Custom Jutsu Submission - III

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Anathema

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(Ai) - Phase (passive)
Type: Offensive
Rank: D
Range: Short
Chakra: 10 (+5 per deactivation/activation)
Damage: N/A - 20
Description: Derived from its parent jutsu: Bushidō: Mugetsu | Way of the Samurai : Moonless Sky, this is a Kenjutsu technique that enables its user to solidify, and unsolidify the composed chakra. This is known as "phasing," or phase, for short. The composed chakra once solidified is capable of causing damage, while unsolidified, harm is incapable. Phase, as this technique is titled, comes from the ability to passively alter the weapon-shaped chakra, allowing the user to activate, and deactivate this ability at will.

Note: The user must bold: "N/A," or "20," to signify deactivation, or activation.
Note: Every activation/deactivation takes +5 chakra.
Note: Bushidō: Mugetsu | Way of the Samurai : Moonless Sky must currently be active to use this technique.

♪ Declined: You need to specify that you can only change the composition of your techniques to intangible before/after they're fired. Otherwise, it'd make your attacks almost impossible to block without movement. Regardless, you also need to specify something like: even if these elements are intangible, they'd still be vulnerable to a certain type of element (probably energy/raw chakra based). Unfortunately, we don't allow techniques that 'bypass anything' on NB. ♪

(Tetsuno Ishi) - Will of Iron (passive)
Type: Supplementary
Rank: D
Range: N/A
Chakra: N/A
Damage: +10 Kenjutsu
Description: Being a denizen of the Land of Iron has taught you many things, as living in the land has made you less ignorant to the practices of the Iron's militia; the Samurai. You've seen public demonstrations of the sword arts, you've even witnessed, albeit rarely, the Samurai in real action as they'd dispatched of a criminal. These displays of swordsmanship have not left you, nor would they as a citizen of the Land of Iron. Your memory is strengthened, your mind trained. Through the multiple sightings of the Samurai and their Kenjutsu, the basics of sword technique have been engraved into your very soul.

Note: Must be from the Land of Iron to benefit from this ability.
Note: Stacks with the Samurai bio's +10 Kenjutsu.
Note: Must be stated in your bio to benefit from this ability.

♪ Declined: I'm fine with the concept, but make it a larger boost. In our RP, you can only have one passive and one active boost at a time. You can't stack two passives unless you have certain bios (like Sakura). Just make it +15 or something so that you're not left with a pointless boost. Also, specify that you can't increase this boost quantitatively, even with another jutsu. ♪

(Shizumeru) - Quell
Type: Offensive
Rank: D
Range: Short
Chakra: 10
Damage: 20 + 20 (Phase activated: Bushidō: Mugetsu | Way of the Samurai : Moonless Sky ) + Kenjutsu passives/buffs - 20/40 (against elements/dark release)
Description: A Kenjutsu technique created by Alisha "Anathema" Uchiha, origins deriving from its parent jutsu: Bushidō: Mugetsu | Way of the Samurai : Moonless Sky. Understanding the bane of a new Samurai was ninjutsu itself, Alisha had taken it upon herself to create a sub-branch ability. Quell, as she'd taken to calling it, is an offensive ability that's made possible through its parent jutsu's composition; chakra. Though purely offensive, this technique can be viewed as a defensive offense, as its creation was based on countering ninjutsu.

The user surges forward, their weapon(s) brandished as they pierce into incoming ninjutsu. If the accumulated damage of this technique is higher than the pierced ninjutsu, the targeted ninjutsu fades to black, returning to the prior state it once was. Alisha created this technique to purely counter ninjutsu, though it works as any ordinary Kenjutsu would.

Note: May only be used by Samurai bios.
Note: Due to being composed of entirely raw chakra, elemental superiority still stands; -20 damage if used against any element, -40 damage if used against Dark Release.
Note: Bushidō: Mugetsu | Way of the Samurai : Moonless Sky must currently be active to use this technique.
Note: Phase must be currently activated to use this technique.
Note: Elements simply return to their prior states of existence before creation/manipulation.
Note: This may be used against C rank & below jutsu innumerably, while B rank & higher four times per battle.
Note: Easy to understand jutsu mechanics:

D-rank raw chakra /w B-rank damage = C-rank elemental jutsu | D-rank raw chakra /w B+ rank damage > C-rank elemental jutsu.
D-rank raw chakra /w A-rank damage = B-rank elemental jutsu | D-rank raw chakra /w A+ rank damage > B-rank elemental jutsu.
D-rank raw chakra /w S-rank damage = A-rank elemental jutsu | D-rank raw chakra /w S+ rank damage > A-rank elemental jutsu.
D-rank raw chakra /w F-rank damage = S-rank elemental jutsu | D-rank raw chakra /w F+ rank damage > S-rank elemental jutsu.

♪ Declined: Firstly, is Moonless Sky a custom? A canon? I can see what you're trying to do with this in relation to the previous two jutsu lol. Don't specify the damage boosts from other techniques in the submission, you'll do that in battle. I know this is weak to elements but, yeah, don't account for that stuff in the submission. Remove the second note as well, that's true regardless of whether or not it's stated in the jutsu. My advice is to make this elementally neutral to elements, just like Samurai Saber is. Because, honestly, at your rank it's cool, but later on you probably wouldn't use this much. ♪
 
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Koton: Hi no Camlamm | Steel Release: Day of Camlamm
Type: Offensive
Rank: S - Rank
Range: Short - Mid
Chakra: 40
Damage: 80
Description:
The user begins by focusing their chakra into a single creation of the user's steel chakra whether it be a sword, pillar etc. The user will start by detonating the steel creation into thousands of steel bullets that release in every direction of the creation's structure (Up to short range). This technique's main ability isn't in it's initial detonation but rather what comes afterwards. If the explosion comes into contact with another source of steel of the user's creation it will cause what seems like a chain reaction and create an explosion within that creation as well creating a cycle of explosions over a large area. The user needs to be atleast 5 meters from the initial explosion or not be near any of their own steel sources if they wish to not be caught within their own explosion of steel bullets.
Notes:
Can only be used twice per battle.
No Steel techniques S rank or above in the same turn.
Must wait a total of 2 turns after it's usage before being used again

‡ Declined ‡ You need to elaborate on how this chain reaction is initiated (e.g. a transfer of chakra via the steel bullets). Alternatively, you could just focus your chakra into the ground and into any sources of steel on the field to detonate all of them simultaneously.
Koton: Hi no Camlamm | Steel Release: Day of Camlann
Type: Offensive
Rank: S - Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description:
Day of Camlamm can be considered the parent technique of Steel Release: Malevolence of Mordred. The user begins by performing a series of hand signs (3) and focusing their chakra into a single creation of the user's steel chakra whether it be a sword, pillar etc. The user will start by detonating the steel creation into thousands of steel bullets that release in every direction of the creation's structure (Up to short range). This technique's main ability isn't in it's initial detonation but rather what comes afterwards. If the explosion comes into contact with another source of steel of the user's creation it will cause what seems like a chain reaction (via a transfer of chakra through the steel bullets) and create an explosion within that creation as well creating a cycle of explosions over a large area. The user needs to be atleast 5 meters from the initial explosion or not be near any of their own steel sources if they wish to not be caught within their own explosion of steel bullets. Alternatively the user can focus their chakra into the ground and/or any source of steel on the field and initiate the explosion causing one simultaneous explosion, effectively detonating multiple sources of steel as opposed to just a single one.
Notes:
Can only be used twice per battle.
No Steel techniques S rank or above in the same turn.
Must wait a total of 2 turns after it's usage before being used again

‡ Approved ‡

Koton: Kazikuru Bei | Steel Release: Kazikli Bey, Lord of Impalement
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40 (-5 per turn)
Damage: 80
Description:
After performing a series of three handseals, the user will activate Kazikli Bey. Kazikli Bey can be used in one of two ways. The first, is it's primary offensive capability and it's most versatile usage. The user focuses their Koton chakra into the ground or any pre-existing source of steel to create countless large steel stakes to protrude out of the ground. The user can control how many stakes are created and where they occur. But these stakes don't just stop once they are created. As they grow from the ground they expand outwards upon mental command, almost like growing out more stakes from itself as they increase in size. The rupture of the stakes is not a slow process, neither is the extension of the stakes. Simply rupturing out of the ground isn't the only thing that the stakes of Kazikli Bey can do. Once the stakes come into contact with something or through mental command, the stake/s touching said object will detonate almost immediately. They will detonate into normal sized steel stakes that will tear apart and impale what they come into contact with. Now the second ability of Kazikli Bey is almost opposite of it's previous capabilities. This regards around protecting the user instead of focusing on attacking a target. The user will manipulate their Koton chakra into a source of steel on their body (Armour, body etc.) and several steel stakes consisting of fine steel wires (Unnoticeable to the naked eye) will protrude out of said steel. These steel wires weigh virtually nothing and will not impede on the speed of the user at all. The stakes are about 30cm - 1m in length to begin with but can be extended or shortened after the use of a hand sign with a max extension of five meters. (Needs to be stated when used, and also where they appear, also counts as a move in the user's three per turn). The stakes not only serve as a great offense to the user when it comes to physical attacks, it also provides a great defense against enemy attacks since, at the use of a hand sign, the user can manipulate the steel stakes to converge onto one another to form almost like an automated defense from attacks (Counts towards the user's three moves per turn). Should this defense mechanism be engaged, if an attack insignificant in destroying it occurs, the stakes will proceed to regenerate due to the wires, layer after layer replacing itself (Costs 15 chakra and can only be used once.). Due to the connection the steel on the user's body has with the user, Kazikli Bey in this form will last the same duration as the technique is applied too. So if used on the user while under the effects of Glory of Galahad, and Glory of Galahad has three turns remaining, Kazikli Bey will remain active for three turns aswell.
Notes:
Can only be used two times per event.
No Steel S rank or above on the turn this is deactivated/Destroyed
User can only use Fire, Earth, Steel and CE consisting of the following elements, aswell as non elemental abilities while active.

♪ Approved ♪

‡ Pending ‡ Leaving for Vex.

□ Pending. Leaving for NK. □
 
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-Quest-

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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. ♪
Resubmitting

[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 known as the Invisible 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. The ring passively hides the bearer's chakra signiture, similar to the effect of Mu's Dustless Bewildering Cover technique, albeit doesn't turn anything invisible, and this doesn't hide from doujiutsu or the 5 senses; sights, sound, smell etc. When the user performs techniques, they are still undetectable by sensory, however any chakra that is sent out from the wielder's body can be sensed. For example, a projectile technique such as a fireball expelled from the wielder is detectable, while techniques that is sustained or remains "contact" on the wielder's body such as Earth Hardening or Chidori is undetectable. This ability can be activated/deactivated at will, though lasting up to 3 turns and requiring a 2 turn cool down before being used again (usable three times total). This technique does not erase the user's chakra signature, just masks it. Therefore, techniques which specifically target the opponent's chakra would still work.

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.
~ The user can start with a default weapon conjured if stated in the bio or in the beginning of the battle.
Ring -

♪ Approved: Made some edits to save the resubmission. Loved this version of the ring. ♪

(Ototon: Tengoku no Shinfonii) - Sound Release: Symphony of Heaven
Rank: B
Type: Defensive
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description: Based on the concepts of Sound Release: Infusion Technique; the user will apply their Ototon chakra into an object by manipulating the frequencies the technique produce and creating a unique overlay of sound. This frequency of chakra mirrors the originals own frequency when passing through it; using it as a mold for the adaptive nature of this technique - producing a "barrier" of sound around said technique. This barrier has the same rank as the original technique; meaning that it would require double the amount of normal damage required to destroy a technique though this shouldn't be confused as a additional power increase. An example is when the user creates a fire ball of B Rank strength; the sound released with it will act as a protective layer matching the original techniques rank needing eighty damage instead to A. Defeat the protective layer ofsound and B. the original technique . Despite it's chakra cost; this is activated in the same time frame of the original technique while being able to be applied to energy and solid based techniques alike. Can only be used four times per battle; requiring a cool down of two turns.

♪ Declined, DNR: This is too much, plus Venom attempted something identical last cycle. ♪

(Ototon: Rentai no Shinfonii) - Sound Release: Symphony of Solidarity
Rank: C
Type: Supplementary
Range: N/A
Chakra Cost: (× - 5; x equaling the amount of allies applied towards.)
Damage points: N/A
Description: Symphony of Solidarity is a passive technique that is activated before use of a certain Sound based techniques; namely those of high frequency. What it does in essence to this; is through manipulation of chakra the user will tune the pitch of their sound chakra just before they release it and with an additional infusion of chakra the user will modify the frequency. This allows the user a higher degree od control of whom their sound waves effect in a negative way avoiding having to harm allies and thus making using techniques such as Voice of Midas without fear of friendly fire. It does not make them "immune" to the sound per say; what it does through the additional chakra is create a concept within the sound wave to have a "rest" within it as normal music where the musician seizes playing for brief moments. These "rests" in turns of the frequency will be released first to the targeted allies creating intangible muffs around their ears; to block out the remains of the frequency while leaving the targets unprotected. While passive in nature, this can only be used once per turn lasting for the duration of the technique it is applied towards.

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

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

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

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Resubmitting the above:

Farao no Hōrei #4. Ra no Kagayaki ������ Pharaoh’s Decree #4. Ra the Radiant
Type: Supplementary / Defensive
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Performing 4 hand seals and channelling chakra throughout the body to every point on the skin, the user will release a coating of fire release chakra that will form itself over the body as a flaming armour, with holes in the armour for the eyes and mouth. The fire itself is above the skin, the flames being angled away from the user’s body that prevents the heat of the fire from affecting the user at all (the user is still able to perform handseals and make movements for techniques that require any kind of movement or gestures). Since the fire is simply a layer of energy with its shape maintained through chakra manipulation, it does not impede the user’s mobility whatsoever, allowing them to move freely and unhindered. The flames themselves are tangible, so they possess a solid quality to them, allowing the armour to deflect basic weaponry, and defend from jutsu according to the S&W scheme. Utilising further shape manipulation, the user is able to passively (in terms of timeframe, though still costing a move) form makeshift weapons of variable strength (E-A rank), made of tangible fire using the armour as a source. Since they are formed from the armor, they'd weaken it proportionally upon being created. For example, forming an A rank weapon would reduce the Armor's rank to A rank as well. If the weapon is prematurely destroyed, the user can (at the cost of a move/use of this jutsu) restore the armor to its original strength. These weapons are simply manifested at will and thus are formed instantly, allowing the user to utilise them immediately upon creation. Any weapons created through the armour can extend up to 5 meters in length and 1 meter in width at maximum. Because these constructs are simply extensions of the fire itself, they possess no weight either. The user can also release single blasts of fire, slightly larger than that of basketballs, towards a target through gestures, that can reach up to mid-range and create an explosion on impact encompassing short-range, which costs a move. In close-quarters combat, this armour is incredibly dangerous, due to the strength and heat of the flames that compose the armour itself, and its ability to create weaponry and even attack on its own. Due to the nature of the technique, only Fire Release and other elements, of which Fire Release is a component of, can be used whilst this technique is active.

⇒ Usable 2x per battle
⇒ Lasts 4 turns
⇒ No Fire techniques above A-Rank on the turn of deactivation

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♪ Approved: Made edits. ♪

□ Pending. Leaving for Vex. □

New submissions:

Farao no Hōrei #5. Sōzō no Sugata ������ Pharaoh's Decree #5. Semblance of Creation
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Forming a set of 3 handseals, the user will focus their Fire chakra around the target, manifesting it around them in a formation which closely resembles the appearance of an atom. The structure itself is singular in nature, meaning that though the ring-like formations of fire around the target appear to be separate pieces, the entire technique is one whole and behaves as such. The atom itself spawns at short-range around the target, and then closes in at an alarming rate. Throughout the atom, volatile energy constantly pulsates throughout, causing it to pulse with light and heat at a constant rate. Once the atom completely converges on the target, which is done by it approaching within 1 meter of the opponent, heat will gather and concentrate in the center of the technique; which is also the location of the target. The heat will form itself into a ball of fire that rapidly expands to encapsulate the space within the atom. The orb of heat will explode once it completes the expansion and fills the atom, which will result in a localised (short-range) explosion that will easily eviscerate anything caught inside. Should the atom’s structure itself make direct contact with the opponent, they will be dealt major burns.

⇒ Usable 3x per battle
⇒ No S rank and above Fire in the same turn.

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□ Approved. Edits made. □

Farao no Hōrei #6. Ten no Moegara ������ Pharaoh’s Decree #6. Empyrean Cinder
Type: Offensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60 (+20 to applied techniques)
Description: By quickly stringing together a sequence of 3 handseals, the user will leak a quantity of Fire chakra into a Fire Release technique of their choosing in the same timeframe that it is performed or anytime it is on the field (that they have created). This chakra will serve to empower the technique that it is fueling, and imbue it with a particular quality. Either on command, or when otherwise triggered to, the selected Fire technique will explode in a maelstrom of flames similar to that of Fire Release: Intelligent Hard Work, albeit in a short-range, contained manner. Since this technique is one that is applied to existing jutsu and can be triggered at any time, the use of this technique does not infringe on, negate or replace the host technique’s damage. It works in tandem with the initial force of the technique it is applied to. In the case of techniques which detonate on impact, e.g. Fire Release: Great Blaze Ball, this detonation feature is not dependent on the user to activate since it is an automated process, and the technique otherwise behaves as it should. The final ability of this technique, is that once the detonation is triggered, the fire technique disperses as countless embers in a short-range radius from the point of impact in every direction. Upon physical contact with an object, each individual ember will ignite, which can cause a contained fire. In the case of an opponent coming into contact with the cinders, the embers will simply ignite on them and set them alight. The technique also acts as a way of reinvigorating fire techniques by fuelling them with more chakra, essentially refreshing it.

⇒ Usable 3x per battle
⇒ Usable once per turn
⇒ Technique lasts until host jutsu ceases

□ Declined. Similar to existing techniques. □
 
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(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. ♪

(Futon: Burakku Susabādo) — Wind Release: Emboldened 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's the technique, the shroud in no way increases the damage or effects the properties of the technique in any other way then the purpose of this jutsu. It's purpose is to mute and negate any sound that the technique might make. Wind Release, being the natural weakness to sound is effective in muffling and distorting sound. The user uses the wind in order to form a barrier of sorts to surround techniques. The shroud prevent's the technique itself from making sounds like the sound a sharp projectile makes when it cuts through the air etc, by preventing contact to the air surrounding the projectile. Moreover, the crackling sound of fire, the static produced by lightning, the whooshing of water, etc all these sounds that are produced when forming and launching certain technqiues are contained by the wind barrier. 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 sound outside and inside the shroud.

Note: Can only be taught by Jᴀʏ
Note: Cannot be used for techniques created underground.

♪ Declined: This isn't really feasible in terms of working with energy based techniques, remove all references to energy based techniques (fire/lightning) and resubmit. Otherwise, this is much better than the first time -- nice job. ♪

□ Pending. Leaving for Vex. □

(Doton: Chokkan) - Earth Release: Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user begins by channeling chakra to the heels of his/her feet, manipulating this chakra to form into a blob of Doton that will detach from the user and burrow into the earth. This blob of earth would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below. They also have offensive capabilities, the tentacles can travel towards the opponent to wrap its tentacles around his/her leg, or hardening the tentacles to pierce their body. The squid along with its offensive abilities is able to harden its tentacles to deflect or destroy techniques up to S rank, depending on the number of tentacles used to defend. The tentacles can merge with one another and expand to form barriers around the user of this technique. The rank of the technique is divided among the number of tentacles used within the time-frame. The squid has complete freedom to manipulate the tentacles. Due the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at S rank. The tentacles can fuse together and separate. Each use of the squid counts as a move per turn, however it will not consume a slot in time-frame. If all six tentacles merge to strike the technique will have S rank power.

Note: Lasts three turns after activation.
Note: Can only be taught by Jᴀʏ
Note: Can only be used twice, two turns between uses.
Note: User cannot use S rank Earth techniques the next turn after this jutsu is activated.

□ Declined. Similar to NK's Maleficence of Mora. □


(Suiton: Chokkan) — Water Release: Spirit's Sixth Sense
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user begins by channeling chakra to the heels of his/her feet, manipulating this chakra to create a blob of water chakra formed under the surface. This blob of water would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below while active. As for their offensive capabilities, the squid can travel towards the opponent to wrap its tentacles around his/her leg, the user can pressurize the tentacles to pierce through their body or slice it up. This isn’t done by having the water burst from the earth, but rather seeping out of the earth to attack being more covert. The squid along with its offensive abilities is able to transforming the water itself, similar to the “Sticky Syrup Technique.” in order to bind opponents. As for this technique’s defensive applications the tentacles are capable of deflecting or destroying techniques up to A rank (following the S/W of Water), depending on the number of tentacles used to defend, as well as merging with one another and expanding to form barriers around the user of this technique, and or allies. The rank of the technique is divided among the number of tentacles used within the time-frame. The squid has complete freedom to manipulate the tentacles. Due the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at A rank. The tentacles can fuse together and separate. Each use of the squid counts as a move per turn.

Note: Lasts three turns after activation.
Note: Can only be taught by Jᴀʏ
Note: Can only be used twice, two turns between uses.
Note: User cannot use S rank Water techniques the next turn after this jutsu is activated.

□ Approved. Edits made. □


(Kemuri: Shi no Jūkyo Doragon) — Smoke Release: Death's Dwelling Dragon
Type: Supplementary, Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 for every turn active)
Damage: 20 (per attack)
Description: A brother technique to "Cleopatra's Seductive Offspring", focusing instead on the advanced ninjutsu of smoke. The user will focus his smoke chakra to create a sentient creature composed of smoke, whose appearance is always a dragon-like creature, most commonly a eastern or chinese dragon. The creature is sentient due to being linked to the user's chakra. The creature regardless of its form will always have a greyish black coloration and the creature's size can vary depending on the user’s wishes, but at most can be slightly larger then the user. The creature has the ability to merge with any existing body of smoke in the area and travel through it at the user’s running speed, the dragon can alter the tangibility and solidity of their own smoke body similar to the Body of Smoke technique, in order to launch attacks, these attacks (due to the creature’s animistic characteristics) will always have a sharp property meaning its attacks consist of sharp slashes and bites, the slashes can tear off a limbs and pierce deeply into flesh and muscle. Moreover, the sentient creature can be summoned already merged with the smoke, and when re-emerging the creature can remerge select body parts as well as reforming entirely. While it is traveling through a field of smoke it is extremely hard to locate, even fooling chakra sensory and doujutsu due to being composed of the same chakra.

Note: Lasts three turns
Note: Can only be used twice
Note: Cannot be used in consecutive turns
Note: No S-rank Smoke for the remainder of the turn
Note: Can only be taught Jᴀʏ


Approved: link the CJ from now.

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

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

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

♪ Declined: This is a slug that gives the fake lightning armor I remember declining before. ♪
Fuinjutsu: Arakune Tsu - Sealing Arts: Arachne II
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
A sister seal to "Cowardice of Arachne". By making contact with an object on the user or by touching the user's skin directly, the seal can be applied but would be dormant until the trigger for its activation happens. Like Arachne, the seal is also in the shape of a spider albeit this one is red unlike arachne which is black. Arachne's tasks is to devour foreign sealing scripts placed on the user. The new task is for this new Arachne to likewise, recognise any foreign barrier(which is not of the user or ally) directly touching the object or matter the seal is placed on and instantly suck/devour it within itself. However unlike the eating of sealing scripts, once Arachne devours a barrier, it immediately neutralises the barrier within itself and expel it outwards around the user as a pure defensive barrier of the user with power equivalent to the power of the barrier when devoured. Placing the seal counts as a move. Like Black Arachne, the spider can activate 3 times and though the user may suppress its automatic activation if he has other plans for the barrier. Can devour only and any fuinjutsu barrier regardless of damage threshold, though is still dependent on chakra.
Must know " "

♪ Approved: Made edits. ♪

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


Declined: this is still a slug that endows the summoner with pseudo Lightning Armor, despite the rather poor endeavor to circumvent Vex's decline. To say "special chakra" in lieu of "electric field" is far from being an adequate edit. And changing the area being affected from just muscles to the entire body brings it even closer to the canon. Also, without more detail in regards to how it adds vim, it draws close to Yang Release. Lastly, this contracted animal will never be permitted as many abilities as you've included.


___________________________

Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Dscription:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
Crona has no definite size as she can merge with the user by becoming a tattoo imprinted on the user's skin and can emerge from the skin while still connected to the user. She could grow to as long as 20 meters and as big as giant snakes while the point at which she's connected to the user still retains its tatoo/vector form. If she wants, she can detach completely from the user. Unlike most orochimaru's snake that can wield the Kusanagi, Crona substitutes her lack of ability to wield the kusanagi by knowing how to wield other weapons or objects the user may posses, though she'll need to collect them from the user thus the user won't be able to use it as Crona may use it in their stead. Crona is able to passively collect natural energy. This, she can do while merged on unmerged from the user. While merge, she is able to passively infuse this nature chakra into the user once per turn to only refresh the summoner's chakra. The summoner is able to use this chakra refresh to passively enter sage mode, seeing that sage chakra is already coursing through his body. While unmerged, the nature energy she collects is used to fortify herself, giving her durability of same level as Manda. Crona is able to use medical ninjutsu that the summoner knows, likewise snake ninjutsu. Her venom is quite lethal.
Using active medical ninjutsu or snake ninjutsu counts as move.
Last 4 turns
Can only be summoned 1x per battle


Declined: too many abilities. The snake can have either medical ninjutsu or senjutsu, but not both. If the latter, I'll need to confirm just how generic it is, as there are likely to already be snakes with such a trait. Aside from that, the venom is bereft of proper details. By saying just "quite lethal", you suggest it can be fatal, but give no turn-by-turn account of it nor effects leading up to death..


Shinseina Kifu: Rikon no Okurimono - Sacred Endowment: Parting Gift
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description:
This is a barrier applied to the user's jutsu. The barrier has no defensive effect albeit its function is only noticed whenever the jutsu the barrier is applied to is destroyed by a stronger jutsu. The barrier thus is an intangible barrier around the user's technique, applied in the same timeframe as the technique. Whenever the user's technique is completely neutralised by a stronger jutsu, the barrier activates, siphoning and sealing the opposing remaining jutsu, stopping it from proceeding towards the user.
Can only be applied once every two turns

‡ Declined ‡ So much wrong in so few lines. DNR.
 
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(Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form
Type: Supplementary/ Defensive/ Offensive
Rank: N/A - B-Rank
Range: Self - Short
Chakra: N/A - 20
Damage: N/A - 40
Description: A simple technique, with varying applications, Litmus Form takes the principles from both of it's related techniques, namely the simplicity of Litmus Finger, and the full body applications of Litmus Fist, and combines them both, to create a full-body application, which is achieved through a very simple method, for primarily simple applications. Litmus Form has two forms, a passive one with no inherent tangible properties, or battle-orientated applications, and a wilfully activated one, with limited, but tangible offensive qualities.

The first application is an unranked, full body, cosmetic application, which utilizes the Chakra that naturally leaks from the user's body [SUP][ ][/SUP]. This naturally exuded Chakra is what allows Chakra Sensor-types to detect other lifeforms, such as enemy Shinobi, and has been shown that it can be directly manipulated, such as with the "Chakra Suppression Technique", allowing the user to prevent this Chakra from escaping the body, making them virtually invisible to Chakra Sensors. This technique follows a similar principle, allowing the user to passively manipulate this ambient Chakra, moulding it much like they would for a Jutsu, applying an Element, and basic Shape to it, giving it a basic "form" as it leaves the body. This however, unlike the aforementioned technique, doesn't make the user invisible to Chakra Sensors, as the Chakra is still "leaving" the users body, simply in another form than raw Chakra. This allows the user to re-purpose this Chakra, allowing them to wreathe themselves in flames, cloak themselves in an aura of electrical energy, or a vortex of wind, etc and other purely cosmetic applications, without any actual Chakra cost, or effort on part of the user, leaving them open to perform Jutsu without interference. These cosmetics carry no damage, or tangible properties, not from a lack of control/ influence from the user, but simply due to them being composed of the "dregs" of one's Chakra Flow, Chakra that would otherwise go unused, making any impact on both the user, other beings, and the world around them, almost entirely negligible.

The second application follows the same principles as the first, namely releasing Chakra from all points on the body in the form of an Element, however, the key distinction is that this application is a wilful, and typically forceful, expulsion, carrying a Chakra cost and everything that entails, including a slot in the user's timeframe, one of their 3 Jutsu per turn to perform, etc. The user can expend any amount of Chakra they wish to perform this application, up to and including B-Rank, however, for the B-Rank application, the user is required to perform a single seal, the Seal of Confrontation, to perform it. This is mainly utilized in defensive applications, and reactionary manoeuvres, such as releasing short bursts to discourage an enemy from approaching, or harm one within range with a sudden blast of Elemental Chakra.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger" and "(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist".

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□ ~_~ Pending. Leaving for Vex/NK/Pekoms. □

♪ Declined: First method of utilization is fine. Second is an amalgamation of existing elemental surges and bursts that simply cannot be approved. ♪
(Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description:The user starts by performing a sequence of two Handseals, Snake → Horse gathering a large quantity of Lightning Release Chakra, and infusing it into a projectile weapon, most commonly a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen projectile/ weapon with the Chakra, they become completely shrouded in a heavy aura of reddish-purple lightning. The user then takes aim, either into the air, or at a surrounding surface, depending on how they wish to utilize this Jutsu, as there are two varying, but conceptually similar applications to this Jutsu.

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

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

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

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♪ Declined: As it is, this technique clashes heavily with Sniper Arts. My recommendation would be to pick a specific weapon, other than a bow and arrow, that this jutsu can be used in conjunction with. The scale of each individual projectile is wild, each point is doing the equivalent of a heavy artillery attack? And you're making dozens? Be realistic lol. Moreover, why is the arrow ricocheting if it's composed of lightning ? ♪
(Ninpō: Ritomasu Fōmu) Ninja Art: Litmus Form
Type: Supplementary
Rank: N/A
Range: Self - Short
Chakra: N/A
Damage: N/A
Description: A simple technique, with varying applications, Litmus Form takes principles from both of it's related techniques, namely the simplicity of Litmus Finger, and the full body applications of Litmus Fist, and combines them both, to create a full-body application, which is achieved through a very simple method. This technique utilizes the Chakra that naturally leaks from the body [SUP][ ][/SUP], and is what allows Chakra Sensor-types to detect other lifeforms, such as enemy Shinobi, to create an unranked, full body cosmetic. It has been shown that this naturally exuded can be directly manipulated, such as with the "Chakra Suppression Technique", allowing the user to prevent this Chakra from escaping the body, making them virtually invisible to Chakra Sensors. This technique follows a similar principle, allowing the user to passively manipulate this ambient Chakra, moulding it much like they would for a Jutsu, applying both changes to the Shape and Element, giving it a basic "form" as it leaves the body. This however, unlike the aforementioned technique, doesn't make the user invisible to Chakra Sensors, as the Chakra is still "leaving" the users body, simply in another "state". This allows the user to re-purpose this Chakra, for example, allowing them to wreathe themselves in flames, or cloak themselves in an aura of electrical energy, vortex of wind, etc, and other purely cosmetic applications, without any actual Chakra cost, or effort on part of the user, leaving them open to perform other actions without interference. These cosmetics carry no damage, or tangible properties, not from a lack of control or influence from the user, but simply due to them being composed of the "dregs" of one's Chakra Flow, Chakra that would otherwise go unused, making any impact on both the user, other beings, and the world around them, almost entirely negligible.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Ninpō: Ritomasu Fingā) Ninja Art: Litmus Finger" and "(Nintaijutsu: Ritomasu Fisuto) Ninja Body Technique: Litmus Fist".

‡ Approved ‡

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(Raiton: Kossetsu Risō) Lightning Release: Fractured Ideals
Type: Supplementary/ Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description:The user starts by performing a sequence of two Handseals, Snake → Horse gathering a large quantity of Lightning Release Chakra, and infusing it into a projectile, such as a bolt for a crossbow. As they infuse their Chakra into the projectile, they become completely shrouded in a heavy aura of reddish-purple lightning. The user then takes aim, either into the air, or at a target before them, depending on how they wish to utilize this Jutsu, as there are two different, but conceptually identical usages for this Jutsu.

The first is for enemies that generally have some semblance of distance from the user. By aiming into the air, the user then fires their projectile into the air in an arc, aiming to hit the target on the descent of their projectile's arc. Once the projectile reaches a certain distance from the user, Mid-Range or beyond, the Chakra infused into the projectile "activates", forcefully shattering the fired projectile into numerous pieces, all carrying their own equivalent portion of the projectiles Chakra. Each fragment of the projectile then instinctively moulds the Chakra into the form of the original projectile, effectively creating a barrage of dozens of lightning-based projectiles formed from the scattered remnants of the original projectile. As the barrage of Chakra projectiles descends upon the target, the effect for each individual projectile is equivalent to that of an explosive tag, as when they hit the ground, surface, object, target, etc, they release the Chakra constituting the form of the Chakra projectiles in the form of of a concussive blast (Roughly 2m radius around the point of impact), individually dealing small amounts of impact-based, kinetic damage to the target which combines to create one, singular explosion, engulfing the surrounding area (Roughly 15m radius around the target).

The second application is similar to a certain degree, but is utilized for close quarters engagements, allowing range/ projectile fighters, who are generally susceptible to attacks in close range, due to their weapons being more inclined towards distant targets, to defend themselves. Instead of aiming into the air/ at the sky, the user aims directly at their target, and fires. Upon being loosed, the Lightning Release Chakra contained within the projectile automatically initiates both the fragmentation and shaping aspects of this technique, causing the lightning projectiles to be shot off in a cone towards the target direction. Due to not having travelled as far, or gained as much speed or force due to the descending arc found in the former usage, this usage lacks any of the concussive force found in it, and instead, the projectiles pierce through the target, shredding and embedding themselves within the their body. Once the projectiles have embedded themselves within a target, after 1 turn, the Lightning Release that constitutes the projectiles themselves dissipates, leaving behind open wounds within living targets, or cavities in solid surfaces they plant themselves within, potentially leaving fresh lacerations in their place.

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

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♪ Approved ♪

‡ Pending ‡ Leaving for Vex.




New submission;

(Migatte no GokuiChō hon'nō) Mastery of Self-MovementUltra Instinct
Type: Supplementary/ Defensive
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced Taijutsu art, based on the martial art of "(Mushin) Empty Mind", a mental state where the body reflexively reacts without the need of having any specific input from the practitioner, resulting in such refined levels of instinct and intuition to a level where they can respond to any threat without the need for thought. This is achieved via an intense level of training, wherein one is endlessly bombarded with incredibly fast, yet weak strikes, until they eventually grasp the concept of "self-movement", where each part of the body seemingly acts independently of the user's own will. It teaches one to abandon the practice of "thinking before moving", and simply initiate "moving without thinking". This is incredibly useful, as messages from the brain can only move through the nervous system to one's body parts so fast, subsequently losing precious time in combat that add up with every consecutive movement and action. This technique does not increase, or grant any kind of additional boost to the user's movement, tracking or reaction speed in any sense. Instead, it is akin to an automated defensive stance that allows the user to effectively negate any incoming physical attack that they can, visually or otherwise, register, without actually thinking about performing the actions. The body moves, almost as if on it's own accord, to respond to incoming attacks, and attempts to negate, redirect, or counter them in the most logical manner, before proceeding to intercept the next attack. A perfect idiom to describe this stance is "The lights are on, but no one is home", as the user is clearly responding to external threats, yet doesn't always seem entirely "present". One of the many benefits to this technique is that it is purely physical, and, by it's very nature, requires little to no input from the user themselves, especially in regards to their Chakra flow. As their body is reacting instinctively, rather than with directed motions and a proper input from the user themselves, they're free to use their heads to perform other actions, such as analysing attack patterns, potential weak points, and formulate and initiate proper counter attacks, etc. There are significant drawbacks to this technique as well however as, by it's very nature, it can only allow the user's body to react to actions and attacks that they can witness. This means the user cannot use this technique against attacks faster than they can track or logically register due to speed, but also attacks of a deceptive nature, or attack the user in some unregisterable manner, such as attacks that cannot be physically seen, like "Frog Kumite", or attacks that strike outside the user's field of vision. However, in the case of techniques that are directly applied via physical actions, such as in the case of a Shinobi driving a Rasengan into the body of their opponent, the user can divert this incoming threat by redirecting the physical motions of the opponent's strike, "countering" the Rasengan without making physical contact with it, or even ending the technique. [SUP][ ][/SUP] Finally, entering into this stance does not constitute the usage of one of the user's 3 Jutsu per turn, however, if this technique is used to defend against another Jutsu, every instance of a successfully defended technique does consume one of the user's allotted Jutsu from their next turn. When used to defend against freeform actions and movements, no Jutsu slots are consumed. This can, in most cases, force a stalemate in close-quarters combat centric fights, as neither party gains any ground, or inflicts damage upon the other.

Note: Can only be used for a max of 3 turns, and user must wait 3 turns between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and can only be used by Biographies with a Taijutsu specialty.

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‡ Approved ‡ Good work.
 
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Inch

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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. □
Resubmitting:

(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, though only one may be used in each turn. While these abilities both consume a moveslot, they are performed simultaneously with the empowered jutsu. In both cases, the summoning may only empower jutsu of natures and abilities that the summoning itself has access to.

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, DNR. I was going to try and see if this can be salvaged, but one, its fairly similar to what Broly tried before (even if yours is done with Fuuin and his was written far worse) and this only opens up the floodgates to copy cats and similar "connection" type techniques to boost and utilize same-time frame techniques. Sorry, but I don't see this be used without being abused. Especially the Genjutsu part, as well as extending the range of techniques for 4 or 5 turns. □
 
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Shinta

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(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: The user begins by creating a small amount of liquid poison. pooling the sticky liquid in their mouth and chewing it like bubblegum while kneading into it dense amounts of chakra to perfect the consistency. When complete the user exhales the poison, blowing it outward like a bubble creating a thick film of liquid poison. They fill this liquid film of dense sticky tar-like poison with gaseous poison inflating it. After the bubble gets to a reasonable size, decided upon by the user as small as a normal bubble or as large as their own body they release it. When released the poison travels towards an opponent or a technique. When it clashes with something the liquid erupts outward exploding with a decent amount of force while also creating a wave of liquid poison followed by a dense gust of gaseous poison. By performing the seal of confrontation the user can create multiple poison bullets each consisting of a liquid shell filled with gaseous poison. The poison created can be Med Toxin, a custom poison, or a specific poison created with this technique. The specific poison will cause cell necrosis to any skin touched causing symptoms of that mimic third degree burns with skin melting and bubbling up and reduce the poisoned individual's reactions and speed by three ninja ranks when it passes the lipid bi-layer of the skin cells spreading throughout and effecting the whole body. This poison also makes it more difficult to breathe, forcing the effected person to wheeze and cough.
Notes:
- Can be used three times per battle and the user is immune to any poison created
- Can not be used in successive turns


Declined: pick a rank, as there is no significant reason for this to be multi-rank. Either way, it'll need a few handseals and a turn-by-turn look at the attack's effects instead of "when it passes the lipid bi-layer.." Aside from that, omit the bit where it can create "a specific poison created with this technique."


(Dokuton: Doku Rendan no Jutsu) - Poison Release: Breath of the Hydra
Rank: S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 40 ( -20 next turn to use again )
Damage Points: 80 ( -5 to user )
Description: Based heavily on (Dokuton: Doku Hebi Rendan no Jutsu) - Poison Release: Poison Hydra Barrage Technique the user will make two small nicks on their thumbs allowing blood to pool in their palms. Using this blood as a template they create either a generic poison similar to that created by the Hydra Barrage Technique having the same effects (which will cause increasingly severe muscular pain, sensory numbness and damage if absorbed through the skin (30 damage per turn, effects last 5 turns after exposure, death if the poison is vaporized and inhaled) or a custom poison. What they do with this poison is release it in either one massive wave of liquid poison by bringing their hands together and releasing the poison all together, or two smaller waves by separating their hands and releasing the poison in two moderately sized torrents of liquid poison.
These torrents can be directed in two different directions allowing the user to attack multiple things.
Notes:
- Can be used three times per battle
- Requires two turn cooldown between activation


Approved: other than adding a few handseals, in fact, the same ones as the technique this CJ is loosely based on, the bit about passively releasing another wave in the next turn has been omitted. Despite the CJ stating "like it's predecessor..," I fail to see such a thing like that in the canon technique..


(Dokuton: Dorakonikkuburesu) Poison Release: Tibsy's Draconic Breath
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 to make it semi-solid again )
Damage points: 60 ( +30 to coated technique )
Description: The user molds poison chakra to create poison, or manipulates an already existing source of poison. If creating the source, he must perform the boar hand seal allowing him to form the source of poison into projectiles, nets, waves, tools or weapons. If he's manipulating an already existing source he is able to merely use slight motions of the hands to form sources into the above mentioned items.
As he manipulates the poison he coats it in chakra giving it shape and making it retain a form until the user decides to release the chakra coating at that point the liquid poison loses it's solid properties covering the opponent in a viscous, almost tar-like, purple poison that can impede movement making the opponent slowed due to the excess weight of the poison as well as it's sticky properties. The poison reduces the poisoned individual's reactions and speed by three ninja ranks and causes a numbness upon any skin touched. This numbness radiates throughout the body ending in complete paralysis on turn five. During this time the numbness is accompanied by excessive pain and burning as the poison eats away at the first and second layer of skin causing moderate first to second degree burns all over the body. This will also half the opponent's speed as long as the poison remains on the opponent due to it's sheer weight and stickiness nearly doubling the opponents weight due to the poison's weight. The user can also manipulate the poison to constrict the opponent hardening it to a point that it can hold a person in place indefinitely unless defended adequately. This is done by calling upon the chakra inside the poison causing it to increase the viscosity of the substance to the point where it's a semi-solid allowing for the temporary capture of opponents. The aforementioned process is the same one that keeps the poison solid until impact. If the opponent uses a technique that vaporizes the liquid poison such as fire, lightning or heat related ninjutsu the poison becomes a gaseous cloud of poison one rank lower and doubles the poison's effectiveness on the body as it becomes easier for it to act upon the body. This means the poisoned individual will lose six ninja ranks for their speed, and total paralysis will happen on turn three instead of five.
The user is also able to coat objects, constructs, other techniques, and weapons in a thick layer of liquid poison or feed poison itself into the molding and mixture of the technique itself. This layer holds all of the properties of poison and makes hits dealt with the coated object, construct, technique or weapon stronger, and more devastating. When solid, liquid, or semisolid techniques are coated with a layer of poison they stand up to force, and elements poison is strong to as if the coated technique is strong to the opposing technique. However this is true for the opposite as well, if this technique is used to reinforce a technique and poison is weak to the element it is clashing with even if the technique this was used on is strong to it, it will be considered weak to said technique.
Weapons, objects and constructs coated in poison become larger with a visible enlargement such as a kunai being completely enshrouded with purple poison, while techniques only change color slightly to a dull purple and become physically larger in size. The user can only form four constructs with a use of the jutsu and the power will be divided evenly between the constructs
Notes:
- The reinforcing ability will require the use of the hand signal and happens in the same timeframe as the technique it's modifying. The reinforcing ability can only be used three times per battle and increases the rank of the modified technique by one rank up to S rank.
- The reinforcing ability can be used on other poison jutsu without the seal, as the user is just pumping more poison into the technique to make it larger, and stronger. This also has the added benefit of increasing the rank of the poison technique as it becomes a quick combo. This does not work on S rank or Forbidden techniques.
- This can be used with a custom poison but requires it to be a liquid

♪ Declined: The second portion of this technique clashes heavily with Korra's poison infusion CJ. Doubling the effects of this from vaporization is a no as well, the poison is being vaporized lol. ♪
 
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(Raiton: Zeusu no Raimei) | Lightning Release: Zeus’ Thunderbolt
Type: Offensive/Defensive/Suplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (- 10 per turn to sustain)
Damage Points: 80
Description: A technique whereby the user will perform three handseals while rapidly expelling lightning chakra from their body. Through the performance of such, the user will be capable of materialising lightning bolt(s) via infusing the air around them with a strong charge. The amount and sizes of the lightning bolts are freely subject to the users intentions, but could be of a great enough scale to wipe out large earthen constructs and send a rain of lightning towards opponents, or small and focused such as a senbon, to deal pinpoint but extreme piercing damage. The real use of this technique however comes when control is maintained over it - through doing so the user will be capable of having lightning bolts split, merge, shift in size and change direction, allowing for the lightning bolts to be easily maneuvered to fulfil various offensive and defensive purposes. While control is sustained, the lightning bolts will also be capable of, on command, dispersing into the ground or solid terrain and conducting through it as a directed unfocused charge, neutralising any earthen based chakra (KG/CE included) within the structure during its travel, and then re-emerging back into a focused lightning bolt when the user so wishes to strike the opponent. Lightning bolts can only be materialized within short range of the user; furthermore, choosing to sustain control over Zeus’ Thunderbolt however has the massive drawback of limiting the user to the lightning element, elements that have lightning as a component, and non-elemental abilities.

Notes:
Can only be used 3x
When the user finishes sustaining this technique they will be barred from using Lightning techniques above A rank on the next turn.

□ Declined. I need a time that this can be sustained, and also needs to be better defined. You're trying too much with this, and that clashes with a few techniques. What do you mean the size can be defined based on what you want? There needs to be a guideline, and once its been dispersed into the ground to take care of Earthen chakra (needs to be a limit to this) also can't be immediately used to attack the opponent. I believe there exists a technique that changes focused into unfocused Lightning, so try and make this more concise without clogging it full of usages. □


(Raiton: Vuaruhara no Handan) | Lightning Release: Judgement of Valhalla
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: By performing three handseals and infusing chakra into the sky, the user will be capable of calling down large lightning bolt(s) from the air. The scale of this technique is such that each lightning bolt could potentially affect an area up to short range in size, making them powerful and large enough to pierce gigantic holes through even the largest of summons. As the lightning bolts descend they will rapidly charge the air around them, creating a field of electricity that, similar to ‘levitating blades’ will result in anything within short range of the lightning bolt being forced to levitate, and subsequently drawn in towards the lightning bolt through attraction at the speed of the lightning technique. When the lightning bolt strikes the ground, it will not immediately disappear, but will instead linger as a pillar of lightning after its initial earth shattering impact. Alternatively, the Lightning bolt can be made to disperse upon impact with the ground into an unfocused current so strong that it will charr the earth black as it conducts into the ground, while also neutralising any earthen based chakra within the ground on account of its chakra nature. Naturally, the user will be unaffected by any of the Lightning’s conduction effects as it is their chakra, meanwhile the effects of the Lightning bolt will completely expire after two turns.

Notes:
Can only be used 2x.
No lightning techniques above B rank for the rest of the turn.
Two turn cooldown between uses.

□ Declined. This one is better, but make the size more concise, as well as the amount of strikes. Always easier to determine, nice job though. □


(Raiton: Soru no Aisatsu) | Lightning Release: Salutations of Thor
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 20 (+10 to future lightning techniques that this is applied to)
Damage Points: N/A
Description: Salutations of Thor is a technique that, once activated, allows the user to infuse their future lightning techniques with additional chakra. The additional chakra infused into the lightning technique will result in one of two unique phenomena. The first is that the infused chakra will radiate out from around the lightning technique. The radiating chakra will quickly form an electrical field that will force objects within short range of the lightning technique to levitate, and be pulled in towards it at the speed of the lightning technique, similar to the canon technique ‘Lightning Blades Levitation’ (the field does just that, it does not paralyse or shock). Naturally, the user will not be affected as it is their own chakra, enemies however will have to adopt countermeasures - such as destroying the source lightning technique which will promptly end the effect. The second effect also involves the application of more lightning chakra into a technique, except its effects are less externally focused and more centred on directly empowering the lightning jutsu. As a result, the second effect will have additional chakra pumped into the lightning technique, the additional chakra will infuse throughout the technique in question and will simply serve to greatly bolster the lightning techniques energy supply, which in turn translates to a twenty point damage increase to lightning jutsu.

Notes:
As an activation technique, this technique can be used instantly and in the same timeframe as the following lightning jutsu. It can apply to all future lightning jutsu used within the next three turns, however the user must choose which affect will apply upon activation, and cannot switch, or activate the other effect at the same time. When this technique ends the user will be barred from Lightning techniques above A rank for a turn. This technique can be used twice, either both effects once or the same twice, and has a two turn cooldown between uses.

♪ Declined: Second half of this technique clashes with Pervy's lightning expansion (infusing lightning with additional chakra in order to increase damage). You need to rework your restrictions to accommodate for the fact that the second portion of this technique ain't being approved. ♪

□ Pending. Leaving for Vex. □
 
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(Bijutsu: Demon's Sand) - Tailed Beast Skill: Akumasuna
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: It is common for Sand style practitioners to carry with them a modest supply of sand within gourds to use during their battles. Akumasuna, meaning Demon's Sand, is the name given to the sand carried by the Jinchuuriki of Shukaku. The sand comes from Shukaku's own body and is imbued with his chakra, making it more powerful than standard sand. It appears like normal sand but contains indigo streaks much like Shukaku's body, making it easily distinguishable. As this sand is modest in its volume and can't be created during battle, it isn't suitable for large scale techniques, but is typically used for the Jinchuuriki's shield of sand technique and other small scale attacks or defenses. As this sand is more powerful than normal sand, techniques that make use of it gain a minor ten damage boost. The real advantage of akumasuna comes from the ability to draw out Shukaku's chakra creating a chakra shroud of bijuu chakra around the sand. The shroud itself is B-rank in strength carrying the normal strengths/weaknesses of bijuu chakra. This shroud can be drawn out twice per battle, and after the second usage the sand loses the indigo markings and becomes normal.
-Must be posted in the user's bio
-Shroud can be created twice per battle and lasts three turns per usage
-Can only be manipulated by the one-tails Jinchuriki

‡ Declined ‡ Sand techniques with their own pseudo-Bijuu shroud isn't going to fly.

(Bijutsu: Gundan no Bijudama) - Tailed Beast Skill: Legion's Tailed Beast Ball
Type: Attack
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: Similar to (Fūton: Mugen Sajin Daitoppa ) - Wind Style: Sandstorm Devastation, this technique takes advantage of the one-tailed transformation's sand body by opening up numerous mouths across its surface. However, rather than using those mouths for a wind-style technique, this technique uses each of those mouths to create a smaller scale bijudama. Because this requires making a dozen or so of these mini-bijudama they are highly unstable and its a struggle to maintain their spherical form. When released they erupt outward as a blast of bijuu chakra much like when the jinchuuriki eats the bijudama first, rather than as a spherical bullet. With mouths all along its body, this results in an omnidirectional blast of the bijuu chakra extending in a mid-range radius. This technique can be used in both the initial and full transformations, gaining twenty points of damage and extending to long-range when used in the full.
-Can be used once per transformation and only twice per battle
-Cannot be the turn before, or after other bijudama variants.

‡ Approved ‡ Nice technique. Edited the first restriction.
 
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Ryóma

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(Inkupo: Koiru) Ink Arts: Calling Out To Within
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A
Description: A technique that seeks to enhance the nature of ink based techniques, through which this technique comes into two different forms. The first version of this technique is aimed towards turning ink based techniques into more “offensive” versions of themselves, in which when creating a work of art - the user will have drawn the technique in a far more aggressive way as opposed to the normal elegant and expressive manner. This actually comes into play, as with this technique - the drawings they create are far more “shaper” to the touch, in some cases delivering a more “blunt” hit as opposed to normal, while some, in terms of animal like creations, gain the characteristics of the former mentioned but they are also drawn to be more “feral” or “wild” and thus attack more violently as opposed to normal. What this seeks to do is, through the expression of emotion and creativity as seen that emotional states of the user can indeed influence the way techniques are created allows for their own works of art to inherit such unique traits for their own purpose. This turns techniques which are usually labelled with “N/A” as damage in order to gain power. The damage is equal to and rivals the ranking of the original technique i.e A Ranks will deal 60 damage. This technique can be applied to any sort of works by the user, whether they are drawing it on the moment, have it pre drawn or even in the form of ink tattoos. The characteristics must be mentioned when using this technique in order to get a more detailed idea of how the works will be dealing damage. The most notable example of this, is when Sai was unable to utilize a certain ink technique due to his mind not being mentally prepared/emotionally ready in order to do so, showing that emotions can indeed have an influence on one's ink techniques upon creation.

The second part of this technique is much like the first, but instead it applies it to already damage-dealing techniques in the same way. What this version seeks to do now is increase the damage output of the technique, allowing it to increase the rank of an ink technique by one rank, or in the case of S-ranks and above, getting an additional +20 damage. The first variant is a passive skill, not taking up a move nor a slot in time frame and must simply be mentioned as a reference when performing the desired technique, while the second variant can only be used five times per battle, needing a cool down of one turn between each use, and acts as an infusion technique, thus being able to be performed within the same time frame of another technique. When applying the second variant to pre drawn/tattoos, the user simply needs to infuse the same amount of chakra in order to “activate” the augmented state.

✦ Declined, I like this but the passive usage will not be unlimited. You need to limit it just like the active use. ✦


(Inkupo: Koiru) Ink Arts: Calling Out To Within
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A
Description: A technique that seeks to enhance the nature of ink based techniques, through which this technique comes in two different forms. The first version of this technique is aimed towards turning ink based techniques into more “offensive” versions of themselves, in which when creating a work of art - the user will have drawn the technique in a far more aggressive way as opposed to the normal elegant and expressive manner. This actually comes into play, as with this technique - the drawings they create are far more “shaper” to the touch, in some cases delivering a more “blunt” hit as opposed to normal, while some, in terms of animal like creations, gain the characteristics of the former mentioned but they are also drawn to be more “feral” or “wild”, and thus attack more violently as opposed to normal. What this seeks to do is, through the expression of emotion and creativity, as seen that emotional states of the user can indeed influence the way techniques are created, allows for their own works of art to inherit such unique traits for their own purpose. This turns techniques which are usually labelled with “N/A” as damage in order to gain power. The damage is equal to and rivals the ranking of the original technique i.e A Ranks will deal 60 damage. This technique can be applied to any sort of works by the user, whether they are drawing it on the moment, have it pre drawn or even in the form of ink tattoos. The characteristics must be mentioned when using this technique in order to get a more detailed idea of how the works will be dealing damage. The most notable example of this is when Sai was unable to utilize a certain ink technique due to his mind not being mentally prepared/emotionally ready in order to do so, showing that emotions can indeed have an influence on one's ink techniques upon creation.

The second part of this technique is much like the first, but instead it applies it to already damage-dealing techniques in the same way. What this version seeks to do now is increase the damage output of the technique, allowing it to increase the rank of an ink technique by one rank, or in the case of S-ranks and above, getting an additional +20 damage.

The first variant is a passive skill, not taking up a move nor a slot in time frame and must simply be mentioned as a reference when performing the desired technique, though it can only be used thrice per turn - going on cool down relative to the amount of times it is applied. For example two usages will cause it to go on a two turn cool down. The second variant can only be used five times per battle, needing a cool down of one turn between each use, and acts as an infusion technique, thus being able to be performed within the same time frame of another technique. When applying the second variant to pre-drawn/tattoos, the user simply needs to infuse the same amount of chakra in order to “activate” the augmented state.

‡ Declined ‡ "Usable thrice per turn". If this isn't the best restriction I've ever seen.

But really, can you restrict it properly?
 
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Houdinii

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(Ototon Genjutsu: Utsuro Zukku) - Sound Illusionary Art: Blank Canvas
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40
Damage points: N/A
Description:
This is a powerful illusion that although it does no damage, it presents a convincing and free flowing platform for the genjutsu practitioner. To initiate this technique the user must emit a sound while focusing their chakra into the sound wave similar to some canon jutsu, this places the initial genjutsu upon their target(s) while they continue to produce chakra infused sound. For example this can be initiated by whistling, clapping, talking, footsteps or any other method that the user can maintain, the user cannot switch from one method of sound to another without causing this technique to abruptly end and have its effects lifted. Inversely the illusions effects will continue to effect and linger as long as the sound is present.

Through the maintained sound the user is able to block or manipulate the opponents senses as they see fit, altering the illusionary terrain to simulate an attack or even causing an illusionary version of themselves to move forth as a distraction for example. To be clear this jutsu does not paralyze nor hinder the opponent in any way and they are free to move and act during it. The especially high frequency of this illusion allows it to penetrate through other sounds on its way to its target without being comprised or distorted, and while maintaining this illusion the user may move about freely however they may not use any techniques outside the realm of sound. The initiation of the illusion is extremely subtle for once the sound reaches the opponent they are under its effects and initially there may be no noticeable difference as the user must continue to produce the sound to manipulate the illusion.

Note:
~Can only be used 2 times
~Cannot use Sound above A rank for 2 turns after this ends
~Can only be taught by Houdinii

‡ Declined ‡ So the Sound Release version of Scorps' Mind of Creation?

(Doton: Shaku sono Taiga)- Earth Release: Dip in the Styx
Rank: Forbidden
Type: Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (-30 to user)
Description:
This is a unique technique that although ultimately damaging to the user, also provides a very high level of defense. Focusing their doton chakra into a section of their skin the user floods their skin with high level chakra giving it an almost stone like quality, they continue to overload it with chakra to compound its density many times, this would result in the appearance of a very dark black spot on the user. This is similar to the canon Earth Spear technique albeit pushed to unexplored limits, this extreme concentration of doton chakra causes damage to the user that is evident when the technique ends, as the affected area of skin will appear cracked and will be quite fragile to the touch. This leaves the user quite vulnerable as a physical blow to this damaged area would deal double damage to the user and continue to do so for any further strikes for the remainder of the battle.

However this is a small trade off for the great defensive capabilities of the section as it provides an extremely hard defense, being able to protect the user from attacks that are smaller than or equal to it.(Following elemental adv/disadv) In addition to this due to the overload of doton chakra in the area it gives the section certain petrification qualities when met with an attack, meaning that when an enemy (including clone, summons, etc) comes into contact with the section they would have the contact limb flooded with doton chakra, forcefully petrifying it. At the cost of a move in a turn the user is able to shift the position of the section across their skin, moving it to a different part of their body, though it still encompasses the same area. This movement can be done very quickly and although it does cost a move, since it is already present it can be done passively while the user focuses on other things. Attacks that are larger than the section would not be stopped by this technique.

Note:
~The section is approx 30cm by 30cm
~The jutsu ends after 2 turns.
~Can only be used once

~Can only be taught by xHoudinii


□ Approved. □
Sorry about that.
~Updating, adding offensive capabiltiies

(Doton: Shaku sono Taiga)- Earth Release: Dip in the Styx
Rank: Forbidden
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (-30 to user)(+20 to Taijutsu)
Description:
This is a unique technique that although ultimately damaging to the user, also provides a very high level of defense. Focusing their doton chakra into a section of their skin the user floods their skin with high-level chakra giving it an almost stone like quality, they continue to overload it with chakra to compound its density many times, this would result in the appearance of a very dark black spot on the user. This is similar to the canon Earth Spear technique albeit pushed to unexplored limits, this extreme concentration of doton chakra causes damage to the user that is evident when the technique ends, as the affected area of skin will appear cracked and will be quite fragile to the touch. This leaves the user quite vulnerable as a physical blow to this damaged area would deal double damage to the user and continue to do so for any further strikes for the remainder of the battle.

However this is a small trade off for the great defensive capabilities of the section as it provides an extremely hard defense, being able to protect the user from attacks that are smaller than or equal to it.(Following elemental adv/disadv) In addition to this due to the overload of doton chakra in the area it gives the section certain petrification qualities when met with an attack, meaning that when an enemy (including clone, summons, etc) comes into contact with the section they would have the contact limb flooded with doton chakra, forcefully petrifying it. At the cost of a move in a turn the user is able to shift the position of the section across their skin, moving it to a different part of their body, though it still encompasses the same area. This movement can be done very quickly and although it does cost a move, since it is already present it can be done passively while the user focuses on other things. Attacks that are larger than the section would not be stopped by this technique.

Note:
~The section is approx 30cm by 30cm
~The jutsu ends after 2 turns.
~Can only be used once

~Can only be taught by xHoudinii


✪ Updated Approved ✪

 
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Pekoms

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Flowing Mochi Gift | Nagare Mochi Gifuto
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A

Description: Contract Ninjutsu enabling the user to convert an earth source into a protean liquefied state at will. The fluid's makeup includes venom and spider silk in liquid form. Its basis is chiefly derived from spitting spiders (Scytodidae) and their venom-impregnated silk, which both immobilizes and envenoms prey. The conversion rate is quite fast (twice the base speed of Kage-rank ninja), which entails a limit whereby neither the opponent nor the user are able to perform earth-based techniques other than those that fall under Spider Ninjutsu. While it cannot directly convert an opponent's moves, it's able to counter moves that'd otherwise try to emerge from the source. The general effect is not unlike that of being entrapped in Swamp of the Underworld, and the same can be said of its depth. And due to venom being a constituent of it, any physical contact with the fluid will induce a full body paralysis after two turns. In order to use this move, the user must place a hand on the source being converted.

Note: The conversion will last up to four turns before reverting to the original source.
Note: Only useable thrice per event, with a two-turn cooldown.

Peerless Donuts' Mochi Gift | Musō Dōnatsu Mochi Gifuto
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30 (+10 per turn)
Damage: N/A (30 per hit or +30 to Taijutsu)

Description: Contract Ninjutsu enabling the user to generate two tendrils of fluid from the ground in their vicinity. These tendrils then proceed to loop into the shape of donuts, levitating mid-air, before being rapidly molded into a pair of giant arms. In spite of being a fluid and, moreover, taking on the form of arms, the pair are compressed to the point that they undertake a square-like shape. To further bolster their power, they are infused with earth-type chakra and have a jet black hue to show for it. With a layer of the same fluid over their actual arms, the user manipulates the extra arms to act exactly like the originals, the difference being that the form possess far greater power and also range. As for the fluid's makeup, it includes both venom and spider silk in liquid form. Its basis is chiefly derived from spitting spiders (Scytodidae) and their venom-impregnated silk, which not only immobilizes, but also envenoms prey. Ergo, any physical contact with the fluid induces a full body paralysis after two turns.

Note: Only useable by Spider contract specialists and thrice per event.
Note: Lasts up to four turns before ending, with a two-turn cooldown.
Note: While active, no elements, nor Genjutsu are useable, bar spider contract Ninjutsu and Doton.
 
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Excision

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(Jiki Ōbādoraibu) Magnetic OverDrive
Type: Supplementary
Rank: B rank
Range:Self
Chakra:20(+5-20 per turn)
Damage: N/A(+20 to Magnet jutsu)
Description: One of Katora's special jutsus, the Magnetic Overdrive utilizes specific chakra distribution which amplifies Katora's magnetic chakra along with the elements that make it up, Wind and Earth. Katora magnifies his chakra flow, focusing all his raw chakra into magnetic to give it a boost in power whilst temporarily making him unable to perform jutsus of any other element(water, fire, lightning + variations). This works by increasing the Magnets power, allowing Katora to push and pull his Iron sand at a more powerful rate than normal. Any ninjutsu that is related to magnetism, earth and wind will get a temporary boost in power. While the Magnetic Overdrive is active, Katora constantly overflows his reserves of chakra and thus loses -5/turn extra chakra in order to keep the amplification in progress. The damage output is increased +20 for all magnetic jutsu covered while under the influence of this jutsu.

Restrictions:
Can only be used 4 times per battle.
Each Usage lasts for 4 turns.
Every use of this, restricts the user further. After the First usage, the user goes into a 2 turn cooldown. After the Second usage, The user goes into a 3 Turn cooldown, and loses access to his Magnetic chakra for 1 turn after deactivation. After a Third time, the Jutsu will cost +10 chakra per turn to maintain. The User will go into a 4 turn cooldown and lose access to his magnetic chakra for 1 turn. On the Final Usage, the Jutsu will cost +20 extra chakra per turn to maintain. User will Lose access to Magnet, Wind and Earth for two turns.
While active, User only has access to Magnet, Wind and Earth Chakra natures. However, Only Magnetic chakra jutsu get the +20 dmg increase.
This technique can also be activated in the same timeframe as a second Iron Sand technique, still taking a move slot but being activated in the same timeframe.

□ Declined, DNR. Don't see how you can do this with just your chakra, and similar to my Dance with the Devil that is done with Fuuin, but same concept. □

(Jiton: Raiton Kyatchā) Magnet Release: Lightning Catcher
Type: Defensive/Offensive
Rank:D-S
Range:Short-Long
Chakra: 10-40
Damage: (techniques damage +10)
Description:An advanced Iron sand technique that Katora created to deal with Iron sands most basic weakness, Lightning, as a way to counter opponents who will try to fight him using lightning itself. Using Irons ability to conduct lightning, Katora will user it to his advantaged to trap, catch and release a lightning technique and launch it back at the opponent. How this works is, when Katora's Iron Sand jutsu is countered and hit with lightning, he will active this technique. As the two techniques collide and the lightning conducts into the Iron sand, removing the Magnetic chakra, Katora will create a back up of Iron sand behind the Original technique. As the Lightning has conducted into the original technique, it will continue to conduct to the nearest conductive element, being the back up Iron sand. As this occurs, Katora will create a loop for the Lightning to follow, conducting the lightning into his new Iron sand and drawing the technique away from from and redirecting it back towards the opponent, essentially launching their lightning jutsu back at them. As lightning gets stronger the more it conducts, the opponents Lightning jutsu will gain +10 damage as it is released from Katora's Iron Sand.

Restrictions:
Technique follows all ranks Usage's per battle.
B rank and above require hand seals, ranging from 1-3.
This technique works on all Lightning techniques, whether they are blasts or walls, and even techniques that are continuously channeled. However, if the Lightning technique gets within short range(0m-4m) this technique wont be fast enough to redirect the jutsu back to the opponent, but it is fast enough to redirect the technique away from Katora to negate damage.
Technique rank needs to be the same rank as the Lightning technique used.
Can only use this techniques rank up to the maximum rank of the User(S-jounin can only use up to B rank version of this technique)

□ Declined. Can't submit techniques with S rank variants if you aren't S-Class, even if you can't use them yet. □
 
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Zatanna

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Seido Gummu | Precision Gum
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The user after practising their bubblegum ninjutsu has such skill that they can skillfully create their bubblegum jutsu with such precise chakra control that they can cause the bubble to explode at a certain time/distance instead of hitting an object. These bubbles explode (with normal bubblegum jutsu speed slightly faster than lightning speed), with the gum flying off in all directions sticking to the first thing it comes in contact with and restricting its movement, reducing it by one level. Breaking free of the gum requires a wind jutsu on the part of the gum. This technique must be placed in the users bio or at the start of a battle.


Declined: not so sure this needs to be its own CJ. The canon won't change, and Bubblegum CJ can individually specify how these detonations will come about.



GummuAme | Gum Rain
Type: Supplementary
Rank: A
Range: Long
Chakra: 30
Damage: N/A
Description:
The user will blow a large bubble of gum and then send it upwards long range into the atmosphere/above the clouds. After reaching a certain height the gum will explode raining down layers of gum that will stick to the first thing it touches. If an opponent isnt careful, they could step on the gum and become stuck in place.


Approved~



Hotaru Ninpo: Hotarupakku | Firefly Arts: Firefly Pack
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
A generic firefly ninja art, the user summons forth a swarm of fireflys that they can use for their firefly arts. This swarm is agile capable of travelling up to twice the users speed. Once per turn, counting towards one of the users moves, the swarm can disperse avoiding one jutsu. The swarm isnt capable of attacking, however can be used as a medium for the users genjutsu in place of handseals or eye contact up to A rank. (the reason being that they will fill the entire battlefield so it would be almost impossible to not look anywhere and not see a firefly)
Notes: Lasts 4 turns
Can only be summoned twice per battle.


Declined: this ought to be a summoning. In short, they'll not be allowed to act as a medium and instead, need to be the ones that cast genjutsu. But, in any case, there wasn't a proper explanation as to how the fireflies are able to function as intended.. To just simply be there—on the battlfield—isn't enough; they need to do something. And whatever it is that they do will be the identifiable trigger that's a requisite of illusions. Also, Sharingan genjutsu is out of the question.

 
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Vayne

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(Hijoujitaitaishokeikaku Kei) - Contingency Plan
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: To be utilised during the performance of a S/T barrier related technique, Contingency Plan allows for the effective countering of techniques that are stream line based, sentient, or similar. When a barrier is used to counter a streamed technique, Contingency plan allows for the transportation of the entire opposing technique. Normally, the S/T barrier would be unsuited to counter stream techniques, however through this technique, once contact is made between the barrier and the streamed technique, a sealing formula of the flying thunder god would spread on the streamed technique, allowing it to be transported 'as a whole' into a marked location. The sealing formula would spread regardless of the nature of the technique, as it would only be a temporary etherial one in a sense. The streamed technique would be effectively cut at it's point of origin, not affecting the original source of it. When a S/T barrier is used to counter a sentient non-living creature, the formula would spread on the creature's body, sending it to a marked location. In both these scenarios, upon transportation, the opposing technique would explode into a blast equal to it's strength, covering a short range radius. Finally, when used against living creatures/humands, a sealing formula would be placed on the creature, while also transporting them to a marked area. This sealing formula would only last for 3 turns before it wears off, unlike the normal one that lasts indefinitely. The seals would instantly form.(S/T instant) Usable once every two turns, and only during a S/T barrier or variant of it.

□ Declined. Where the Fuuin at? How are you adjusting a sealing script without Fuuin? And no, this doesn't mean you can VM me for Fuuin permission ¬_¬. □

(Ninpou/Kage: Ryouiki No Helios ) - Ninjutsu/Shadow Arts: Domain of Helios
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Using the very nature of how shadows react to light, the user would use a variation of the hiding with camouflage technique in order to transmit the shadow of his body to a distant location. This is reminiscent of the When used during normal daylight time, the user can only transmit the user's shadow to mid range away, however, if it was darker, for instance raining, or dusk/dawn, the user can transmit the shadow up to long range. When used at night times, the user can transit the shadow up to 2 LMs away. In a battle, usage of Domain of Helios allows for the user to perform techniques from a longer range than normal. During daylight, it only allows for a single range increase to techniques, however the other cases allow for a long range usage. The user can choose to transmit a single body part, multiple, or his entire body. The technique can last for three turns, costing 10 chakra per turn, and usage must be separated by a turn interval. The user can chain a nara clan technique in the same timeframe with Domain of Helios as long as the techniques core is B ranked or lower.

♪ Declined: This doesn't make much sense. The hiding with camouflage technique doesn't transport the user; it simply hides them. It's pretty illogical and overpowered to just "teleport" your shadow wherever you want lol. ♪

□ Pending. Leaving for Vex. □

(Sono Sue Soji) - The Future Foundation
Type: Supplementary
Rank: N/A
Range: Short
Chakra: +10
Damage: N/A
Description: Unique to those with the , The Future Foundation allows the user to maintain the 'malleable' aspect of his body after utilising the soften body modification. In essence, it allows the user to be able to continuously shift and move their body under the effects of the soften body modification. This was deemed necessary due to the soften modification requiring chakra, thus preventing combining the gained agility into advanced taijutsu or otherwise chakra requiring tactics. The Future Foundation essentially transforms the soften modification techique into a continuous state that can last for five turns at a time, costing five chakra per turn. The user can passively dodge/counter close quarter combat based attacks, but at a cost of five chakra. However for elemental techniques or similar, the user would need to actively sacrifice ten chakra points in order to dodge. Moving is limited to the soften modification technique's range. Dodging can only be used once every other turn.

□ Declined. The Soften Modification technique itself allows for this, this is just trying to circumvent the restrictions placed upon it in general. □
 
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Yuse

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(Genjutsu: Fantomupasuu~ei) - Illusionary Arts: Phantom Pathway
Type: Offensive, Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user forms two hand seals, and induces a Genjutsu on the opponent. Depending on the user's choice, the Genjutsu will affect the opponent by severing the chakra network pathway leading to a specific area or specific limb from the rest. The Genjutsu causes the victim to lose all chakra function in that specific area of his body. Making him unable to channel or release chakra from the "severed" area for techniques. For example, the user of this Genjutsu can choose to sever the pathway to the opponent's right arm, thus causing the opponent to not be able to use techniques from it. An additional effect of the illusion given its nature is its inability to be broken by full body chakra surges, as the target would be incapable of surging their chakra through the severed area. Also it is important to note that physically the area is not compromised in anyway still functioning normally in terms of basic use.

Notes:
-Can only be taught by Yusei.
-Can only be used three times per fight.
-No Genjutsu above A rank in the same turn or the next.
-Genjutsu specialist are able to effect 2 areas simultaneously

‡ Declined ‡ Wording is inaccurate but more importantly, the effects are really OP. Pair this with a paralysis-type Genjutsu and the opponent can't break either of them.

Permisson from L to make a tech similar to his somatization


(Kemuri: Shōten) — Smoke Art: Focus
Rank: N/A
Type: Supplementary, Offensive, Defensive
Range: Short - Long
Chakra cost: +10 to a technique
Damage points: N/A
Description: Focus is a passive technique meant to give smoke techniques a tangible property allowing them to act as solids in their interaction. This is achieved through expending additional chakra to focus on condensing while pressurizing the smoke. Doing this allows the user to actively have their smoke techniques act solid similar to how in the anime and cannon smoke body technique a smoke user was capable of having their intangible body manifest as solid to interact with the physical world. Doing this does not boost the powers of a technique whatsoever. However the smoke techniques now gain the ability to do physical damage depending on their rank making smoke techniques that were originally supplementary in nature now capable of being offensive and or defensive. With the form of damage capable of being either blunt or sharp depending on the shape solidified.

Note: The user can either post this on their bio or mention it at the start of a battle
Note: Can only be taught by Yusei

‡ Declined ‡ Requires a note about only being usable on Smoke techniques which are or manifest a certain distance away from the opponent.
 
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Detective L

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New Cycle: 08/11/2017 - 15/11/2017

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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Zatanna

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Seido Gummu | Precision Gum
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The user after practising their bubblegum ninjutsu has such skill that they can skillfully create their bubblegum jutsu with such precise chakra control that they can cause the bubble to explode at a certain time/distance instead of hitting an object. These bubbles explode (with normal bubblegum jutsu speed slightly faster than lightning speed), with the gum flying off in all directions sticking to the first thing it comes in contact with and restricting its movement, reducing it by one level. Breaking free of the gum requires a wind jutsu on the part of the gum. This technique must be placed in the users bio or at the start of a battle.


Declined: not so sure this needs to be its own CJ. The canon won't change, and Bubblegum CJ can individually specify how these detonations will come about.




Hotaru Ninpo: Hotarupakku | Firefly Arts: Firefly Pack
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
A generic firefly ninja art, the user summons forth a swarm of fireflys that they can use for their firefly arts. This swarm is agile capable of travelling up to twice the users speed. Once per turn, counting towards one of the users moves, the swarm can disperse avoiding one jutsu. The swarm isnt capable of attacking, however can be used as a medium for the users genjutsu in place of handseals or eye contact up to A rank. (the reason being that they will fill the entire battlefield so it would be almost impossible to not look anywhere and not see a firefly)
Notes: Lasts 4 turns
Can only be summoned twice per battle.


Declined: this ought to be a summoning. In short, they'll not be allowed to act as a medium and instead, need to be the ones that cast genjutsu. But, in any case, there wasn't a proper explanation as to how the fireflies are able to function as intended.. To just simply be there—on the battlfield—isn't enough; they need to do something. And whatever it is that they do will be the identifiable trigger that's a requisite of illusions. Also, Sharingan genjutsu is out of the question.
Seido Gummu | Precision Gum
Type: Supplementary/offensive/defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description:
After the user has channeled their chakra into the gum and begins to blow a bubble(s) they will additionally infuse inside an elemental chakra into the skin of the gum. Depending on the element infused, will produce different effects upon bursting the gum bubble
Lightning:
The bits of gum that are flying outwards are charged with lightning chakra and as such paralyse upon contact. Not enough to paralyse the whole body but simply the area they come into contact with.
Earth:
The bits of gum the fly outwards are hardened into chunks that are given the ability to become projectiles that can break through B ranked earth and below.
Wind:
This affects the smoke created from the explosion, covering the battlefield area up to mid range in thick smoke difficult to see through with the naked eye. (Restricts range to short while inside, can be blown away by B rank wind)
Fire;
Creates a firey explosion upon detonations, that ignites the gum into flaming projectiles. Additionally, it will ignite any wind jutsu, following the path of least resistance. (B ranked fire stream/ball)
Water:
Doubles the size of the gum flying out from the explosion, to the point where simply free form avoiding it isn't feesable. A jutsu/defence must be used.
Notes:
Each elemental projectile is B rank in strength and follows elemental S/W
Is done in same time frame as casting bubblegum ninjutsu
Can only infuse one element per jutsu


□ Pending. Leaving for Pekoms. □


Declined: 4/5 are fine, but try to think of something else for the water portion.




Kuchiyose: Hotarupakku | Summoning Jutsu: Firefly Pack
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
A generic firefly ninja art, the user summons forth a swarm of fireflys that they can use for their firefly arts. This swarm is agile capable of travelling up to twice the users speed. Once per turn, counting towards one of the users moves, the swarm can disperse avoiding one jutsu. The swarm isnt capable of attacking, however can use all genjutsu the user knows up to A rank, by flashing their tails and thorax to induce visual genjutsu. This firefly pack can also do one special genjutsu unique to the user twice per summon, where they create an A rank genjutsu of what ever the user wishes. There is no damage from this genjutsu, it is simply a visual genjutsu.
Notes: Lasts 4 turns
Can only be summoned twice


Declined: to start, they won't be able to just disperse and evade techniques unless it's well within reason. The main issue, however, is the "special genjutsu" as it's lacking specificity. Being able to induce a genjutsu "of what ever the user wishes" does not qualify as being unique in the slightest and ergo, isn't permitted.


Water Release/Bubblegum Ninjutsu: Drooling Maw
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A ( +20 to bubblegum ninjutsu )
Description: The user creates a sticky thick bubble of viscous water with a piece of bubblegum at it's center. This bubblegum cannot be created but must be a piece on their person and then by kneading the gum with chakra inside the water they are able to move the bubble of water throughout the field. This makes the gum just as malleable as if it were chewed. This then allows the user to use bubblegum ninjutsu through this piece of gum upon which the gum absorbs the water empowering it and doubling the natural size of any bubblegum technique used though this piece of gum the piece of gum can only be used once, so this jutsu is limited to one technique augmentation per usage.
Note: Can be used five times per battle

□ Declined. This needs to be worded better, as of now, it's relatively confusing. Outside that, you cover a piece of Gum with viscous water, then expand it, and somehow that enhances the power of Gum techniques used through this? □
 
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