, this is essentially SnK. ♪
( Sennika: Zōfuku ) - Sage Transformation: Amplification
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-5 per turn)
Damage: N/A
Description: The user would transform his body, coating his entire skin with a fresh layer of thin flesh. Like the user's normal DNA make up, the flesh is abundant in nature and constantly absorbs nature energy. The flesh while draining the user's chakra, passively and rapidly collects nature energy from the surrounding than the user could normally do. In turn, it passively and constantly leeches the foreign chakra into the user's chakra while the user being used to natural energy and due to the nature of their DNA, won't be affected. The constant infusion of Nature chakra would constantly break the user from genjutsu safe for Mangekyou genjutsu. The skin layer does not offer any defensive ability and is only durable like the user's own skin. The skin layer does not disturb the user from doing any other things like he would normally.
- Twice per battle
- Two turns in between usage
- Last 3 turns


♪ Approved: Much better, nice job. Made a minor edit and removed the last note. ♪

( Sennika: Zōfuku II ) - Sage Transformation: Amplification II
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-5 per turn)
Damage: N/A
Description: A sister version of "Sage Amplification. The user would transform his body, coating his entire skin with a fresh layer of thin flesh. Like the user's normal DNA make up, the flesh is abundant in nature and constantly absorbs nature energy. The flesh while draining the user's chakra, passively and rapidly collects natural energy from the surrounding than the user could normally do. In turn, it passively and constantly increases the amount of chakra or/and strength put into Sage Transformation technique and the user's specialized techniques. This would increase the strength of the user's Sage Transform techniques and specialised techniques by +20 damage. The skin layer does not offer any defensive ability and is only durable like the user's own skin. The skin layer does not disturb the user from doing any other things like he would normally.
- Twice per battle
- Two turns in between usage
- Last for 3 turns

♪ Approved, same edits as above. ♪

( Sennika: Magen Minaiji Reisa ) - Sage Transformation: Demonic Influence
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: By making contact with a sentient creation of the user, the user would release and corrupt its entire body with Jugo's DNA cells. This would in turn transform the sentient creation into a grotesque version of its former self albeit strong. The grotesque creature would develop appendages and spikes around their body depending on the user's imagination, likewise having jet-like appendages which they are able to use once per turn. The appendages are similar to those of jet boosted and would augment their physical attacks increasing their damage by +40. Their durability also is increase with +20 defensive damage. However, this can only be used on tangible techniques and won't work of creations that are made of energy.
The corruption last for four turns. If the creation has less than four turns left, the corruption would serve as a live for it, extending its duration until the corruption ends. Likewise, if a creation has more than four turn duration, the corruption would compel the creation to end with it.
- Can be used on three separate creations per battle.
- No above S-rank Sage Transformation technique the same turn this is used.

♪ Declined: It's not possible to imbue your 'flesh' and the attributes of it onto another medium like this. ♪
 
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[Kōyō no Yubiwa] - Ring of Lucii
Type: Weapon
Rank: S rank
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Ring of Lucii is an artifact passed down for dozens of generations to a royal family of Kings. The ring gains its power overtime by absorbing the wearer's remaining life force, chakra and soul when they die, accumulating more power for the next inheritor of the ring, repeating the cycle. With the power that it harvested, the ring 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.

Other than vitality, various equipment and weapons of previous bearers were also sealed within, and can be conjured at will by the current bearer of the ring. Using this ability, the user is able to draw basic weapons and "Royal Arms"; consisting of various types of weapons such as swords, spears, fans, shields etc thats appear within arms length of the user, having crystalline glass appearance. Apart from basic weapons(kunai, shuriken etc), drawing a Royal Arm counts as a move, unless the user is performing a technique that requires a weapon. For example, when using a kenjutsu move, the user is able to draw a sword and perform the kenjutsu tech together, both actions counting as one move. Simply drawing a Royal Arm without a technique associated with it will count as it's own move, requires 10 chakra points regardless of the method used. Only 2 Royal Arms can be active at the same time, and while they have enough durability to be considered indestructible, they possess no extra abilities.

Lastly, the ring is perform "Blink", transforming the user into a pure form of raw chakra, much like how elemental techniques turn one into water/earth etc. In this state the user's appearance looks like a spectral form of themselves made of chakra, intangible to all forms of physical interactions. They can move twice as fast as their base speed and unbound by gravity as they have no physical form. However, energy based attacks can knock them out of this form and they cannot attack or perform further techniques while active. This is only good for a short "burst" or dash of movement up to mid range and at best can only last around 2-3 seconds. This is usable 4 times per battle, costing 30 chakra points.
~ The user can start with a default weapon conjured if stated in the bio or in the beginning of the battle.
Blink -
Ring -

♪ Declined: Honestly, a flat +20 passive boost like that is kind of overdone, especially if it's just to a generic field. I'd allow a boost for a CE or HA that hasn't been done yet/a lot, but this is a bit ridiculous lol. This weapon seems like an amalgamation of exting abilities, just kind of haphazardly mixed together. Blink is similar to Apparation, though the weapon creation ability is fine in a CW and actually pretty unique. ♪

Karasu no Satsujin Tengu Arts: Hidden Murder
Type: Attack/Supplementary
Rank: C Rank
Range: Short-Long
Chakra: 15
Damage: N/A
Description: A summoning ninjutsu for crow contract signers or summons. The user summons a large flock of normal sized black crows that comes out from their sleeves or garments that crowds around the user, just like Murder of Crow technique but with an added twist. As the crows are summoned, they block the line of sight while the user inside the flock, transforms into a crow and bends among the flock for concealment or evasion. Simultaneously, one of the crows transforms into a copy of the user, and acts as a decoy of sorts taking the place of the actual user, effectively doing a switch. This copy can't attack or perform techniques but it can still move or talk etc. Because the flock of birds obscures the opponent's vision, it makes it hard if not impossible to notice the switch with the naked eye and its performed very quickly. The user can then hide amongst the flock while they fly towards the opponent to attack or wherever they need go. In order to attack or perform an technique, the user must revert back to their own form which would give away their position.

♪ Approved ♪

Karasu no Batsu Tengu Arts: Punishment
Type: Attack/Supplementary
Rank: S Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform 2 handseals and clap their hands, summoning a Karasu Tengu stone statue in their short range vicinity. The Karasu Tengu is a legendary crow that is a humanoid body but with a crows head and bird like features with black wings. The statue is about 5 times larger than a human being, and is quite sturdy, enough to withstand one S-rank attack before breaking. The real effect however comes when the statue breaks, as when it cracks open it releases a massive amount of crows and a black mist that immediately fills the surrounding area. Opponents in within mid range of the broken statue would then be trapped in an illusion, where they see themselves completely surrounded by pitch black mist. From the shadows, they will be grabbed by the monster Karasu Tengu that is identical to the statue but this will feel and look like a real one brought to life. The opponent will be physically immobilized from this, while the Tengu tears them with its talons and eats them alive. In reality, the victim would be paralyzed while being pecked and eaten alive by the swarm of crows that was release from the statue. The black mist that was released would simply fade away in the following turn. Opponents will need to see the statue breaking in order the genjutsu to take effect.
~ The user can cause the statue to break by performing one other handseal.
~ Useable twice per battle.
~ 2 turn cooldown.

♪ Pending: Leaving for Reborn ♪
 
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(Fuuinjutsu: Tsu~Aiyuru)-Sealing Technique: Tsaheylu
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Tsaheylu is a unique fuuinjutsu technique used in conjunction with the summoning technique which allows the user and summoned creature to work better together when the user is in direction contact with their summon. While performing the summoning technique, they imbue extra chakra into the jutsu and alter the summoning formula slightly, such that the summoned creature will appear with the kanji for "Bond" somewhere on its body. Similarly, this kanji will appear on the user's body as well. This seal functions to bond the user's chakra system and mind with the summon's whenever they are in direct contact, offering several distinct advantages which allow the user and their summon to fight as a seamless unit. The first advantage offered is that the user and summoning will be able to communicate perfectly with each other through their mental link: not only can they communicate without a need for words, but anything the user is aware of, the summon will be aware of, and vice versa. The linked chakra system also offers two unique abilities, the first of which being that the user will be able to treat the summon's body as an extension of their own for the performance of their jutsu. For example, if a technique allows one to shoot a fireball from their mouth, the user could instead fire it from their summoning's mouth. The second ability allowed by the seal allows for the summoning to instead lend their assistance to the user by utilizing their chakra to aid in the sustenance of a jutsu: the user and the summoning will effectively perform the jutsu in question together as a team, allowing any mid-range jutsu to instead reach up to long-range instead. This is only possible as a result of the linked chakra system, allowing for the summoning to aid in the process by supplying extra chakra and aiding in chakra manipulation, a process made possible by the perfect mental connection. Both abilities reliant on the linked chakra systems will merely cost 10 extra chakra per jutsu, expended by the summoning in both cases.

This connection does come with heavy restrictions and vulnerabilities, however. As a result of their linked minds, any pain or sensation either the user or summon experiences will be felt by their counterpart as well. As a result of their linked chakra systems, any genjutsu which affects either the user or their summon will also be applied to their counterpart, though this also means that if one of them breaks the genjutsu, the other will break it as well. Furthermore, the user can only take advantage of one ability lent by their linked chakra systems per turn, and only once per turn. All of these abilities require the user to stay in physical contact with the summoning, meaning they can easily be disabled by separating the user and the summon. Naturally, this technique's duration is limited to the amount of time a summon is able to remain on the field. In the case of summonings that remain on the field indefinitely without any sort of restriction, ie ninjutsu specialty summonings and generic summonings, this will last a maximum of five turns. Only usable once per battle, and after the summoning expires the user will be unable to summon any other familiar for three turns.

□ Declined. There are some areas like @bold, where it's not very clear. Does this count as a move, or because of this technique, it does not? What if I use this for say Water, but my summon can only use Fire? The extended range, does that apply to every single technique you and the summon do together? Are the summons still constrained by their elements, or could you use miscellaneous abilities like Fuuinjutsu through this, for example. □
 
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Kangae raremasen (Unthinkable)
Type: Weapon
Rank:S
Range:Short
Chakra:N/A
Damage:N/A
Description: Unthinkable is a full silver colored suit of armor. created by a genius shinobi. Sometimes it features small different cosmetic changes in different battles, such as the occasional bezel or regalia on the user's shoulders or elbows, but no matter what, it is always a full body silver suit made of chakra metal. Unthinkable was designed to be the users ultimate weapon, his only weapon that he'll ever need, his sword and shield. It is specialized to be utilized in Fuuinjutsu, and as such is sealed to the users body by an unbreakable seal (unless undone by the user) on the inside of the suit. Not only that, but it is also sealed with another seal of such magnitude that so intricately ties the suit to the users body and chakra system that it may as well be the users skin. Due to this seal, the user may create jutsu directly from the suit, just as if it came from the users actual body. The real beauty of the suit comes in the utilization of Fuuinjutsu techniques, however. Any seal that must be applied to the users body, can instead be applied to the suit due to it being so close to the users skin. Finally, the user may keep different types of Sealing tags within the suit that can be pushed out through the hands and feet of the suit to tag whatever he may need. At times, when the user is utilizing fuuinjutsu through the suit, it has been known to glow a dull red all over it with ancient symbols. The creator of this suit really meant it when they wanted it to be the users only weapon. Every single inch of Unthinkable is extremely sharp, as the chakra metal it was created with is microscopically serrated in order to achieve this goal, and as such it is essentially one giant blade. As such, every technique that can be used with a bladed weapon (except "Shuriken Shadow Clone Jutsu") can be used to enhance Unthinkable. The creator also made the limbs of Unthinkable extremely sharp, like a sword. Therefore the user can use any Kenjutsu technique through the limbs of Unthinkable. Unthinkable only offers protection against basic C rank techniques but only D rank Lightning due to its metallic nature. Due to the seal that basically makes the suit the user's skin, it won't come off unless the user wills it in any circumstances. However, beyond C rank damage, the user will be hurt by any attacks that hit Unthinkable just as he would as if he were wearing nothing. Unthinkable is almost just like the user's skin due to it's tight bond with the user. As such, it does not hinder his movement at all.
(Senrei) | Baptism
Type: Weapon
Rank:S
Range:Short
Chakra:N/A
Damage:N/A
Description: Unthinkable is a full silver colored suit of armor. created by a genius shinobi. Sometimes it features small different cosmetic changes in different battles, such as the occasional bezel or regalia on the user's shoulders or elbows, but no matter what, it is always a full body silver suit made of chakra metal. Unthinkable was designed to be the users ultimate weapon, his only weapon that he'll ever need, his sword and shield. It is specialized to be utilized in Fuuinjutsu, and as such is sealed to the users body by an unbreakable seal (unless undone by the user) on the inside of the suit. Not only that, but it is also sealed with another seal of such magnitude that so intricately ties the suit to the users body and chakra system that it may as well be the users skin. Due to this seal, the user may create jutsu directly from the suit, just as if it came from the users actual body. The real beauty of the suit comes in the utilization of Fuuinjutsu techniques, however. Any seal that must be applied to the users body, can instead be applied to the suit due to it being so close to the users skin. Finally, the user may keep different types of Sealing tags within the suit that can be pushed out through the hands and feet of the suit to tag whatever he may need. At times, when the user is utilizing fuuinjutsu through the suit, it has been known to glow a dull red all over it with ancient symbols. The creator of this suit really meant it when they wanted it to be the users only weapon. Every single inch of Unthinkable is extremely sharp, as the chakra metal it was created with is microscopically serrated in order to achieve this goal, and as such it is essentially one giant blade. As such, every technique that can be used with a bladed weapon (except "Shuriken Shadow Clone Jutsu") can be used to enhance Unthinkable. The creator also made the limbs of Unthinkable extremely sharp, like a sword. Therefore the user can use any Kenjutsu technique through the limbs of Unthinkable. Due to the nature of the way this suit is bonded with the user, basically making this suit the user's skin, it helps to give them a "tougher shell",
making it so that he is more resistant to damage. This translates to the user taking 10 less damage from any damaging force that acts upon him. By the same effect
, it won't come off unless the user wills it in any circumstances. Unthinkable is almost just like the user's skin due to it's tight bond with the user. As such, it does not hinder his movement at all.

Having unlocked the power of nature in attaining Imperfect Sage Mode, Doom's very body changes and toughens due to the natural energy flowing within his body. As such, with Unthinkable becoming one with the users new skin, it too naturally becomes imbued with Nature Energy, which naturally adds resistance to it. As such, when in Imperfect Sage Mode, an unholy mixture of science and magic occurs, boosting the defensive capabilities of Unthinkable (and thus Doom) to take 20 less damage from any damaging force that acts upon him. Aesthetically, the suit surges with natural energy as well as Doom's chakra, creating a sort of green aura that flashes and moves about him, while also causing the suit to become slightly bulkier. This is merely cosmetic

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In Perfect Sage Mode, Doom's connection with the natural energy that flows throughout the earth becomes complete, and he achieves the power of a true sage. The true effect that becoming a true sage garners is the fact that Doom's skin gains an even greater resistance, making it so that he takes 25 less damage from any damaging force that acts upon him due to the natural energy flowing through both Unthinkable and himself. By passively spending an extra 5 chakra the turn Perfect Sage Mode is activated, Doom can use a sort of transformation alongside the activation that uses the power of Sage Mode alongside the Transformation Technique to change his suit into a more silver and metallic one, covered by a white robe with gold gilding. In addition to this, Doom can return to his true form, removing his mask and showing a fully healed face. This is also merely a cosmetic effect
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Note: These effects only last as long as Doom is in the forms they apply to.
Note: In exchange for these new effects, the user losses access to the old damage resistances of Sage Mode completely (being immune to C ranks and etc), technique, and instead shaving damage away.

□ Declined. I like this, but you just need define what kind of damage you can tank with this, is it elemental? Is it Nin? What about boosts? How does your "resistance" play, or factor into this, does it just tank the 25 from the boost, for example, or from the technique? Also, you still mention Unthinkable sometimes, while you changed the name.□


(Senpo/Hebijutsu: Tani no hebi) Sage Arts/Snake Ninjutsu: Snakes of The Valley
Type: Supplementary
Rank: D-S
Range: Short
Chakra: 10-40/(+15)
Damage: 20-80
Description: With the power of Sage Mode, the user has an intricate connection to the natural energy that circulates throughout the world and places that contain a large amount of this natural energy in the same place. Of course this includes Ryuuchi Cave, where the user must become bitten by the snake sage to be granted this gift. In this cave where Senjutsu naturally flows and seeps into the enviroment and it's inhabitants, the user finds a new power. When in Sage Mode, the user gains access to summoning the snakes that reside in Ryuuchi Cave due to his newfound connection with them as well as their shared connection in nature energy. These snakes have had senjutsu naturally imbue their scales and anatomy, and are able to handle Natural Energy as they live among the Snake Sage, his sons and daughters. Due to this, the snakes have a natural resistance, being able to passively resist up to 20 more damage and being +1 rank more effective than their normal counterparts. This is due to the senjutsu within these snakes building them up and strengthening them from so much exposure to the energy, and is passive due to the fact that this is something that naturally happens to them as they grow. These snakes also tend to be older, larger, and whiter than normal snakes.

The user may use these snakes and the whole of their anatomy in place of the normal snakes that a snake arts jutsu would normally use, paying 15 extra chakra per turn that said jutsu is being used/these snakes are on the field. Alternatively, the user may summon generic snakes of this nature from D-S rank, paying an extra 15 chakra per turn these snakes are used. When used this way, the snakes summoned may reach up to the same size as the Giant Snake Technique. Summoning generic snakes counts as a move, but replacing snakes/snake anatomy is passive. Either way the extra chakra cost must be paid out of the Sage Chakra Pool.

Note: The user must be in Snake Sage Mode to use these snakes

□ Declined. This doesn't need to be a whole subset of snakes. □
 
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Ukaku Fukurō - SSS | Shining Owl SSS
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: 30 (Activation) 10 (Per Turn)
Damage: N/A
Description: SSS is a weapon found by the Wrought Iron Warrior which quickly became his first weapon of choice. That is due to the special effect that this very weapon had. Tales say that it was so hard to master and place it under control, that, its power held the very strength to kill even the strongest and most dangerous monsters. Earning itself a rating. That of the triple S, or its name, SSS how Archer refers to it. SSS is a parasitic organism which works based on the chakra signature of its user and only its user. Other instances of individuals trying to tame the weapon, led upon their death, or if they were lucky enough, a lesson they shall never forget. The weapon has the general shape of a curved, sharp blade. Insanely hard, sharp and powerful. Around it, it has grown segments of itself, which attach to the back of the blade and at first, seems like decorational carvings of eyes and mouths. It is this subtle fact, which made everyone control the weapon appear to think they are into a nightmare. Upon activation, these appearing carvings, come to life. The entire back of the blade is composed of small pieces of the very same organism. All occupying one mouth with teeth and a tongue, and no general shape. They seem like glop like creatures, which come from other planets. There is a total of 5 parts of the same organisms in the blade, which once they activate, have a specific set of abilities. The blade itself is composed of hardened material of these organisms, and has a total hardness of S-Rank. The organism has sensory abilities, being attracted to chakra and movements. It can as well differentiate different kinds of types of chakra, between each of the users. These parts, usually remain tightened to the blade, but they can at will, harden and be thrown like projectiles. In distance from the blade, they become rather self conscious, and their general goal is to annihilate everything but the user, making no difference between friend or foe. They can at will, attach to things, and even harden themselves, moving and throwing themselves towards the said target, all with the intention of causing the most harm, but this is not where their only strength lies. All these organisms, are capable of using the basic 5 elements, in a very simple and generic fashion, however, this becomes insanely useful in battle. The same elemental nature can only be used by one piece of the organism. 2 of them can't use the same elemental. And a total of 3 can be used at once. You cannot have all 5 pieces rely on different nature's. What they are capable of doing is rather definite. They can rely on the nature of earth release, to move through the ground in quick fashions, similar to Hiding like a Mole. They can release very powerful flame based explosions, releasing the flames from their body all around them up to mind range, or fire from their mouth, directed fire streams or blasts. They can use wind based attacks which compose of sharp slashes of wind, or powerful gusts. They can use lightning based attacks which shock or paralyze the character. And also syrup like water and mist, which can absorb chakra in prolonged contact. This is what happens only when the organisms are detached. If connected to the blade, all this effects are either in form of elemental releases of blasts, or shrouding of the weapon.


Remote Activation


This is the final ability which is covered by the blade, which will have the weapon disconnect at the hilt, and filled with a total of 20 chakra points. At this point, the organisms, can control the sword blade at full will, which will use any medium to travel towards the enemy doing about striking, piercing, or slashing damage. This is also in a sense a locked weapon, as it will follow the movements of the enemies, until 30 m away from the user, and then instantly come back to the user using the ground or air as a medium.​


All organisms confined to the blade is the most solid and powerful form of the weapon. All organisms need a total of 10 chakra points each to activate. Their elemental attacks and properties take about 30 chakra each and are A rank in strength. These elemental abilities take a total of 10 chakra if not used in the very turn they placed the chakra to the weapon, for every future turn. Organisms can move rather fast and once hit by a strike up to A-Rank they will instantly return back to the blade and need a total of 2 turns to heal to be used again. Anything above A-Rank will kill it, and make it not usable for the rest of the battle. However, they are capable of dodging strikes by going into the ground, this however, needs to be commanded by the user holding this very sword. Only this dodging capability is remote, as any other chakra infusion is made from contact with the blade directly.


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Note: All elemental abilities of this weapon are up to A-Rank.
Note: Can only use up to 3 chakra natures at the same time.
Note: Needs a total of 10 chakra every turn elemental usage is confined
Note: Hardened segments of the organisms which can grow are about as hard as normal based weapons like Kunai and Swords
Note: Main weapon can be used at all times even as a normal sword, mind a lot harder.
Note: Can only be used by Starboy

Declined - i started going through it and the stuff i highlighted is more than enough reason to decline this by todays standards

Resubmitting

Ukaku Fukurō - SSS | Shining Owl SSS
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: 30 (Activation) 10 (Per Turn)
Damage: N/A
Description:SSS is a weapon found by the Wrought Iron Warrior which quickly became his first weapon of choice. That is due to the special effect that this very weapon had. Tales say that it was so hard to master and place it under control, that, its power held the very strength to kill even the strongest and most dangerous monsters. Earning itself a rating. That of the triple S, or its name, SSS how Archer refers to it. SSS is a parasitic organism which works based on the chakra signature of its user and only its user. Other instances of individuals trying to tame the weapon, led upon their death, or if they were lucky enough, a lesson they shall never forget. The weapon has the general shape of a curved, sharp blade. Insanely hard, sharp and powerful. Around it, it has grown segments of itself, which attach to the back of the blade and at first, seems like decorational carvings of eyes and mouths. It is this subtle fact, which made everyone control the weapon appear to think they are into a nightmare. Upon activation, these appearing carvings, come to life. The entire back of the blade is composed of small pieces of the very same organism. All occupying one mouth with teeth and a tongue, and no general shape. They seem like glop like creatures, which come from other planets. There is a total of 5 parts of the same organisms in the blade, which once they activate, have a specific set of abilities. The blade itself is composed of hardened material of these organisms, and has a total hardness of S-Rank. The organism has sensory abilities, being attracted to chakra and movements. It can as well differentiate different kinds of types of chakra, between each of the users. These parts, usually remain tightened to the blade, but they can at will, harden and be thrown like projectiles. In distance from the blade, they become rather self conscious, and their general goal is to annihilate everything but the user, making no difference between friend or foe. They can at will, attach to things, and even harden themselves, moving and throwing themselves towards the said target, all with the intention of causing the most harm, but this is not where their only strength lies. All these organisms, are capable of using the basic 5 elements, in a very simple and generic fashion, however, this becomes insanely useful in battle. The same elemental nature can only be used by one piece of the organism. 2 of them can't use the same elemental. And a total of 3 can be used at once. You cannot have all 5 pieces rely on different nature's. What they are capable of doing is rather definite. They can rely on the nature of earth release, to move through the ground in quick fashions, similar to Hiding like a Mole. They can release very powerful flame based explosions, releasing the flames from their body all around them up to mind range, or fire from their mouth, directed fire streams or blasts. They can use wind based attacks which compose of sharp slashes of wind, or powerful gusts. They can use lightning based attacks which shock or paralyze the character. And also syrup like water and mist, which can absorb chakra in prolonged contact. This is what happens only when the organisms are detached. If connected to the blade, all this effects are either in form of elemental releases of blasts, or shrouding of the weapon.


Remote Activation


This is the final ability which is covered by the blade, which will have the weapon disconnect at the hilt, and filled with a total of 20 chakra points. At this point, the organisms, can control the sword blade at full will, which will use any medium to travel towards the enemy doing about striking, piercing, or slashing damage. This is also in a sense a locked weapon, as it will follow the movements of the enemies, until 30 m away from the user, and then instantly come back to the user using the ground or air as a medium.​


All organisms confined to the blade is the most solid and powerful form of the weapon. All organisms need a total of 10 chakra points each to activate. Their elemental attacks and properties take about 30 chakra each and are A rank in strength. These elemental abilities take a total of 10 chakra if not used in the very turn they placed the chakra to the weapon, for every future turn. Organisms can move rather fast and once hit by a strike up to A-Rank they will instantly return back to the blade and need a total of 2 turns to heal to be used again. Anything above A-Rank will kill it, and make it not usable for the rest of the battle. However, they are capable of dodging strikes by going into the ground, this however, needs to be commanded by the user holding this very sword. Only this dodging capability is remote, as any other chakra infusion is made from contact with the blade directly.


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Note: All elemental abilities of this weapon are up to A-Rank.
Note: Can only use up to 3 chakra natures at the same time.
Note: Needs a total of 10 chakra every turn elemental usage is confined
Note: Hardened segments of the organisms which can grow are about as hard as normal based weapons like Kunai and Swords
Note: Main weapon can be used at all times even as a normal sword, mind a lot harder.
Note: Can only be used by Starboy

♪ Declined: Lmaoooo bro, you resubmitted this with no changes made that he asked for. Remove the highlighted/underlined portion entirely, you can add that into your bio if you want, but as of now it's superfluous information. Moreover, sentient weapons are now restricted to Yin/Yang users who can imbue sentience onto inanimate objects. Additionally, man you gotta make it so that you can only use one of these at a time, and specify that any action done by these organisms counts as a move. The dodgeing ability needs to be usable only by the earth natured organism. Channeling the elements through the sword would clash with a lot of things, so it'd be best to exclusively do it through the organisms (though, ofc you can't call them organisms in the resub without YY). Overall though, the weapon concept is unique. Also, generally try to shorten this. ♪
 
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Jᴀʏ

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(Kemuri: Fēdo to~u Burakku) - Smoke Release: Halos to Horns
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is one of the simple, most basic, and yet effective techniques of smoke release. Being more of an evasive part to the signature smoke body technique. After the user manipulates their smoke chakra to turn their whole body into a dark smoke, they will near instantly release it, causing their whole body to turn into smoke and disperse. The user will then quickly reform their body in what seem to be a cloud of smoke anywhere within mid range of his initial dispersing. The user will travel in smoke form to this location, however whilst in the cover of smoke it will appear as if they had disappeared and reappeared. The user can split up portions of their body as well, and have these portions come together in the position the user wishes to reform in. This technique was designed to cover the weakness of the smoke body by using the smoke body to gain distance. This technique is mostly used for a quick evasion in tight spots.

Note: One turn cool-down before reuse
Note: Can only be taught by Jᴀʏ
Note: While moving from position to position the user is in smoke form, and as such is under the same restrictions as while their Body of Smoke technique.
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♪ Approved: Just note that you're still visible, and that you move at your base speed in this form.♪

(Futon: Stranger Mukōhadan) - Wind Release: Sword of the Stranger
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will channel chakra into a weapon or object, encasing it chakra in order to analyze it's properties, and then immediately duplicating it, miming both it's shape and weight, the only difference being the object is not only completely composed of wind chakra, however the using is capable of levitating said object or weapon, similarly to the Levitating Blades Technique. Due to the nature of the wind chakra the weapon or object is invisible when immobile, similar to the Wind Blade Technique. The object itself however is visible when attacking, in that the opponent be capable of noticing the light refracting off said object or weapon. The user has complete control over said weapon, the user is capable of spinning it, rotating it etc. Furthermore, when attacking due to the nature of wind release the object will having cutting/shredding properties whilst still maintain some of it's original properties (shape and weight), so should the user duplicate a boulder the sheer weight will not only crush the opponent, but due to the wind release nature the opponent will be cut apart. The user can control the duplicated object or weapon, psychically or for aesthetic purposes move one's own sword/weapon in correspondence with their wind copy, in order to psyche their opponent out. The wind duplicate can be created anywhere on the field outside a five meter radius from the opponent. The wind copy can not only be used as a offensive measure but also as a defensive measure, by duplicating an object of the appropriate size or my manipulating the movement of a weapon (spinning a sword at high speeds so that it make cover a larger surface area) the user is capable of deflecting techniques of shredding them apart.


Note: Multiple objects can be duplicated at once however, the technique will split.
Note: The weapon/object lasts on the field until it's used.
Note: The user is capable of duplicating even their own person.
Note: Can only be taught by Jᴀʏ

♪ Declined: This is very similar to one of Zaph's wind CJs. ♪

(Futon: Burakku Susabādo) - Wind Release: Black Scabbard
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: After performing an attack whether elemental or something as simple as launching a kunai the user will perform an additonal hand-seal. The user will concentrate wind chakra onto said object or technique. The wind simply shroud the technique preventing elemental interactions that might negate the strength of said technique. The wind itself is harmless and doesn't create any additonal damage. It's purpose is to mute and negate any sound that the technique might make. Granted this technique does not account for the vibrations created by earth techniques or techniques that move through the earth. However, for techniques moving throughout the air such as a spear of water, or the throwing of a kunai. The wind is capable of counteracting all sound outside and inside the shroud, acting as a barrier.

Note: Can only be taught by Jᴀʏ
Note: Cannot be used for techniques created underground, or non-tangible techniques.

♪ Declined: This seems more like a sound technique, and the highlighted portion is contradictory to the second part of the technique. ♪
 
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Typhon

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(Suna no Jutsu: Hītoshinku) - Sand Technique: Heat Sink
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This technique is based on sand's ability to absorb and retain high levels of heat for long periods of time. When a heat-based element is used within short range of a source of sand, the user will focus chakra into the sand and have it rapidly absorb the heat from the technique. This can completely destroy a technique if it is a-rank or lower, or reduce the rank by two for higher ranked techniques. Absorbing high amounts of heat also causes the sand to rise in temperature as well, to the point that it becomes scalding to the touch. This gives the sand an added element of danger. Cosmetically, the occasional flame can be seen rising from the sand and distortions of the air around the sand can be seen. If the sand used is a technique, then the sand technique will gain one rank if s-rank and lower, or twenty points of damage if f-rank. If the sand used is a normal mass of sand (e.g. sand just hanging out on the ground), techniques formed from that source after using this technique will gain twenty points of damage.
-Can be used twice per battle.
-Two turn cool down between uses
-Sand retains the heat for up to three turns.

♪ Approved: Cool jutsu. ♪
 
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Xicer

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(Katon: Akaaka Dei) Fire Style: Sunny Day
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user concentrates their chakra into the sky to form a pseudo-sun, that greatly intensifies the temperature of the field around it. While this technique is active, forcing any human near to break out in intense sweat due to the effects of the flames above. The heat from the sphere will intensify the heat of fire techniques made within its range, giving a +10 boost to the damage from it. The heat would also cause water to instantly begin evaporating the moment it is brought into contact with heat, reducing any water source within range by 50% each turn this technique is active. Water jutsu are also effected by this technique, losing -10 damage due to the evaporation rate.

Note: Can only be used 3 times per battle/event
Note: Lasts 2 turns
Note: Effects are immediately ridden once the sun is extinguished by whatever means
Note: Can only be taught by Xicer

♪ Declined: Aight, this isn't a bad idea, but this seems more like a scorch technique (weakening water, even though Water is strong to fire). ♪

(Suiton: Ame Dansu) Water Style: Rain Dance
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user concentrates their chakra into the atmosphere around them, humidifying the air around themselves, and their opponents. The moisture is comprised of hydrophilic water molecules that attract and are attracted by other water molecules, specifically those from water sources such as jutsu and natural resources. This gives wster jutsu a +10 boost while active, due to the addition of water molecules to their overall volume. This also adds 50% of the total volume to water sources per turn, as well as weakens fire jutsu -10 damage points due to the humid environment that this jutsu creates.

Note: Can only be used 3 times per battle\ event
Note: Lasts 2 turns
Note: All effects are ridden once the atmosphere is returned to normal
Note: Can only be taught by Xicer

♪ Declined, DNR: Unfortunately, this is very very similar to a custom made by Axle called Water Molecules. ♪
 
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( Shianshin Prima no Jutsu ) | Mind body Primal Switch
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: (Depends on technique)
Damage: N/A
Description:
The Primal Switch technique is simple compared to other techniques in the Yamanaka clan seeing as it isn't aimed at taking over anything with a conscious; Though it is based off of the basic mind body switch technique (switching conscious into numerous pieces), and one of the most advanced techniques; Mind puppet switch cursed seal technique (putting conscious into an inanimate object). (If you don't take your 2nd grade run on sentence head ass...semi-colons aren't periods!) This allows a Yamanaka member to send part of their will (just like mind body switch possessing numerous bodies) (Thanks for the clarification, I wasn't sure if this Yamanaka technique involved will manipulation. Cut the unnecessary stuff pls.) into a technique of their choosing as it is created. This happens simultaneously to said technique's creation, thus allowing the Yamanaka to control the technique longer and more freely than usual. This will come at the cost of half of the applied techniques Chakra, so if used on an S rank, an additional 20 chakra is needed since it originally costs 40. Once transferring part of their conscious to the technique in question, all their Yamanaka techniques would lose 1 rank in strength, thus people will be able to break them as if the person was 1 rank higher. This technique can be applied to a wide array of techniques, though the technique has to be created directly from the user or a source the user is in direct contact with. Other than that, the use may only take control over 1 technique at a time and is able to maintain control for up to 10 turns maximum (typical turn limit targets with a conscious has to break mind body switch technique). Once control is broken, the user can't use this technique for half the duration he held the control for (i.e. 10 = 5 turns cool down, 8 = 4 turn cool down etc).

Declined
How about we wait until training is complete before we go submitting things? There's a whole lot of nope in here and I'd rather not see a re-submit until you know what you're doing first.
 
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(Ninjutsu: Rei Gurasu) Ninja Arts: Ghost Grass
Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10 (-5)
Damage: N/A
Description: Ghost Grass is a technique which allows the user to create a solid chakra manifested artificial glass. It’s colour is pale green, with a hint of yellow. The grass is initially created short range around the user, then spreads after a turn to mid range, then after another into long range. Additionally, the grass would continue to exist until fully destroyed, otherwise it would regenerate completely by the end of the turn of it’s insufficient destruction. The main use of this grass is to have the user’s chakra constantly displacing and moving throughout the grass. This constant movement would make attacks utilised within the grass undetectable to chakra sensors and dojutsu users. Naturally, the attacks are still detectable through the basic senses. The grass itself is merely 60 centimeters long, with half of it’s length being inside/beneath the terrain. As it spreads, the grass’s power increases, each turn, at D rank damage increase each turn. Additionally, twice per battle, the user can channel additional chakra into the technique allowing it to negate a technique and remain on the field, albeit weaker. In this case, the user can have the grass cover an initial range of mid range, however for it to spread into long range, it would need two turns. Lastly, despite the grass progressively increasing in power, especially in long battles, the opponent’s feet are exempt from receiving damage/being countered, however, if the opponent used a technique within the grass it would be stopped normally. Naturally, this means that full body armours of elemental nature or similar, would be countered if possible. Essentially, the strength of the grass progressively increases each turn, with each increase equaling D rank power. So a turn after it's usage, it could be a C rank, a turn after that it would a strong C rank(C + D), then a turn after it would be B rank, etc. The ability to channel additional chakra into the grass to negate techniques, essentially translates to when a C rank earth is used, an A rank is used(as B rank would simply negate eachother), which after interacting with the earth, would fall back down in strength based on elemental interactions. This ability can only reach S rank usage

□ Declined. DNR. □


(Kage: Hecate’s Houyou) Shadow Arts: Hecate’s Embrace
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (-5)
Damage: N/A
Description: Expanding the relationship a user has with his shadow, Hecate’s Embrace, allows the user to merge with his shadow techniques, but in a fusion-esque manner. This technique would join the user and the shadow technique(partially or fully, depending on sizes involved) into one entity. In order to achieve this, the user can either draw the shadow technique into himself, or have the shadow technique draw the user into it. The speed at which this occurs at is the speed of the technique or the user, depending on which is being drawn to the other. Upon merging, the user would gain the traits of the shadow technique, and would become capable of utilising shadow techniques from his body, while also utilising Nara clan techniques without a hand seal. The combined form would last three turns, Now, while merged, the user would have three new abilities, each dependant on the type of shadow technique he merged with. These abilities would all relate to adding an effect to suitable techniques(solids and liquids). When the user joins with a tangible solid Nara clan techniques would be infused with a layer of solid shadow which causes additional damage(+15).(Usable 3 times, costing +15 chakra to the applied technique.) When merging with intangible techniques, the techniques used further would be infused with a layer of shadow that paralyses anything that touches it, similar to the basic technique.(In case it hits the targets shadow, they would also be paralysed, similar to shadow imitation shuriken)(Costs +10 to technique used upon. Usable 3 times.) Finally when merging with a physical, yet malleable, shadow, the user becomes capable of changing the direction of the technique by moving it through the shadows infused. If the shadow technique has more than one quality, the user will have free will in choosing which aspect to infuse. The technique is usable 5 times per battle, with the first two infusion abilities granted occurring in the same timeframe. This is due to the user releasing the shadow from their body. This means that techniques that are spawned strictly past short range from the user can not be infused. The third ability is active and can only be performed with the target technique in short range. However, for each infusion, the user has one passive dodge, costing 20 chakra points. The reason for the dodge being passive is due to cases in which the infused technique does not immediately need to avoid a technique when infused. Any dodge past that is active and costs 15 chakra points. Dodges allow for Short - Mid range dodges which occur at the speed of initial merging.(So either speed of shadow, or speed of user). While maintaining the merger costs 5 chakra points, maintaining an infusion costs 10 chakra points per turn. User must wait 2 turns to reuse the technique when a merger ends/is stopped.

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



Dropping;

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

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

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

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

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

♪ Declined: Reactions are tripled just because you're concentrating? Remove that, double is just fine. Additionally, you should need to be touching the garb in order to have sensing be active, not have it within short range. Increasing the size is being capped at 40 chakra points, maximum. However, any offensive/defensive action done with the expanded cloth should require a move. You can be immune to killing intent, however a genjutsu resistance would be too much when considering the other abilities. The passive boost to Nara techs should be restricted to once per turn every other turn. Overall, there's a lot here, and most of these abilities have little to no relation to each other; there's no cohesiveness. ♪
(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: Dependant
Range: Dependant
Chakra: 10 per turn | Up to forty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

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

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

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

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

♪ Approved ♪

□ Pending. Leaving for Vex. □

Changed reaction to light to destruction of the technique.

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

✦ Pending, leaving for someone else though this seems like a Fuuinjutsu ✦

□ Declined. Without Fuuin, this much isn't possible. □

(Kage: Kurechin) - Shadow Arts: Cretin
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: 5
Damage: N/A
Description: Used for the purpose of story telling, Cretin allows the user to manipulate his shadow in all of its forms in order to convey a story to an audience. The story can range from a simple manipulation that covers a few centimeters to a grand, up to scale, extravagant showing. The user's imagination is the only limit. The technique can last indefinitely due to it being inherently harmless and easy to use, though use prevents any other jutsu from being used. It costs 5 chakra points per turn to sustain.

✦ Approved ✦

(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through a two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single target, the water/shadow combo sucks 25 chakra points per turn. With every 50 chakra points taken, the duration of the shadow technique increases by one turn. The user and those tied to him by a blood contract, are capable of ignoring the draining/sticky effects of the water. Alternatively, the chakra taken can be used to release a viscous sticky mist that casts a shadow on the entire field. The mist reduces visibility past mid range, but clings onto the clothes/bodies of those present in it, reducing their speed by two levels each turn. The mist costs 20 chakra points to activate/spread, and costs 10 chakra points to sustain. The chakra must come from that absorbed by the water. Furthermore, the mist can also be stopped/countered upon the destruction of the shadow. However, it's effects on speed progressively disappear at a rate of regaining 3 levels per turn after it's dispersal. The technique can be performed in the same timeframe of a physical shadow technique, and can be used five times per battle. Being tied to a shadow means that it lasts as long as said technique.

✦ Declined, main or alternate use only, your choice. Also don't see why others besides the user are immune; clones logically would be as well and an overall chakra drain limit is needed, not per opponent✦

(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type:
Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through a two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 75 chakra points. With every 50 chakra points taken, the duration of the shadow technique increases by one turn. The user is capable of ignoring the draining/sticky effects of the water. The technique can be performed in the same timeframe of a physical shadow technique, and can be used five times per battle. Being tied to a shadow means that it lasts as long as said technique. If the shadow hits multiple targets at the same time the chakra draining is split between them.

□ Declined. I'm down with it taking around 40 chakra for it being a B rank technique, and every 80 it can increase the technique with a single turn. It needs a usage limit, go with 3 times. □

(Suiton/Kage: Zoo II) - Water Release/Shadow Arts: Abhorrence II
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through a two hand seals, the user would imbue any physical shadow technique with water, mainly to counter speedsters and fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 75 chakra points. With every 50 chakra points taken, a viscous sticky mist that casts a shadow on the entire field is released. The mist reduces visibility past mid range, but clings onto the clothes/bodies of those present in it(barring user), reducing their speed by two levels each turn. The mist costs 40 chakra points to activate/spread, and costs 15 chakra points to sustain. The chakra must come from that absorbed by the water. Furthermore, the mist can also be stopped/countered upon the destruction of the shadow. However, it's effects on speed progressively disappear at a rate of regaining 3 levels per turn after it's dispersal. The technique can be performed in the same timeframe of a physical shadow technique, and can be used five times per battle. Being tied to a shadow means that it lasts as long as said technique. If the shadow hits multiple targets at the same time the chakra draining is split between them.

□ This can't have the effect of the former technique, plus the mist. Only the mist needs to be a technique, and then I'll actually check that as a technique. □
 
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Alternative

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(Yamanaka no Hijutsu: Yokusei) — Yamanaka Secret Technique: Suppression
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: An advanced usage of the Yamanaka clan's signature Mind Body Transfer, which separates the conciousness into parts in order to mess with the opponent. The user will perform a hand seal specific to this technique, and send only a small part of their conciousness into the target's mind. In doing so, they are capable of blocking off knowledge of certain knowledge. This can be anything the user is aware of, such as memories of their acquaintances, missions, or even entire subsets of jutsu. Although to block off part of the target's memories, the user must have intricate knowledge of what they wish to block from that person. The target will feel as if they have absolutely no knowledge of whatever it is the user has decided to block, and anything else that may be encompassed by association. For example, the user could suppress knowledge of Water Release, and they will not be able to use any techniques of that subset (including KG/CE). Like the parent technique, this has its own problems which the user must suffer with. Because this doesn't completely control the mind but instead suppresses part of it, the target still has full control of their own body. Likewise with the parent technique, because the user must split their own conciousness into making this technique successful, the user will also be blocked from having said knowledge. Unlike the parent technique however, the intial impact of this technique can curve in weird directions to hit an obscure target, similarly to the Mind Clone Transfer technique.
Note: Technique lasts two turns
Note: Can only be used three times per battle, with two turns cooldown after technique ends

□ Pending. Leaving for Reborn. □
 
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Venom

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

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

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

[Fuuinjutsu: Kyūkyoku] - Sealing: Ultimate
Type: Defense/Supplementary
Rank: C-A
Range: Short - Long
Chakra Cost: 15-30
Damage Points: N/A
Description: The user will perform an additional hand seal after performing a technique of their choice (only if the first technique required hand seals) to create a barrier within the same time frame as the original. The purpose of this barrier is simple, to aid techniques against various elements, KG, and CEs. Essentially, jutsus created from the body or away will be laced with a Kanji upon creation, this Kanji releases a barrier to cover/coat the said technique as it travels or accomplish it's purpose. Specifically, the chakra drawn out will match the chakra needed for the rank of the technique it's aiding. So if the user releases an A rank technique, 30 chakra will be release. Hence, the multi-rank allows the seal to extract just the amount needed. The barrier plays on equal terms with elemental techniques when it comes to clashing.

Notes:
Can only be taught by Venom.
After clash with the barrier, it evaporates and is no longer in use.
Can only be used four times, and only once per turn.
Ultimate is capable of working with an S rank technique, but the max strength of the barrier using this technique alone may only reach A rank level.
No other fuuin techniques of S rank and above while this technique is being used.

♪ Declined: This is essentially a passive boost of one rank to all offensive techniques...that just encompasses way too many things lol. ♪

(Fuuinjutsu/Ninjutsu: ) - Sealing/Ninja Arts: New Life
Type: Defensive | Supplementary
Rank: A rank
Range: Self
Chakra: 30 (-10 per turn)
Damage: N/A
Description: After releasing linear stream/projectile like techniques, just to have opponents evade it Venom created a special Fuuin-ninjutsu to get rid of such weakness in his offense. New Life is a special Fuuin-ninjutsu where the user simply pays 30 chakra to have his previously release technique continue on as normal with a new path. Streaming techniques such as (Suiton: Suidanha) Water Release: Severing Wave which can easily be evaded by moving out it's path can now be reused the next turn with it's same damage output and properties as when it was first used. Previously to keep active the user would need to focus soley on releasing the water from his mouth, restricting him from doinf anythinf else chakra wise. Now with New life; think of it as the user simply resusing the technique once more, only because it's already in play. Upon using this technique, a small barrier will be created in front of the user in the path of where he is spewing the water. The barrier will continue to stream the water chakra for the Severing Wave to continue and for the user to redirect it if neccessary through mental commands or hand getures. Think of it as a clone now using the technique while the user freeing himself from streaming techniques. Only works on streaming techniques & projectiles of up to base S rank. Passive in nature and only counts towards the user's move per limit in the next turn since that is when it truly activates and becomes useful.

Notes:
Barrier is of B rank, hence only working on techniques two ranks above (S rank).
May only be used once every two turns.
Lasts 2 turns.
No S rank or above fuuin the same turn this is used or the next.

♪ Declined: This isn't how Fuuin Barriers work; you can't use them to maintain streamed techniques. Secondly, having a streamed S rank attack on the field which can't be avoided ever present on the turn for the duration of two turns is OPed. Especially considering that this barrier is done passively. Sorry, but it's a DNR. ♪
 
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Baba Yaga

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(Genjutsu: Piasuhōru) - Illusionary Arts: Piercing Hollows
Type: Offensive/Supplementary
Rank: B
Range: Long
Chakra: 20
Damage: 40
Description: The user takes out his sword and holds it pointing downwards momentarily before dropping it. When the sword is dropped, a genjutsu is effected where the opponent sees the sword stick into the ground(or water or whatever terrain) and fully submerge in it. A couple of seconds later, the sword emerges from the ground piercing through his foot. The opponent takes mental damage and cannot move from the spot due to the illusion.
Useable 3x.

♪ Approved ♪
 
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Detective L

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New Cycle: 27/10/2017 - 03/11/2017

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.
 
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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: 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 and can be done in the same time frame as a summoning technique as long as direct contact is being made between the summoner and the summon. 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 long enough to augment a poison technique. 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 augmenting a single poison technique per creature absorbed. These glands last until the user uses a poison technique, and after this the glands breakdown returning to the body. Absorbing two creatures allows for the augmentation of two poison techniques, after the glands vanish from the body.

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



Updating:

(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? ♪
(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 ) ( +10 to sustain )
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. If the user is skilled enough to understand their own tenkestu structure they can surround their specific tenketsu or their flow of chakra in general in a similar protective layer allowing for an innate defense against techniques that attack that specific system for example Jyuuken. 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. By spending an additional 10 chakra per turn the user can passively hold the alterations for multiple turns like other Sage Transformation techniques but if they fall unconscious or stop supplying additional chakra the organ or organ system returns to normal. This does not cost a move or a use of the technique but obviously costs chakra as mentioned.
Additionally the user can increase the amount of subcutaneous tissue, cartilage and bone in a specific part of their body. This doesn't need to be an area adjacent to an organ or organ system being anywhere throughout the body. By doing this the user can create a sort of pocket or growth of dense flesh and bone that takes damage for the user absorbing it into itself and breaking down. This is just like the ability to surround an organ and has all the same defensive abilities but is done elsewhere in the body as a defensive ability. For example if the user is about to be or is being struck in the chest, gut or shoulder in a place where an organ isn't they can pool a fair amount of this additional subcutaneous tissue and bone there to take the hit instead of their natural anatomy. They can reinforce their bones allowing them to stand through damage that would break regular bone and can create these mounds of flesh that can take on slashing and cutting damage much better than the users natural anatomy. In unison to this damage being taken the user can use the decomposing tissue to heal their other bodily structures just like the organ augmentation ability.
Note: Can be used two times per battle
Note: Unusable on the user's brain.

□ Declined. Keep the original, works better that way. □

New:

(Dokuton/Senninka: Haiki Gasu) - Poison Ninjutsu/Sage Transformation: Exhaust Fumes
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 ( upon first reference for vent techniques or any injection )
Damage: ( +40 to vent based Sage Transformation techniques )
Description: At it's most basic form a passive jutsu where the user molds minuscule almost immeasurable amounts of poison chakra alongside their transformations allowing the jets, vents and exhausts that they expel natural energy and chakra from to expel poison gas as well alongside these other substances. The poison gas is naturally more pressurized than when using regular chakra and Natural Energy to augment bodily motions thus it hits harder, is more solid and has force behind it unlike the normally ethereal energy released from vents. This needs to be posted as a reference but can just naturally happen alongside the users transformations allowing the normally harmless exhausts to become somewhat deadly in nature. This poison gas is ethereal in nature and doesn't clash with most jutsu acting like air but can be blown away with similarly ranked wind release. This is a constant process that happens all throughout a fight augmenting any vent based Sage Transformation technique with a poison the user can create, like Med Toxin or their own custom poison.
Each time a technique where chakra is expelled from a vent is used it creates a Short - Mid range mist of ethereal poison that can be seen through. This technique requires the user to have medical knowledge, know Poison Release and Sage Transformation obviously though making it only usable by a select few.
An active application of this technique is the ability to create needle-like protuberances from the body like hypodermic needles with the ability to inject poison directly into the bloodstream of the opponent through taijutsu usage or Sage Transformation techniques allowing for a better application of both poison and Sage Transformation. This active ability can be used five times per battle and counts as a move whereas simply releasing poison gas from the exhausts does not. It can be used alongside another poison release technique in the same timeframe to create and use a specific poison through the use of that specific poison release technique. The poison gas released from the vents or any liquid poison created and injected into the opponent is densely laced with large amounts of Natural Energy meaning if breathed in or injected it has the potential to partially turn people to stone reducing their base speed by three ninja ranks causing severe pain and cell necrosis on turn one with the ability to turn entire limbs to stone if uncured for two turns. Upon the first turn immediately after being poisoned the poisoned individual begins to turn to stone at the point of contact if the poison was breathed in the linings of their mouth, their nose and their throat as well as the red blood cells in these areas are exposed to the natural energy first which turns these areas to stone. Portions of the red blood cells turn to small stone dust-like particles that travel throughout the body through the veins causing microscopic tears to the blood vessels causing blood to spill from the eyes, ears, nose, mouth and any open wound. These act like arterial plaque and create minor clots causing damage to the veins and blood vessels as well as the heart muscle itself as it is forced through the body.
After two turns the limbs turn to stone and due to this these portions of the body are brittle and fragile with the stone portions breaking and cracking merely through movement causing additional pain as the nerves are still connected to these stone areas causing twenty damage per turn until cured and healed. Eventually entire organs and large swathes of muscle and bone tissue will be turned to stone if uncured for four turns causing excruciating pain eventually ending in death similar to naturally being turned to stone through failed Sage Mode training this happens on the fifth turn giving the poisoned individual a fair amount of time to cure the poison. This works against even Sage Mode users because this Natural Energy is bound to the poison untouchable by the person effected by the poison meaning this cannot be naturally balanced with their own chakra no matter how hard the effected person tries, struggles or meditates. The only people this effect does not work on are Sage Transformation users as they cannot be turned to stone through natural energy usage. This natural energy never enters the chakra flow of the opponent directly and acts upon the cells of the body without discrimination on flesh, bone and blood cells. It can be cured or nullified in the same way the base poison can be and if the stone portions are removed the stone will stop spreading but this is a painful process as it requires the removal of flesh, bone, blood, and skin that is connected to the stone portions.
Note: Active ability can be used five times per battle
 
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Vroqrak

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Dark Release: Miniature Conversion | Meiton: Minichua henkan
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra Cost: (Same as targeted jutsu)
Damage Points: N/A
Description: While dark release jutsu's doesn't possess the same level of tangibity as compared to other elements, Unruly's Apprentice allows the user to shape other dark jutsus uniquely. As it augments other dark jutsus, it's activated in the same timeframe slot as the jutsu it's applied to. To explain what it does, Unruly Apprentice acts on "Release" type dark jutsus to manipulate the otherwise uncontrollable blasts into condensed sentient spiders. The spiders are fairly average in size, about the size of a fist, and don't have complex motor abilites. Simply put, they crawl around the body of an opponent(s) with each spider exploding into blasts of dark chakra upon user's will. The rank of the jutsu used directly influcenes the strength of the dark blasts. One spider will result in a single explosion of said rank and the number of spiders produced reduce the strength of the blasts per rank.
Note: Only usable every alternate turn.

□ Declined. This is alright, but I need a set amount of times this can be used, only up to Mid range can it be applied, and also limited to a certain rank that it can be applied to (since it's just B rank, you can always update it later to encompass higher ranks). □

Dark Release: Thunderbolt | Meiton: Rakurai
Type: Defensive
Rank: B-Rank
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: Utilizing previously absorbed techniques, the user extends either of his hands forward to release a barrier of dark chakra in an instant that protects the user from incoming attacks. This technique emphasizes on the speed of its execution and creates a characteristic loud bang due to the blast of dark chakra. If the opponent happens to appear in short range during the execution of this technique, they will only be stunned and won't receive the 40 damage. The strength and weaknesses all follow the standard guidelines.
Note: Can only be used three times.

□ Declined. Similar to existing techniques. □

(Ration: Hakko Deidorimu)-Lightning Release: Luminescent Daydream
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Luminescent Daydream is a simple technique used to add a distracting component to another lightning jutsu performed by a friendly combatant. In a manner similar to the Lighting Illusion Flash of Light Pillar technique, the user will simultaneously imbue a lightning jutsu with extra chakra as it is performed, causing it to emit a large amount of white light upon release. This can also be paired with jutsu from advanced elements which contain lightning, as the effect is merely reliant on being able to mold lightning chakra at the same time as the other jutsu, not on any particular properties of the targeted jutsu itself. When compared to its parent technique, however, Luminescent Daydream is quite limited. While it's parent technique encourages pairing with a genjutsu, the light emitted by this jutsu cannot be used to mask a genjutsu. Furthermore, whereas the parent technique releases light omnidirectionally, Luminescent Daydream will only release it in a direction matching that which the jutsu is paired with. For example, applying this to False Darkness Spear would cause only a narrow beam of light proportional to the size of the spear to be released though the exact proportions can be manipulated, within logical boundaries, by the user. The strength of this technique is that it works to add an enhancement to a lightning jutsu not in terms of power but rather adds another dimension to it all in the same time-frame as the paired jutsu.
Note: Usable once every alternate turn.

□ Declined. Similar to existing techniques ( Akisha's Lightning Release: Bright Light of Lightning does the same thing). □
 
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(Fujitsuboātsu : Rukusu no Buki) Barnacle Arts: Armory of Lux
Type: Offensive/Defensive
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60
Description: Armory of Lux is a sister technique to Body of Thoracia though with a minor twist compared to it; as it is based on the iconic weaponry wielded by Thel 'Vadam and the soldiers of the O.D.S.E known as the Needlers and Energy Swords. These weapons that are used via this technique are of the same nature; being weapons super charged with at most times being that of Lightning but can also be used with the other basic nature transformations or raw shape manipulated chakra create new and unique weapons. These of course come into two classes; Melee Class and Ranged Class each coming with their own unique set of effects.

Melee Class: These weapons are based on the energy sword; creating either supercharged weapons of calcite that creates a "blade" of the infused element to sprout from the weapon such as a gauntlet with two blades of wind jutting outwards; a staff of calcite where a blade of purple energy forms in order to create a battle axe or spear. These weapons are all short ranged; designed for close quarter combat - dealing damage relative to the rank of the weapon upon contact as well additional effects varying on the infused element (burning of the flesh with fire, electrical shocks and numbing of the skin with lightning, deep cuts and lacerations with wind, while water causes swelling from inflammation as the forcful entry or cutting damage if the crystalline water variant is used and lastly earth dealing blunt or stabbing damage).

Ranged Class: As the name may suggest; the weapons created in this class are for ranged use. Ranging from bow and arrow sets made of calcite or even cross bows each with arrow/tips surge charged with the elemental nature release. Other unique designs similar to the Beam Rifle found on D.E.V.A mechas or even needlers can be created which in this case; the user is several options of firing. The first is a single super charged shot that is fire in a narrow beam or a wide 120 degree blast dealing damage relative to the rank of the weapon; while projectile weapon like arrows are fired in rapid succession dealing collective damage equal to the rank of the weapon(i.e firing four charged senbon from an A rank usage will each deal C Rank Damage) while also dealing effects to the body of the target(outlined in Melee Class). Firing a ranged shot/projectiles cost a move slot.

While this technique is a sibling; it is still considered/treated as Barnacle Arts: Body of the Thoracia and as such bounded by the same restrictions in terms of the ranking/range/summoning method of the original technique(such as a C Rank Luxs' charged shot can only reach up to short range; dealing 30 damage in the case of Range Class and the damage value of Melee Class dealing 30 damage on hit). Lux weapons can only be used by Barnacle Signers, Community Summons who have an elemental affinity or whose been infused with Organs of the Thoracia, Zombies who are infused with the previously mentioned technique, and D.E.V.A Mechas. In the case of Community Summons, Zombies, and D.E.V.A mechas or signers infused with Barnacle Arts: Inner Demon can create the Lux from their bodies respectively and super charge the weapon with their desired element. A Rank usages only can be used four times per battle.

Body of Thoracia:
O.D.S.E :
Arbiter:
Signed Contract Here:

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Declined: despite the bulk of this contract CJ being rather straightforward, the same cannot be said of the last paragraph. Find a more succinct way to go about this, as a half-dozen CJ are referenced and to make things worse, there are links to only half. In addition, write out all the restrictions instead of telling the reader that they'll need to refer to another CJ. And this shouldn't give so many barnacles free reign when it comes to elemental effects, so the initial suggestion is to limit it to their affinity and in those cases where they lack an elemental affinity, limit it to raw chakra. This is merely a suggestion and you are free to look into other options.


(Bijutsu: Monshoujuu no Keshin) Tailed Beast Technique: Embodiment of the Heraldic Beasts
Type: Offensive | Defensive | Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: A rather basic technique that utilizes a Jinchuriki's ability to create chakra bones using the Bijuu Chakra they inherit from their partner's in which usually grows to resemble the animals their tailed beasts are i.e Killer Bee creating bull like constructs over his shoulders to enhance his blows. This technique however takes this further, allowing the Jinchuriki to form more advanced constructs such as spikes or walls of chakra bone, swords , tools and anything the user can imagine. The amount of chakra used determine the power and strength behind the constructs, as well as the size and potency with C Rank ranging from the size of a Kunai to S rank ranging to that of a large summon. Due to being made of Bijuu Chakra, the chakra bones carry all the inherited strength and weaknesses behind it. Normally this is used in Chakra Shroud or Initial Transformation however it can be used by a Jinchuriki in human form though only up to B-Rank.

*S-Rank can only be used three times per battle, requiring a two turn cooldown before using again*
*Constructs are made within short range, but can spread up to long ranged*
*Can only be used by a Jinchuriki*

Declined - nice jutsu but needs reworking with the restrictions, S rank needs a drawback ect.

(Katon: Fenikkusu no Kyuushokusha) Fire Release: Seekers of the Phoenix
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A(+5 Fire Techniques)
Damage: N/A
Description: A rather unique technique that encompasses the trait of Yugito's Fire Release: Rat Hair Ball technique, mimicking the techniques ability to pin point enemies and attack them like guided missles. Through sheer chakra control and manipulation, th user can activate this technique instantly and within the same time frame of a fire technique that unleashes a projectile based attack(such as Fire balls , chakra infused shuriken etc) in which the user will bestow onto them the same tracking abilities of its parent technique. The techniques used after this technique all gain the same traits in which once they are created as ranged projectiles will simply lock into the enemy and follow them unless destroyed as simply dodging them will allow the projectile to change its course and redirect towards the enemy.

*Can be used twice per battle, lasting four turns after technique. This applies passively after activation towards all projectile based fire techniques not consuming a move, however the initial activation counts.*
*Can only be used by Yugito Nii or Primary Fire Release Bios*

Declined - make it so only jin bio can use this, and then thats fine, nice jutsu this cycle btw
(Katon: Fenikkusu no Kyuushokusha) Fire Release: Seekers of the Phoenix
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Fire Techniques)
Damage: N/A
Description: A rather unique technique that encompasses the trait of Fire Release: Rat Hair Ball technique, mimicking the techniques ability to pin point enemies and attack them like guided missles. Through sheer chakra control and manipulation, the user can activate this technique instantly and within the same time frame of a fire technique that unleashes a projectile based attack(such as Fire balls , chakra infused shuriken etc) in which the user will bestow onto them the same tracking abilities of its parent technique. The techniques used after this technique all gain the same traits in which once they are created as ranged projectiles will simply lock into the enemy and follow them unless destroyed as simply dodging them will allow the projectile to change its course and redirect towards the enemy. Can be used twice per battle, lasting two turns after technique. This applies passively after activation towards all projectile based fire techniques not consuming a move, however the initial activation counts. Can only be used by the Jinchuriki of the Nibi.

Nibi Jinchuriki Bio:

□ Approved. Edits made. □
 
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Onii Chan

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(Yubi-Furikku No Sotsugyō-Bāsuto) Finger Flick of Concentration Burst Technique
Type: Offensive
Rank: B
Range: Mid
Chakra: 20
Damage: 40
Description: The user will manipulate their chakra in the body to cencentrate a large amount in one finger then by utilizing any element within the user's arsenal a large burst of the element used will erupt from the finger once thrusted forward from a backward hold position (a flick) that will reach Mid range.
➟ Utilizing this jutsu from the same finger more than once will break that said finger

example when utilizing wind when using this jutsu:
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Wont have the red effect on the finger

□ Declined. Has been submitted in a more complex way before, with similar result. □

(Ame no Kunai) - Rain of Kunai Technique
Type: Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: This technique derives from the Land of Fire and was created for a defensive method against multiple opponents. Each individual kunai has a small scarf like cloth around the hollow circular hilt that will be tied to another slightly larger cloth that will act as a floating mechanism that allows every kunai to remain in stasis within the air after thrown. This mechanism also contains a explosive tag already placed inside the larger cloth, when two turns pass it will explode causing the kunai to shoot outward towards the opponent at high speeds due to the momentum of the explosion. The user will infuse each kunai before throwing with their chakra if they so wish to have the kunai duplicate making a total of ten kunai per one kunai thrown once the exposive tag explodes. This technique can also be thrown directly downward, having the floating mechanism zip inward via a rope tied around the outline of the cloth. If the kunai(s) are thrown downward they will shoot forward toward the opponent like the first method but instead will be shot from the ground instead of the sky.

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□ Approved. Edits made. □

(Kage Bunshin Chakra Bakudan) - Shadow Clone Chakra Bomb
Type: Offensive/Supplementary
Rank: B
Range: Mid
Chakra: 20 (total chakra is divided by the final number of clones plus the user)
Damage: 40 (upon blast)
Description: This jutsu is similar to the Kage Bunshin in almost every way possible, however upon getting hit or disappearing the clone will explode essentially releasing the remaining chakra it had into a outward spherical burst attack that reaches up to medium range. If the opponent gets hit by this explosion it will cause their chakra to slightly become disturbed making the opponent lose balance for a short period then simultaneously taking chakra damage.
➟ Byakugan users will see the slight disturbance in chakra flow in each clone summoned therefore allowing them to predict the jutsu
➟ Clones can use regular jutsu up to C rank only

□ Declined. Try and make it as a Ninjutsu technique, that has the added effect to created clones, or the like, makes it easier to add, and would work better that way. □
 
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(Kyūin no Jutsu) - Leech Arts: Absorption Technique
Rank: C-A
Type: Defensive, Supplementary
Range: Short
Chakra cost: N/A (absorbs 15/50/100 chakra points per turn | Absorbs technique's Chakra cost)
Damage points: N/A
Description:
A simple ability inherently usable by summonings of the Leech contract. The leeches are known to absorb chakra from opponents and techniques, taking it away and passively giving it to the contract signer to replenish their chakra reserves. This ability only works in two separate ways; One being an ability able to be used any time, and one that is limited to a degree.

Direct Chakra absorption: This is the ability to drain chakra by simply touching a target with any part of the leeches body. When the Leech touches a person, another summoning, a clone, or any familiar with its own chakra pool; The leeches skill will automatically drain away chakra at a faster or slower rate depending on the rank of said leech. Leeches D rank will absorb 15 chakra, C-B rank will absorb 50, and A-S rank will absorb 100; All on a per turn basis. This can be used with no real limits besides having to have physical contact with what they are draining chakra from.

Technique Draining/Eating: This is the second variant of taking in chakra. The leeches take specific steps as ninja summonings in order to incorporate their chakra absorption into battling. This variant doesn't deal with directly absorbing chakra, but destroying and absorbing a technique all in one go. The leeches lace their numerous sharp teeth with aggressive chakra that is shaped in the form of said teeth. Along with that, they also lace their stomachs with the same aggressive chakra. This allows them to eat away at techniques of all kinds, whether it is energy or solid in nature. Things like wind, fire, lightning etc would be easiest for them to absorb, though energy and solids alike are shredded by the chakra layered teeth and sent to the stomach to further be destroyed. During this process they absorb the chakra out of the technique, taking in its original chakra cost while the teeth destroy the "form". This variant has more limits than the first, though. For one, each summoning can only use this variant 3 times max, 2 times for s rank summonings. Secondly, due to the teeth being layered with raw chakra, a leech can only destroy and absorb techniques 1 rank lower thank their own rank.

With either variant, the leeches can store an unlimited amount of chakra from draining it, but can only give it to their summoner through physical contact. If the leech is to disperse before the chakra is given away, the leeched chakra is simply taken away along with it.

□ Pending. Leaving for Pekoms. □​

Declined: there really ought to be a limit on how much chakra can be transferred to the summoner, just like there's a limit to how much chakra the leeches can absorb per turn. And speaking of limits, there also ought to be a clear, finite quantity of chakra that each leech is able to store at any given time. Beyond that, limit the the second variant to whichever element is the leeches' affinity, raw chakra, and perhaps the element they are strong against as per the S/W chart.

 
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Kage☆Boshi - Shadow☆Star
Type: Weapon
Rank: S
Range: Short - Long
Chakra: +20 per transformation
Damage: N/A
Description: Inspired by the Jinchurriki, many have sought the power to create a living weapon. Elite members of a rouge Scientific Ninja Weapon Team, would choose shinobi from each generation and village and seal their chakra into a traditional ninja weapon. Those weapons were then sold and fought alongside those chosen to wield them in battle. Many stories have called those who encountered such weapons as "demon weapons" or "cursed armor". Before the rouge ninja were found and brought to justice for their crimes, and most of the weapons they managed to capture and seal Black Star's childhood friend Tsubaki. She was originally a young female shinobi of the Nara clan who's chakra was sealed inside of a traditional japanese katana with a black blade and a bandage-wrapped hilt. When she was found and the Nara elders learned of her fate, the clan saw fit that possession of Tsubaki, should go to Black☆Star. Over time the two have overcome many obstacles, and she has become referred to by Black☆Star as the Shadow☆Star. Often, her human form can be seen as a reflection on the weapon's blade allowing Tsubaki to verbally communicate with her partner in and outside of battle. Possessing her own chakra, allows Tsubaki to interact with her partner has become attuned to the Nara's shadow manipulation and can even be used as medium and control the user's shadow for various purposes. However, this does not mean she can act of her own free will but she is able to share and receive chakra from her wielder. As the personal weapon of Black☆Star, the two share a unique bond and have grown to carry similar chakra signatures as a testament to this. While in combat, Tsubaki can be transformed via the Combination Transformation technique giving the user more versatility but also allowing them access to certain techniques only usable when Tsubaki has taken one of her various forms. Black Star then supplements these weapon forms by combining his shadow with each form giving them more advanced capabilities then the standard ninja tool.

First Form - Chain of Blackness
The first form draws begins by transforming the sword into a long black sharp sickle-blade, with white ornate patterns on it with a handle attached for the wielder, accentuated with three short spikes. A long black chain, composed completely out of the user's shadow, circles the user twice before it ends at the ground where his shadow is. The blade on the Chain of Blackness is long enough to be wielded as a sword, due to its original form as a chain scythe, the user is capable of throwing it towards the opponent in the form of a long-range attack. Since the chain originates from user's shadow, Black Star can still control the trajectory of the blade, even if its thrown a great distance away. There is always a part the chain that encircles the user wherever he is, giving him protection from assaults from all sides. Once per battle, the user may focus an additional +20 chakra to cause the shadow chain to spread around them on all sides in the form of a star extending out to mid range, anything other than the user is immediately caught by chains and subdued and counts towards one of the user's moves equal to a A-rank technique.
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Alright, this part is alright.

Second Form - Leaf of the Moonlit Night
This form begins by transforming the sword into a large four-pointed shuriken, constructed from four black (and vaguely leaf-shaped) blades with ornate white patterns on them extending outwards from a wide circular ring acting as the weapons center. About the size of a wheel, it can be be thrown with considerable force at a target, using the high speed of the rotations and sharp blades to easily slice through the majority of objects. Linked to the user by their shadow, the shurikan will always return to the user after thrown unless its connection to the users shadow is severed. Once per battle, by focusing a additional +40 chakra the user may infuse his shadow into the shurikan before placing his hand through the ring. Immediately the fist is coated with a smooth black substance that is accented by ornate white patterns, which proceeds upwards with the shuriken to just past his wrist. After this process is complete, the user is able to release a substantially powerful blast of energy, equal to S-rank which not only causes a distinct extension in the surrounding blades but also emits a significant conclusive force directed forwards.
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Needs clarification of what it can slice through, and why does covering the shadow over your hand allow you to release a blast of energy? Which also doesn't have a usage limit.

Third Form - Severed Shadow
Shadows gather around Tsubaki's Weapon form, transforming into a large black kunai-style dagger with white ornate patterns and a long strap of cloth tied to it. The main characteristic of this form is speed as Tsubaki makes the user and her form lighter. Using this technique, Black Star moves with great speed, providing +5 to his base speed and moving so quickly that he creates countless after-images of himself as he moves. Unlike regular afterimages, these images still contain mass, allowing user to pull off numerous blows to his opponent from all angles. This mass also provides a limited amount of resistance when the afterimage is cut, which can deceive an opponent into believing that they have struck the original. However, the disadvantage of this technique due to the ability to move at increased speed, results in the user's movements following a typical pattern. Since the after-images are not moving independently to each other, it means that the movements are related, thus if an opponent observes closely enough they can derive what the next move will be and where it will land. The additional speed last only two turns and is limited to only taijutsu and shadow manipulation techniques while in use.
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I don't see why this would give you a +5 speed, and the afterimages have been done to death in other techniques, and is basically just a pseudo clone technique here (afterimages that contain mass are just clones tbvh).

Fourth Form - Branched Darkness
Tsubaki resonates with the user and transforms into him, the two are connected together by their shadows and mirror each others movements. While it's very well proficient enough to preform a sneak attack, the copy is not strong enough for a one-on-one confrontation and is only limited to shadow manipulation and taijutsu while transformed. Once per battle, the user may immediately switch places with the shadow copy, counting as a move. If struck, Tsubaki simply reverts back to her base weapon form.
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A bit confused on this, maybe reword it.

Zeroth Form - Masamune
The most powerful form of Shadow Star, the user shares their chakra with Tsubaki. As the chakra resonates it causes their shadow to rise into the air, before wrapping around the neck and transforming into two long scarves of shadow matter. The once black blade is now white as the chakra of the blade now resides in the user's shadow. The scarf of shadow matter around the user's neck has a diverse range of uses. It is solid so it can block attacks and even be used to cut through flesh. It also acts like an extra limb, allowing the user to pull of impossible maneuvers without losing balance, as well as catapulting him away from danger. This requires +10 additional chakra per turn from the user to maintain and prevents the user's shadow from reaching anywhere but mid range of themselves. This form is limited to three turns and one activation per battle.
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Yeah, this one is a bit wild. Up to what rank can it block attacks? Three turns a little too long too. Also, each transformation being passive is a no, for obvious reasons,
and each need to have defined set limits.


(Only usable by Nara clan bios)
(Each transformation activates passively, however one transformation per turn.)

□ Declined. This is way too long, and can be declined just for that, but I'm in a good mood, so I checked it anyway. Nonetheless, this has been made into a CFS I think, it seems familiar. There's a lot to remove, and fix. I'll allow you to try again. □

Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Shadow Imitation Clone technique is a advanced variant Shadow Clone Technique. The user begins by concentrating chakra into their shadow and preforming hand seals. The user's shadow will imitate the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional shadows of the user. These literal shadow clones are able to move separate from the user and move as fast as the user can sprint. The silhouette clones are able bind to other peoples shadows to bind them in place or manipulate their movements, the clones can also choke or break someones neck simply by placing their shadowy hands around the target's neck which is the equivalent of the Shadow-Neck Binding Technique. The shadowy clones also move without a sound and are able to materialize into a 3 dimensional afterimage to confuse the enemy into believing it is the user. Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. However unlike the parent technique, these clones are only capable of preforming shadow manipulation techniques up to A-rank.
(Only usable by Nara Clan members)
(Counts towards the user's total clones per battle)
(Only up to 4 shadows can be created at a time.)

□ Declined. Reword the bolded, it sounds a bit over-powered there. As well as give it a turn limit and usage limit. □
 
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