Custom Jutsu Submission - III

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-Albel-

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(Meiton: Jao Ensatsu Kokuryu-Ha) – Dark Release: Black Dragon of Immolation
Type: Offensive
Rank: S
Range: Short - Long
Chakra: N/A (Depends)
Damage: N/A (Same as chakra)
Description: This technique can only be used after the same dark mark has made two absorptions. Between these absorptions, no techniques can have been used from it excluding those which absorb (i.e. no release-type jutsu can be used from it or the count resets). After making these absorptions, the user will focus their chakra into the dark mark and release it in the form of dark purple flames which assume the shape of a serpentine dragon. This dragon, known as the Kokuryu-Ha, will be such a deep purple that it's almost black in colour and will exhibit solid-like tangibility. It's damage will reflect the chakra put into it, specifically the sum of the two techniques that were absorbed to create it (e.g. if two standard A-Ranks were absorbed, it's damage would be 60). Reflecting it's nature as a glutton for chakra, the dark dragon will always pursue the greatest concentration of foreign chakra on the field. Upon striking and immolating that target, it will be drawn to the next greatest source of foreign chakra. The real special ability of the Kokuryu-Ha is exhibited in it's constitution. Similar to Dark Release: Greed, the Avarcious, the dark dragon can reflect any or all of the traits of the two techniques that were absorbed to create it (e.g. it could paralyze on contact if Nagashi were absorbed). Whenever the user desires, they can detonate the Kokuryu-Ha into an explosion of flames that spans a mid-range radial reach.

Note: Can only be used twice per battle
Note: Two absorptions need to have been made from the same mark
Note: Cooldown time of four turns in between uses
Note: No S-Rank or above Dark in the user's next turn

□ Declined. @Colored, exploitable and I'd only allow this to be used once.□
(Meiton: Jao Ensatsu Kokuryu-Ha) – Dark Release: Black Dragon of Immolation
Type: Offensive
Rank: S
Range: Short - Mid range
Chakra: N/A (Depends)
Damage: N/A (Same as chakra)
Description: This technique can only be used after the same dark mark has made two absorptions. Between these absorptions, no techniques can have been used from it excluding those which absorb (i.e. no release-type jutsu can be used from it or the count resets). After making these absorptions, the user will focus their chakra into the dark mark and release it in the form of dark purple flames which assume the shape of a serpentine dragon. This dragon, known as the Kokuryu-Ha, will be such a deep purple that it's almost black in colour and will exhibit solid-like tangibility. It's damage will reflect the chakra put into it, specifically the sum of the two techniques that were absorbed to create it (e.g. if two standard A-Ranks were absorbed, it's damage would be 60). Reflecting it's nature as a glutton for chakra, the dark dragon will always pursue the greatest concentration of foreign chakra on the field. Upon striking and immolating that target, it will be drawn to the next greatest source of foreign chakra. The real special ability of the Kokuryu-Ha is exhibited in it's constitution. Similar to Dark Release: Greed, the Avarcious, the dark dragon can reflect one of the traits of the two techniques that were absorbed to create it (e.g. it could paralyze on contact if Nagashi were absorbed). The user can only pick one trait from either technique, never both, and they must clearly state which trait was stolen. Whenever the user desires, they can detonate the Kokuryu-Ha into an explosion of flames that spans a mid-range radial reach.

Note: Can only be used once per battle
Note: No S-Rank or above Dark in the user's next turn
Note: Two absorptions need to have been made from the same mark
Note: The two absorbed techniques cannot be Forbidden Ranked

□ Approved. □

‡ Pending ‡ Leaving for Detective L.

Meiton: Azūru Doragon Ken - Dark Release: Azure Dragon Sword
Type: Offensive/Defensive
Rank: A-rank
Range: Short (Long if Released)
Chakra: 30 (-10 per turn to sustain)
Damage: 60
Description: The user focuses Dark chakra in either of his palms and brings forth a violet colored chakra blade which covers his arm up to his wrist and extends one meter and a half from it, while not affecting the use of being able to perform hand-seals for other moves. Alternatively, the user can do so in both of his arms with the cost of the rank being split. The Meiton blade is sharp enough to cut through flesh effortlessly, however being made of Dark chakra, any contact it makes with a target, it saps 30 chakra from them. This amount passively goes to the user’s marks and stays stored in there for future use. The blade can be used for melee attacks, and it can absorb based on the S/W of Dark Release (S-rank for elements weak to Dark; A-rank for neutrals and B-rank for elements strong to Dark). Regardless, logic and reason should abide when absorbing other techniques because the user cannot absorb large-scaled ones. He can only do so with small to medium sized techniques. The Meiton blade also acts as a chakra monster who feeds on the absorbed chakra. Whenever a technique is absorbed, the blade grows its size by one meter and an additional +10 damage, thus increasing its efficacy against opposing techniques. Upon the user’s wish, he can set the blade(s) in a sea of purple flames which expand outwards from his hand and towards the desired location once the blade has absorbed at least a technique. The size of these flames is quite large and they’re able to travel at the standard speed of a Lightning technique.

- Last until the user deactivates it and can only be used twice a battle
- No Absorptions for one turn after this technique is used.
- Can only use Dark Release, the elements that compose it, and taijutsu while the technique is active.
- No dark release for a turn after the sword is deactivated.
- Can only grow a maximum of five meters

‡ Pending ‡ Leaving for Vex.

♪ Approved: Made edits. ♪
 
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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: 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. ♪
(Dokuton: Poizunburetto) - Poison Ninjutsu: Poison Bullet
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 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, where it will travel at the same speed as a Lightning Release Technique travelling through the air at a fast pace. The poison bubble only takes a moment to form and release. 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, or a custom poison. Poison created through this technique will additionally cause cell necrosis to any skin touched causing symptoms 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 makes contact. The 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, and the effects last for four turns or until cured


Approved~


(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 another poison technique )
Description: The user moulds 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. By doing this the user can control poison already in play forcing it to move towards the opponent at a rapid pace through the air or across the ground. This poison is usually the residual leftovers of a clash or the poison released from smoke bombs but can even be just inert poison that is on the battlefield.
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.
In the same time frame as another poison technique the user can also pump more chakra into it through this technique increasing it's rank by one rank while also adding 30 extra damage up to S rank where it merely gains an additional 30 damage. This is done by performing an extra hand seal alongside another poison technique thus making it larger, stronger and more deadly imparting the aforementioned effects onto another poison.
Notes:
- The strengthening ability can be used once per turn with a one turn cool down
- This can be used with a custom poison but requires it to be a liquid

♪ Declined: Increasing poison techs by one rank AND adding +30 damage? Nah. Techniques can get a one rank boost up to S rank - wherein they'd simply have their damage increased by 10 (to Forbidden rank). Where are you finding inert poison on the ground from before a battle has taken place? Provide an example of what you mean by that, the wording is a bit confusing. You talk about reducing the opponent's speed and reactions by three ranks, but then later you talk about his speed being halved immediately because of the poison's weight/adhesiveness, does that only take place after turn 5? Or from the beginning? And, finally, I'm not keen on allowing this to be usable with smoke bomb poisons, seems like a reach to be able to solidify them/increase their viscosity to that extent -- especially from a gaseous form. ♪

‡ Pending ‡ Vex got this.

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

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

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



(Bijutsu: Maou no Karada ) Tailed Beast Technique: Body of the True Kings
Type: Offensive, Defensive, Supplementary
Rank: C - S
Range: Short - Long
Chakra: 15 - 40 ( -5 per turn)
Damage: 30 - 80
Description: A rather basic technique that utilises a Jinchuuriki's ability to create chakra bones using the Bijuu Chakra they inherit from their partner in which usually grows to resemble the animals their tailed beasts are i.e Killer Bee creating bull like constructs over his shoulders to enhance his blows. This technique however takes this further, allowing the Jinchuuriki to form more advanced constructs such as spikes or walls of chakra bone, swords, tools and anything the user can imagine. The amount of chakra used determine the power and strength behind the constructs, as well as the size and potency with C Rank ranging from the size of a Fuma Shuriken, to S rank ranging to that of a large summon. Due to being made of Bijuu Chakra, the chakra bones carry all the inherent strengths and weaknesses behind it. Normally this is used in Chakra Shroud or Initial Transformation however it can be used by a Jinchuuriki in human form though only up to A -Rank.
Notes:
- S-Rank can only be used three times per battle, requiring a two turn cool down before using again, while being unable to use Bijutsu above A Rank in same and next turn.
- Constructs are created within short range but can span up to long range, being able to be sustained for three turns.

‡ Declined ‡ Clashes too much with Dead Bone Pulse for my liking.
 
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Updating and resubmitting to remove CJ ties to Konohagakure;

(Kingusugureibu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (- Long for projectile weaponry)
Chakra: 10 (Activation) 5 (Per Weapon) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: Created by a small inner circle of Konohagakure Shinobi, as a means of better protecting their "King", the Hokage, the Kingsglaive act as another layer to the Hokage's personal guards, like the ANBU Black Ops, and would give their lives in defence of their King. To achieve this end, the Kingsglaive utilize the Munitions Bunker within Konohagakure, the same one utilized in the "Golden Branch Armour" Konohagakure VCJ, but in a more creative, controlled and specific manner. The user starts by drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for the Contract they have with the Konohagakure Munitions Bunker, however, instead of Summoning the weapons themselves directly from the bunker, they create small Space/ Time Portals (Similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the arsenal, so the user shapes the portal to take the same shape as the selected weapon, and only that weapon can "fit" through the portal, like cutting a key for a lock. Since these portals in the shape of the desired weapon are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their arsenal in this state. Each individual weapon the user wishes to summon requires them to expend a small amount of Chakra to create an individual portal and incorporeal shape for the selected weapon. The amount of weapons the user can maintain at any given time is limited to a min of 2, and a max of 8 weapons, but they can draw from the virtually infinite arsenal of the Munitions Bunker, summoning different styles of weapons from the same kind of weapon (Examples are given in the VCJ). Once the user has selected and summoned their weapons, and have their "Arsenal" orbiting their person, they can start to utilize these weapons in combat. Once they are brandished by the user or otherwise directly interacted with, the weapon is automatically summoned from the Munitions Bunker, being pulled through the S/T Portal the user creates. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, and the weapon reverts to it's previous form as a Summoning Portal in the shape of a weapon, and returns to orbiting the user with the rest of their arsenal. The only exception to this rule are projectiles utilized by ranged weaponry, for example arrows for a bow, which are unaffected by this limited range. In more situational circumstances however, such as an opponent's tool colliding with a weapon from the arsenal, would cause the weapon to temporarily be summoned, reacting to the external presence/ force, thereby deflecting the tool, before undoing the summoning and reverting back to it's previous state instantaneously. The user can change the weapons they have currently "lined up" with this technique by "selecting" a different weapon and moulding the portal to "fit" that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with in some other fashion. Due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Techniques or Ninjutsu that require Elemental Chakra at the same time as this technique. Jutsu that utilize Raw Chakra, or no Chakra at all such as Taijutsu, can still be utilized in conjunction with this technique, as they generally have less complicated natures than Elemental Ninjutsu.

Note: This Jutsu can remain active for a max of 4 turns, and after it's usage, cannot be used for 2 turns.
Note: Can only be taught to and used by Konohagakure Shinobi who have access to "(Kuchiyose no Jutsu: Eda no Yoi Yoroi) Summoning Technique: The Golden Branch Armor".

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‡ Approved ‡
(Kingusugureibu ♗ Jūko) Kingsglaive ♘ Arquebus Arsenal
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Short - Long (Short - Mid (Portal Creation/ Range)
Chakra: 20 (Activation) 5 (Per 5 Portals) 5 (Per turn active)
Damage: 5 - 60 (Depending on the severity of an injury)
Description: Created by a small inner circle of Konohagakure Shinobi, as a means of better protecting their "King", the Hokage, the Kingsglaive act as another layer to the Hokage's personal guards, like the ANBU Black Ops, and would give their lives in defence of their King. To achieve this end, the Kingsglaive utilize the Munitions Bunker within Konohagakure, the same one utilized in the "Golden Branch Armour" Konohagakure VCJ, but in a more graceful, direct manner. The user starts by drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for the Contract they have with the Konohagakure Munitions Bunker, however, instead of Summoning the weapons themselves directly from the bunker, they create small Space/ Time Portals (Similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, shaping them into flat ripple-like distortions in the air, similar to the surface of water once it has been disturbed. Being composed entirely of the user's Chakra, the portals are practically weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them the same level of control over their potential arsenal found in the "Armiger Arsenal". Unlike with the aforementioned technique however, the portals created for this technique are far less intricate, making their creation easier, allowing the user to create more as a result. The user can create and maintain a minimum of 10 portals, and a max of 40 portals, through which, the user can draw from the virtually infinite arsenal that the Konohagakure munitions bunker provides (Examples are given in the VCJ). The portals that the user creates are linked to the bunker itself, but don't select specific weapons to arm the user with. Instead the Arquebus Arsenal allows the user to draw from any kind of weapon, usually at random, typically a bladed weapon with a point, like a sword or a spear, and pulls that weapon through the portal, before suspending the weapon in place. Then, at the user's command, usually with some kind of hand gesture or a surge in their Chakra, the portal the weapon is suspended from contracts sharply, firing the chosen weapon at the user's designated target with great speed and precision. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. Thanks to the high level of control the user has over the portals, they can achieve near complete control over the battlefield, allowing the user to attack from multiple angles, strike at multiple targets at the same time, etc. This means the user could either focus on a raged style of combat, firing weapons at their target from a distance [SUP][ ][/SUP] [SUP][ ][/SUP], or they could attack in a more tactful manner, using factors like key positioning, angling, timing, etc in order to fire upon their target on all sides, trapping them within a directed, unified and simultaneous assault [SUP][ ][/SUP]. Once the weapons have made contact with something tangible, they automatically start returning to the bunker, restoring it's munitions automatically over time, however this is a slower process than the near-instantaneous reaction the weapons from the Armiger Arsenal perform, taking 1 - 2 turns to slowly "fade" back into the user's arsenal, allowing munitions fired from an Arquebus portal to be directly wielded for a brief period. Finally, due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Techniques or Ninjutsu that require Elemental Chakra at the same time as this technique. Jutsu that utilize Raw Chakra, or no Chakra at all such as Taijutsu, can still be utilized in conjunction with this technique, as they generally have less complicated natures than Elemental Ninjutsu.

Note: This Jutsu can remain active for a max of 4 turns, and after it's usage, cannot be used for 2 turns.
Note: Can only be taught to and used by Konohagakure Shinobi who have access to "(Kuchiyose no Jutsu: Eda no Yoi Yoroi) Summoning Technique: The Golden Branch Armor".

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Declined - you could potentially just make a portal behind someone and shoot a weapon through them with this without warning. It's just a form of weapon summoning which we have alot of of, that just ties into another custom for RP effects. I don't see what's unique about it. And greating portal like summons would take alot of control so maintaining such a skill wouldn't work. I'll allow you to make it in the sky or around you, 10 portals max, A rank damage as a whole. It's an activation jutsu with 4 uses. Weapons after impact disperse.
(Kingusugureibu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (Portal Creation/ Orbit) Short - Long (Projectile)
Chakra: 20 (Activation) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves directly from the far-flung Land, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the available arsenal, requiring the user to shape the portal to take the same shape as the visualized weapon, with only that weapon capable of "fitting" through that portal, like cutting a key for a lock. Since these portals are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their "arsenal" in this state. The number of Portals the user can maintain at any given time is limited to a max of 8, with the user able to freely manipulate the number of portals active. Because of it's massive scope, the user can draw from the virtually infinite arsenal the Land , summoning different styles of weapons from the same type of weapon (For example, in regards to summoning a sword, one has options such as a longsword, broadsword, rapier, falchion, katana, ninjato, etc, for this one type of weapon, with similar cases in other types, such as lances, halberds, partizen, naginata, etc, for "polearm" type weapons, and so on). Once the user has selected and summoned their weapons, and have their "arsenal" orbiting their person, they can start to utilize these weapons in combat. Once they are brandished by the user or otherwise directly interacted with, the weapon is automatically summoned, being pulled through the S/T Portals the user creates. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, and the weapon reverts to it's previous state as a Summoning Portal in the shape of a weapon, and returns to orbiting the user with the rest of their arsenal. The only exception to this rule are projectiles utilized by ranged weaponry, for example arrows fired from a bow, or bolts loosed from a crossbow, which are unaffected by this limited range. The user can change the weapons they have currently "lined up" with this technique by "visualizing" a different weapon and moulding the portal to fit that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with in some other fashion. Finally, due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Elemental Chakra while this technique is active.

Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Declined, ReXii already made this with Fuuinjutsu. □




(Kingusugureibu ♗ Jūko) Kingsglaive ♘ Arquebus Arsenal
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short (Portal Creation) Mid (Portal Orbit) Long (Projectile)
Chakra: 20 (Activation) 5 (Per turn active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves directly from the far-flung Land, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, shaping them into flat ripple-like distortions in the air, similar to the surface of water once disturbed. Being composed entirely of the user's Chakra, the portals are practically weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them the same level of control over their arsenal found within the "Armiger Arsenal". Unlike with the aforementioned technique however, the portals created for this technique are far less intricate, making their creation easier, allowing the user to create more as a result. The user can create and maintain up to a max of 20 portals, and is able to freely manipulate the number of portals active, creating more, and deactivating them at will. Because of it's massive scope, the user can draw from the virtually infinite arsenal that the Land provides (Examples are given in "Armiger Arsenal"). The portals that the user creates are linked directly to the Land, but don't select specific weapons to arm the user with. Instead the Arquebus Arsenal allows the user to draw from any kind of weapon, usually at random, typically a bladed weapon with a point, like a sword or polearm, partially pulling that weapon through the portal, before suspending it in place. Then, at the user's command, usually with some kind of gesture or a surge in their Chakra, the portal the weapon is suspended from contracts sharply, firing the chosen weapon at the user's designated target with great speed and precision. Due to the sudden, forced contraction of Space-Time, firing the weapons like projectiles, the portals emit both a bright light, and a loud, explosive sound, clearly telegraphing which portals are firing weapon-projectiles. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. Once the weapons have made contact with something tangible, they automatically start returning to their original resting place, restoring the Land, and it's "munitions" automatically over time. However this is a slower process than the near-instantaneous reaction the weapons from the "Armiger Arsenal" perform, taking 1 - 2 turns to slowly "fade" back, allowing munitions fired from an Arquebus portal to be directly wielded for a brief period. Finally, due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Elemental Chakra while this technique is active.


Note: This Jutsu can remain active so long as the user has the Chakra to sustain it. Once deactivated, this technique cannot be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Declined, same as above, as well as clashes with other existing "summoning" based techniques. They are getting pretty worn out now, and this is anyway too long winded as well. □

♪ Pending: NK got these. ♪
 
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Xicer

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(Doton: Kurīto) Earth Style: Cleats
Type: Offensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 15
Damage: 30 (+10 to kick based Taijutsu)
Description: The user concentrates their chakra into the ground below and causes numerous mini-stone spikes to emerge and become imbedded into the bottom of the shinobi's shoes. This would serve numerous purposes, first aiding in kick based taijutsu by causing slicing damage to each kick. Alternatively, the user could also shoot the spikes from their feet at any time, being able to reach up to mid range while retaining C-Rank damage in total. The final quality of this technique is that by being able to dig into the surface that they're running on, the user would have an unparalled grip to the ground, being able to run across shallow mud, ice, or any other slippery surface without so much as a missed step.

Note: Remains active until destroyed or fired from feet
Note: Can only be used thrice
Note: Can only be taught by Xicer

‡ Approved ‡
 
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Leathercandle

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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. □
(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) (up to eight) from the air. Each lightning bolt can have a radius large enough toaffect 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.

□ Approved. □

(Raiton: Zeusu no Raimei) | Lightning Release: Zeus’ Thunderbolt
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
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 such as ‘Opening Earth Rising Excavation’ 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. This of course respects normal elemental interactions (that is, that the Lightning bolts will weaken when neutralising weaker Earthen chakra), and the surface of the conducting object will glow a distinct blue, serving as a warning hint to observant shinobi of the lightnings presence. 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 A rank and above, for the rest of the turn.

□ Approved. □

(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 a 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.
Notes:
As an activation technique, this technique can be used instantly and in the same timeframe as the following jutsu. It can apply to all future lightning jutsu used within the next three turns. When this technique ends the user will be barred from Lightning techniques above A rank for a turn. This technique can be used twice, and has a two turn cooldown between uses.

□ Pending. Leaving for Vex. □
 
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Excision

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(Jiton: Tetsu Bunsan)Magnet Release: Iron Dispersion
Type: Supplementary/Defensive
Rank: B
Range:Self-Mid
Chakra: 20 (+10 per turn)
Damage: N/A
Description: Iron Dispersion is a bail out jutsu created for Katora when he simply can't go up against a technique, or needs to flee an opponent to better re-position for the fight. Similar to "Sand Body technique", Katora will turn his entire body into Iron sand. Afterwards, Katora will split up, dispersing all the Iron sand he has made his body up of into random directions. By doing this, Katora can dodge most techniques that are aimed to kill him. Katora can evade up to Mid range from his original position in almost any direction except into the ground itself. Once he is clear of the technique, Katora will bring all the pieces of his body back to a central location and reform his body, deactivating the technique. While dispersed, Katora cannot attack in any way. Also while dispersed, locating Katora is difficult as his chakra signature will be spread out, like flecks of chakra across the battlefield. While in this form, Katora is still able to perceive the battlefield in front of him.

Restrictions:

This technique can only last 2 turns, including the turn used, so the second turn Katora must reform.
While in this form, Katora cannot attack or perform any jutsu until he reforms.
Note: Has a two-turn cooldown after the technique ends.


Approved: edits annotated in pink.


(Jiton: Tetsu Jozu Doragon)Magnet Release: Iron Jaws of the Dragon
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Channeling his chakra into pre existing Iron sand, the user will focus his chakra below the opponent and weave two swift handseals. Once done, he will shift the Iron sand, creating a 3m deep dip in the ground that drags the opponent down below ground of the Iron sand. As this happens, Iron spikes will protrude from all directions of the pit, skewering the opponent and then closing up, creating a small tombstone like affect leaving a bulge in the ground where the opponent was. The drop and the spikes happen at almost the same time, making simply dodging or avoiding it neigh impossible, as trying to jump out of the pit will more than likely still result in the opponent being crushed.

Restrictions:

Requires Opponent to be standing on enough Iron sand to activate.
Can only be used 4 times per battle


Approved~

 
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Detective L

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New Cycle: 21/11/2017 - 28/11/2017

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.
 

Excision

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(Sekai Me) Eye of the Iron World
Type: Weapon
Weapon Rank: N/a
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:The eye of the Iron World is an ancient relic of the past of unknown origin or creator. The Appearance of the eye is one large center eye, with two smaller eyes on each side. The eye itself it generally dead weight, until it finds a host. The Eye will attach to a host, linking with their chakra and becoming sentient upon a complete merging. Once merged, the Eye takes up the properties of any special ability the user might have, and gaining access to these special abilities and creating some of its own to help the user. This merely allows the Eye to Cater to the current host's special jutsu, and it cannot be removed until the current host dies. Also the Eye can only cater to One special chakra nature that user has once merged.The Eye is totally sentient, capable of seeing from the center eye. The Eye can also Sense whats around it with the magnetic abilities it gains from Katora, as well as communicate mentally with the user, but it is unable to communicate with anyone else.

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

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

Gift of the Eye
The second ability of the Eye, is both a passive and an active. Firstly, from the right eye, Iron sand will indefinitely pour out, creating a constant supply of Iron sand for the user to use at any given time, allowing for constant small to medium scale Iron Sand techniques to be used each turn. The Iron sand produced by the Eye is already infused with the users Chakra, so it can be used at any given moment once it has left the right Eye. The Second ability is an active ability which is used when the User requires even more Iron sand than the Eye can produce passively. The Eye will glow bright red as up to 3 portals, each spanning 5x5m will appear periodically across the battlefield, spreading out around the user and opponent, keeping both safe from the falling Iron Sands.. As the Portal appear, they will rain down asmall deserts worth of Iron sand. However, unlike normal Iron sand, this sand is different. The Iron sand that falls from these portals is special to the Eye, in that the center of each granule of Iron sand, is infact, normal sand. Due to this core, the Iron sand that falls from the portals can also be used for regular sand jutsu, a special affect due to Katora having both normal and Iron sand abilities. Due to this Iron sand Armor around the normal sand will lose their weakness to water.

Restrictions:
The active is classed as B rank, and can only be used once per battle, as the amount of Iron sand released is enough to create a small desert of Iron Sand.
The passive Iron sand that flows from the Eye can be deactivated but to re activate will cost a move slot instead of the passive activation with the eye. Also drains -5 chakra per turn.
All normal Sand jutsu lose their Water weakness, and become classified as "Iron Sand" techniques when used with this special sand

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

Restrictions:
C rank jutsu and below require +5 extra chakra, while B rank and Above require +10.
The Eye can only use active techniques the user has access to.
Techniques C rank and below can be used each turn, but B rank and above require 1 turn cooldown in between usages.
The Eye can't use the same ability twice in a row, even after the cool down, meaning it can't use a B rank, cool down and then use the same jutsu again.
The Eye is limited on the amount of high ranking jutsu it can use. While it can use D-B ranks as much as it likes, it is limited in A-F rank abilities. The Eye can only use 2 F rank, 5 S ranks, and 10 A rank abilities during any given battle.


Appearance of the Eye
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□ Declined. Upon request. □



New Submissions.

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

Restrictions

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

♪ Approved: Made Edits. ♪

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

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

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


Made a bunch of edits and culled alot of abilities and overall simplfied it, so a few bolds are new to this submission, some are bolded fixes from the previous check
To the submission where some of the old bolded fixes are noted.

(Sekai Me) Eye of the Iron World
Type: Weapon
Weapon Rank: N/a
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:The eye of the Iron World is an ancient relic of the past of unknown origin or creator. The Appearance of the eye is one large center eye, with two smaller eyes on each side. The eye itself it generally dead weight, until it finds a host. The Eye will attach to a host, linking with their chakra and becoming sentient upon a complete merging. Once merged, the Eye takes up the properties of any special ability the user might have, and gaining access to these special abilities and creating some of its own to help the user. This merely allows the Eye to Cater to the current host's special jutsu, and it cannot be removed until the current host dies. Also the Eye can only cater to One special chakra nature that user has once merged.The Eye is Quasi sentient. The Eye can Sense whats around it with the magnetic abilities it gains from Katora, as well as communicate mentally with the user, but it is unable to communicate with anyone else.

Protection of the Eye
The first technique of the Eye is a magnetic sensing ability and magnetic boosting ability. The Eye creates a magnetic field around itself which expand up to 20m. The Eye is able to sense and perceive anyone or anything that can interact with a Magnetic Field. Even users who hide their chakra, or cannot be sensed by normal means, can't escape this, as even though they won't be able to be "sensed" the eye will be able to feel the disruption in the field, as the magnetic poles bend around their being, making hiding while inside the field near impossible. This sensory cannot sense chakra or chakra natures,or those who leave the plane that the user is inside, it only sense's objects or people that have ties with magnetic fields. This also extends underground, creating a full 360 degree magnetic sensing field that the Eye can track. The Eye and User, using this, can react to objects as fast as the users current tracking speed. The second half of this ability is a boosting affect. This magnetic field is also an Electromagnetic field, which also boosts the power of any magnetic chakra that passes through it while its active. It does this by amping up the magnetic chakra inside a jutsu, and thus powering up all magnetic based jutsu. Both of these are passives which come with the Eye whenever it is active, and drains -10 chakra per turn

Restrictions:
Katora is also able to sense things inside the magnetic field, as he is directly tied to the Eye.
Remains active until the user runs out of chakra and cannot be deactivated.
Can sense any person inside the magnetic field, regardless of how they hide themselves. Also senses Jutsu that have physical mass, such as earth, but cannot sense energy based jutsu, such as fire, as fire doesnt cause magnetic poles to curve.
Boosts All magnetic jutsu that pass through it by +20.

Gift of the Eye
The second ability of the Eye an active. This active ability is an ability which is used when the User requires mass amounts of Iron sand. The Eye will glow bright red as up to 3 portals, each spanning 5x5m will appear periodically across the battlefield, spreading out around the user and opponent, keeping both safe from the falling Iron Sands.. As the Portal appear, they will rain down asmall deserts worth of Iron sand. However, unlike normal Iron sand, this sand is different. The Iron sand that falls from these portals is special to the Eye, in that the center of each granule of Iron sand, is infact, normal sand. Due to this core, the Iron sand that falls from the portals can also be used for regular sand jutsu, a special affect due to Katora having both normal and Iron sand abilities. Due to this Iron sand Armor around the normal sand will lose their weakness to water.

Restrictions:
The active is classed as B rank, and can only be used once per battle, as the amount of Iron sand released is enough to create a small desert of Iron Sand.
All normal Sand jutsu lose their Water weakness, and become classified as "Iron Sand" techniques when used with this special sand

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

Restrictions:
C rank jutsu and below require +5 extra chakra, while B rank and Above require +10.
The Eye can only use active techniques the user has access to.
Techniques C rank and below can be used each turn, but B rank and above require 1 turn cooldown in between usages. While on cooldown, the Eye also cannot use D-C rank jutsu
The Eye is limited on the amount of jutsu it can use. While it can use D-C ranks as much as it likes, it is limited in B-S rank abilities. The Eye can only use 3 S rank, 5 A ranks, and 10 B rank abilities during any given battle.


Appearance of the Eye
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Declined: First of all, sentient CWs are no longer allowed (witht he exception of those who possess Yang Release). Catering to a user's chakra nature, and “creating some of its own special abilities” are both poorly defined statements that need to be removed from the final version. Instead of a flat +20 boost, just say that all Magnet Release techniques gain a rank in strength, whereas S ranks and above would simply gain +10 damage. With the sensing, you’ve got enough going on here already tbh, so remove the neutrality to water gained witht the active ability, try submitting that as a separate CJ. Finally, scrap the last ability entirely, I want approve any pseudo companions as CWs. If it has one offensive technique, fine. But it’s not using multiple offensive technques at the sane time as the user like a Y/Y creation/summon.
 
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Skorm

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(Taiton: Pirueetto) Typhoon Style: Pirouette
Type: Supplementary
Rank: D-C
Range: Short(Long reach)
Chakra: 10-15
Damage: N/A
Description: The user claps their hands together to summon a small typhoon under their feet. The typhoon will lift the user upwards while surrounding them in a thin layer of black winds. The purpose of the technique is to avoid ground-based techniques as well as debris. The maximum height of the typhoon is 10 meters if D-ranked and 30 meters if C-ranked. When the user releases their seal the typhoon breaks down and they will fall(or hopefully land). The top of the typhoon will have a thin layer of wind, creating a floor for the user to stand upon while using the typhoon to lift them up with. This floor rotates counteractive to the rotation of the typhoon, which means the user doesn't spin around him/herself. Due to shape-manipulation, the user can shape the typhoon their standing on to lean in certain degrees, being able to carry them to the other side of the battlefield very fast or jump over a gigantic summoning.

Note: Can only be used by Typhoon users who has the potiential of creating atleast C-ranked Taiton jutsus.
Note: Can only be taught by Skorm.

□ Declined. The technique is fine, just need some clarity, is the technique sustained through you holding a seal and if so, it needs a certain amount of chakra taken from it per turn, while active. □

(Taiton: Ai Obu za taigā) Typhoon Style: Eye of the Tiger
Type: Offensive
Rank: C
Range: Short-Mid range
Chakra: 15
Damage: 30
Description: The user performs the tiger handseal and summons 5 typhoons. One to the right, one to the left, one behind and one infront. The last typhoon will be summoned under the target(no delay), carrying them upwards. Unlike the Pirouette jutsu, the typhoon that lifts up the user will not have a floor on its top rotating counter-wise to the typhoon itself. This means the user will spin around in high speeds, creating nausea and lack of coordination. While this happens, the other four typhoons will come closer to the target, ultimately to hit it in all four directions at the same time. The target is then left lifeless as they fall back to the ground, heavily damaged by the fall, the typhoons and the nausea.

Note: Can only be used by Typhoon users who has the potiential of creating atleast C-ranked Taiton jutsus.
Note: Can only be taught by Skorm.

□ Approved. □

(Taiton: Bēshikku Kuroi Kaze Bunshin) Typhoon Style: Basic Black Wind Clone
Type: Supplementary
Rank: C
Range: N/A
Chakra: 15
Damage: N/A
Description: The user performs the horse handseal and creates a number of clones(atleast one, maximum of four) made out of typhoon chakra. These clones resembles the user completely without any characteristics that differs them on the outside. These clones are, like typhoon, intangible and can not be damaged by physical jutsus(within reason, they can be blown away by a shockwave if strong enough physical jutsus are used). The clones can only perform typhoon jutsu and wind jutsus that the user knows, but also custom elements that has the wind element as a component. They follow the elemental weakness/strength of typhoon release. The clones can also be used as a source of typhoon techniques.

Note: Can only be used by Typhoon users who has the potiential of creating atleast C-ranked Taiton jutsus.
Note: Can only be taught by Skorm.

□ Declined. Bolded issa no, and I'd suggest making a clone at a higher rank later. □

Typhoon training [ ]
 
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Python

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(Taiton - Kaze kaminoikari) Typhoon Release - Wrath of the Wind God
Type: Supplementary
Rank: B rank
Range: Self
Chakra: 20
Damage: 40
Description: The user gathers his typhoon charka and by performing a single hand-seal, channels it outwards releasing typhoon from his entire body out of his pores, this typhoon chakra explodes outwards quickly and rotates around the user creating a cloak of sorts , as the cloak explodes outwards it quickly forms around the user creating a small cyclone of typhoon around them that would conceal the user visually from the opponent, this happens almost instantly in one swift,fast and fluid sequence, the sheer pressure within the cyclone allows the users body to float harmlessly in the middle of the cyclone allowing the user to manipulate the movement of the cyclone as the user wishes. The cyclone would then lift of the ground and move quickly (being only a few meters off the ground at most and not be higher then 10 meters) throughout the battlefield being able to cover short distances quickly at 1.5x the users original running speed whiles in this form due to the speed of the rotating winds, The user can disperse the cyclone at anytime allowing one to be ready to make his next move if the need was to arise and return to the ground fast but the technique will cease when it has reached its intended location in whichever direction or location the user has chosen.

The technique shreds anyone in close range of the user and pushes them back forcefully upon activation and will cause similar damage if the user was to ram the opponent using the speed and force of the cyclone

Note: Can only be taught by Python
Note: Can only be used four times per battle with two turns inbetween usage

□ Declined. Needs a turn limit, and what can you use while this is active? That needs to be made clear, as well. □​

(kurisutaru ka)Crystal release-Crystal mosquito
Type: Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description: The user gathers there crystal charka and condenses it, crystallising the air particles making a very tiny mosquito which is 3 cm wide this has to be made within short range of the user. so the opponent wouldn't be able to see unless they had very good vision. (a high level ninja or a doujustu) The mosquito stingers is 2 cm, once formed the mosquito can act independently from the user control. The mosquito can inject crystal charka causing the blood and muscles in the area effected to become crystallised causing the victim loss of control in that area this would cause only infected area to be crystallised only so if it was the left leg it would be contained to all the left leg, right arm etc. When the mosquito injects its crystal into the affected area it would be destroyed.

Note: Can only be taught by Python
Note: can only be used twice with 4 turns in between usage
Note: mosquito lasts until destroyed (being by the opponent or completion of injecting its crystal)

□ Declined. The way this is written, it can be easily abused. Lasts until its destroyed, barely seen and crystallizes the opponent from the inside out? See where the problem is. Re-word this. □
 
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Klad

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Meiton: Keikai Fantamu – Dark Release: Vigilant Phantom
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: N/A
Description: The user will use any of his dark marks which are in contact with the ground in order to send a large amount of dark chakra underground, creating a sort of subterranean field of this chakra. The chakra will take the form of a circle which resides one meter below the surface of the ground. Spanning across the field up to the edges of medium range (so the circle can go up to 15m from all sides), the user stands in the epicenter of it. Because the user feeds the circle with chakra constantly, it will follow him anywhere he goes, by traveling at the same speed as he does, so the user is always at the centre of this circle. While not having any offensive or defensive abilities, this technique only serves for supplemental purposes. The cirlce has the ability to absorb chakra which comes from underground. This translates that it will abide by Dark Release's Absorption S/W (S-ranks for elements weak to Dark; B-rank for elements strong to it). The circle will render any technique useless prematurely because it will absorb the chakra of it before they fully form, allowing the user to have the upper hand in a fight. Because it's only drawn to foreign chakra, the circle won't affect user's other techniques. The unique property of this circle is that once it absorbs a technique of a particular element, it will save the properties of that chakra in order to amplify the user's own techniques of that element. For example, if the circle absorbs a Fire Release technique from an opponent, any technique of the user which comes from underground will have an additional +20 damage to it. This is because the circle gifts it the chakra it has absorbed. To empower techniques which do not come from the ground however, the user has to retrieve the absorbed chakra by putting any of his dark mark on the ground. This will be in addition to the original process the user has to undergo in order to perform said technique. The circle also has the ability to absorb anyone's chakra (50 per person) in the field except the user, however it cannot absorb techniques in that same turn and vice-versa. When it has absorbed chakra from target(s), the user puts any of his marks on the ground to retrieve their chakra passively for later techniques which need absorbing. A drawback to this technique however is that the circle can only absorb a technique at a time. The user has to either use it to empower respective elemental techniques or simply get it back in his mark for later purposes (being a passive manouvre, thus not accounting as a move). To destroy the circle, the opponent needs to target it with techniques such as Swamp of the Underworld that exceeds it's threshold for absorption. It will not leech the chakra completely as A-Rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.

Notes:
- Can only be used twice a battle and lasts for four turns.
- In the same turn this is used, the user cannot use any other "Absorption" based Dark technique
- Has a two turn cooldown
- Can only be taught by Klad

□ Declined. Needs to be toned down, four turns? It's also initiated almost passively, I also don't agree with it boosting the techniques from which it draws, that's just a way to empower your own energy based techniques. Does this even have a cue that it's being used, or the opponent is just completely unaware? □

Meiton: Hashiru ka Tobu - Dark Release: Run or Fly
Type: Defensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A
Description: A Dark technique classified as defensive, the user needs to have absorbed chakra through any means before using this. This jutsu makes use of the “shockwave” variant of the Release part of Meiton, allowing the user to generate shockwaves of any shapes in order to fulfill his needs. They can be of any shape, however a prime example of this technique’s usage is evading a small scaled attack. Being able to generate up to two shockwave(s) of any shape with one usage (can be done with two marks at once), the user is able to propel himself towards any direction he chooses to. One shockwave release can propel the user up to a five meter distance and due to a shockwave’s nature, the user will appear as a blurred version of himself, requiring one the tracking abilities of 2T Sharingan and higher to track this movement. Another usage of this technique is to suspend and/or push away objects thrown at the user, respecting the S/W Guidelines of the “Release” variant of Meiton. The shockwaves are in no way harmful and the user can even use these while being in mid-air.

- Can only be used six times a match
- Can only be taught by Klad

□ Declined. The technique is fine, but @bolded, is that a way of stating that you move at 2x speed when you use this? □



Meiton: Dākusutējingu - Dark Release: Dark Staging
Type : Defensive/Offensive
Rank : A
Range : Short (Long when released)
Chakra Cost : 30
Damage Points : 60
Description : After having absorbed a technique/chakra before hands, the user activates any of his dark marks and have it to be in contact with solid matter. A conical shaped transparent purple platform is raised from the mark (reaches up to medium range vertical wise), up to five meters all around the dark mark/user, able to cover from all sides. Respecting the Strength and Weaknesses of Elements instructions, this platform can absorb S-rank for elements weak to Dark, B-rank strong to it and A-rank for neutrals.. Once something is absorbed, the dark platform rapidly scatters into countless pointy and sharp blue flame projectiles with a simple hand seal from the user. These projectiles are directed towards any direction if the user so wishes, by making hand gestures, and can reach up to long range. If any of these miniature deadly bullets make contact with a target, they will receive a 2nd-degree burn and also many major cuts in their flesh.

Restrictions
- The user can decide to release the projectiles in the same timeframe of absorbing an attack, however he'd have to spend two moves out of three.
- Cannot be used in a consecutive manner
- Can only be used four times a battle
- Can only be taught by Klad

□ Pending. Leaving for NK. □

‡ Approved ‡
 
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ReXii

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(Hiraishin: Sūpārōringusandādansu sanka) - Flying Thunder God: Super Rolling Thunder Dance Participation
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is a variant of the flying thunder god technique in which Minato makes usage of his three primarily used elemental abilities of lightning and fire. It begins with Minato dashing in a burst of speed using the body flicker technique in a unique way to encircle his foe while dashing in the circle Minato will drop 8 of his flying thunder god marked objects to form a large circle around the opponent, each of these flying thunder god marked objects will be charged with elemental chakra individually before performing this technique thanks to a unique version of his flying thunder god space time barrier seal having been used to absorb and seal the elements outside of battle, leaving 4 objects marked in the circle of each element by the time he has completed the circle around his opponent via the body flicker. Upon completing the circle Minato will make a string of four handseals to activate miniature versions of the space/time barrier technique that will fire a raw blast of each element from the relevant flying thunder god marked objects all of these blasts will be formed in such a way that they will create a large dome of linked chakra in a 360 degree radius around the opponent that will converge on said opponent very rapidly in a double elemental blast. While the opponent most likely can't see the fact that they are surrounded on all sides this techniques combination creates a very loud thunder crack sound due to the mixing chakra natures of fire and lightning making it rather tell tale that the technique surrounds them, however the incredibly loud sound of a converging thunder crack will also damage the opponents hearing, making it more difficult for him to react to tai techniques for a turn afterward (-2 to reactions).
Notes:
-Can only be used by those who have a bio capable of using FTG
-Can be used with any FTG marked object as a medium such as a kunai.
-May only be used twice per battle
-No forbidden ranked jutsu the same turn this is used
-Only teachable by ReXii

Approved: Made edits.

(Taijutsu: Tengoku piasu tsume) - Taijutsu: Heaven Piercing Claw
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: 60
Description: The user of this technique will begin by using an open palm, with no separation between his fingertips, then by thrusting his fingertips in to a sensitive location on the opponents body such as the sternum, or any major nerve cluster the user will cause considerable damage along with debilitating effects that vary on the location struck, for example if the sternum was struck the opponent would have the wind knocked from his body losing 3 total speed levels and being unable to use fast movement abilities such as the body flicker additionally he would lose the ability to mold chakra in his stomach, preventing the usage of abilities that require this, such as fire techniques expelled from the mouth. Should the user strike a nerve cluster in the arms of the opponent, said opponent would be unable to use the arm to perform any actions for three turns, and upon regaining usage of the arm he would be slowed considerably in regards to forming handseals, with a single seal taking as long as two normally, and scaling upwards with two taking the time of four etc. If a leg was struck the opponent would be unable to move under his own volition for three turns and upon regaining the ability to move would still be unable to do so for extended distances, being unable to move six or more meters per turn for the remainder of the fight without collapsing and causing permanent damage to the afflicted leg. This technique can be used in a counter striking method against an oncoming taijutsu attack by avoiding the opponents attack using a variety of stepping motions I.E a sidestep or backstep, but can also be used offensively. The thrusting motion of the attack using the fingertips can be substituted with a bladed weapon if desired such as a sword or kunai. Regardless of being armed or unarmed or what area is struck the attack is capable of causing quite heavy bleeding if successful comparable to the bleeding caused by biting ones own tongue off. Which can have negative long term effects obviously including bleeding out over a number of turns unless the blood loss is somehow stemmed.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used three times
-Only teachable by ReXii

Approved

(Fuuton/Taijutsu: Supininguhisui-fū) Wind release/Body arts: Spinning jade wind
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user of this technique begins by building forwards momentum with a short dash towards the opponents location, after initiating the dash he/she leaps from the ground raising the dominant leg in a fully extended manner, they then spin off the ground with a flurry of speed that almost defies gravity, however this effect is achieved because the user begins to release large amounts of wind chakra, similar to the vacuum blade technique to create partially tangible wind which is dragged in to the kicks slipstream, creating a powerful ring like blade of wind chakra that surrounds the user. If used in short range the blade is capable of causing very deep cuts upon an enemy, if the opponent is out of range the technique can be varied to instead fire the ring blade after spinning and building the blade as in short range.
Note: Can only be used four times per battle
Note: For visual effect the technique is capable of picking up dust from the ground, or fallen leaves.

Approved, edited the first restriction slightly.
 
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Jᴀʏ

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

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

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

-Clarifying description and removing A rank restriction.


(Sennikka: Paruge no Reikon) - Sage Transformation: Hallowed Spirits of the Purge
Type: Supplementary/Defensive
Rank: A
Range: Self
Chakra: 30 (-10 to sustain)
Damage:
Description: The first of the four point transformation techniques, an alternative transformation to that of the Complete Sage Transformation technique. Through the user's latent ability to absorb and manipulate nature energy, the user of this technique will manipulate that energy to undergo a transformation. The transformation begins when the user forms a number of hole-like appendages throughout their body, the skin tone will darken as part of the aesthetic. Furthermore it would seem as if the user of this technique had gotten a boost in strength as they would look slightly larger, and more muscular, however this is not accompanied with a boost in physical strength, it only serves as an aesthetic. The hole-like appendages created through this transformation are capable of expelling blasts of highly potent blasts of nature energy neutral to all elements, similar to that of the chakra blast. However the blasts of nature energy serve no offensive ability, the technique is defensive in nature. Upon being attacked by a jutsu energy is released from the holes to counteract enemy techniques up to A rank. Energy is released from the holes passively in order to defend against, or "attack" enemy techniques, effectively destroying them. Should the technique be B rank or lower, the user has the option to utilize the forceful blast of chakra to boost the technique back towards the opponent, however this is only effective for tangible attacks, like earth or water, energy attacks like lightning or fire will simply be negated. Activation of this technique is instant, meaning it can be activated along the same time-frame as another technique however activating it will always take up a move.

Note: Can be used twice
Note: Can only be taught by Jᴀʏ
Note: Two turn cool-down before re-use
Note: No S-ranks or above the turn after activation
Note: This technique lasts indefinitely, however while in effect the user is only able to use Sage Transformation techniques, although the user is able to deactivate the technique at their discretion.
Note: The nature energy released is neutral to all elements and visible.

Declined: Keep the original.

(Kimera, Sshizen no Fukushū no Sainan) — Chimera, Nature's Vengeful Calamity
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Chimera is a single ring composed of solid, silver earthen minerals, with a unique blue gem lining the center. The ring has a glossy tint, and seems to reflect the light, replicating the shimmering glow of the sea. This inexterminable ring is said to have belonged to the elder of the Sage Transformation Clan long ago. It is said the elder infused his life force into the ring, and from then on after that point the ring would be passed on from generation to generation. Due to the violent nature of the Sage Transformation Clan, the clan would be in a constant state of war with itself as well as with outside forces. Eventually the ring would be lost to the ages, and it's whereabouts would become a mystery. This powerful ring was said to enhance the capabilities of a clansmen tremendously. Centuries later, this ring would find its way into Taek's hands as he traveled about the ninja world, although at first ignorant to the powers this mysterious ring held despite his lineage. He would soon discover the ultimate power he could wield with it. After a number of battles wielding the Chimera Ring, Taek would realize that the ring was able to store the nature energy Taek passively absorbed, and supply this chakra into Sage Transformation forms and techniques. Through this Taek was able to increase the function of his transformations. This ring's purpose is to give the user a whole new dimension of control. For a clan that is practically synonymous with unstable, this meant something. Through this new found control, Taek would be able to enter the transformations with ease, increase the duration of these forms, and increase the rank of these forms/techniques. He would call each function of the ring: Horn, Fang, and Claw respectively.

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Fang
  • This refers to the the ring's ability to maintain and store nature energy passively absorbed by Sage Transformation Clansmen. The stored nature energy is then siphoned into transformations/forms and techniques. The ring acts as a gate of sorts, when the body passively absorbs nature energy a good portion of the nature energy absorbed isn't utilized. The ring serves to maximize the amount of nature energy the user uses in battle. So when a Sage Transformation Clansmen undergoes a transformation (described as a sage transformation technique that alters their physical form for a set period of time) the nature energy passively absorbed goes to the ring, through the ring, and used continuously in order to extend the duration of a Sage Transformation Form for up to four turns.
Horn
  • This refers to the ring's semi-sentience and the users mental link with the ring, due to the ring being basically a store house for nature energy, through mental commands the user can command the ring itself to use this nature energy to forcefully transform/alter the user's body. This way the user can passively enter their forms, and this occurs instantly, without the use of a time-frame slot. The user can command the ring to transform the user into any transformation the user knows, meaning Sage Transformation Attacks, like a Jet Booster Boost, or a Jet Booster Blast would not be viable techniques for this function of the Chimera Ring. Additionally, the technique will not take up a move-slot but must be posted in battle.
Claw
  • This refers to the rings ability to increase the power of Sage Transformation forms and techniques. As a result of the ring's storage capabilities, the nature energy passively absorbed is drawn towards the ring, which is then also passively siphoned onto the user's Sage Transformation forms and techniques. Due to the increase of chakra from the environment (+10 chakra) in addition to the users own chakra, the technique used gains an increase in the power, which is translated into a single rank increase up to S rank.
Restrictions
- The effects of the rings are passive.
- Can only be taught by Jᴀʏ.


Declined: in order to submit a sentient CW now, it'll require having Yang since at least the cycle prior. But aside from that, there are still some other issues to discuss. First, you aren't going to be able to extend your ST transformations for so long, instantly enter said forms passively, and also boost your ST moves as you've intended. There aren't any drawbacks to this and if the ring is to be a receptacle for nature energy, then give it a tangible limit. And while I wouldn't necessarily have approved all the parts of Klad's CW as it is (e.g., the omnidirectional sensing), the two main abilities of his pair of rings deal mostly with basic boosts that still abide by clearly set restrictions.


(Sennika: Buzoku Itanjinmon) - Sage Transformation: Tribal Inquisition
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: 40 or (+20 to Tai/Ken)
Description: Based on the unique techniques for the sage transformation, specifically the jet booster limb alterations. This variant can be used either with weaponry or bare handed strikes and is considered an addition technique that works along side the jet booster boost canon technique. By focusing additional chakra in to their weapon or fists the moment before impact the user is able to enhance the momentum point and the impact of the ability, while the original technique focuses on simply enhancing damage this technique focuses on increasing speed. This can be used in conjunction with all types of kenjutsu, taijutsu free-form or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question if used without the jet booster canon to enhance damage, if used with free-form it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by +5 in regards to the users speed. It should be noted that if used alongside the initial booster canon it will not increase damage but will instead double the increase in speed aforementioned but only for the attack that is used and not for movement etc. When used to enhance the Canon ability it is considered an addition that happens in the same time frame but will use an additional move slot.

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jᴀʏ
Note: No sage transformation above A rank next turn. Usable once every two turns

‡ Declined ‡ No to both a damage and speed increase, decide between the two.
Removed DMG boost

(Sennika: Buzoku Itanjinmon) — Sage Transformation: Tribal Inquisition
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: (40 if used with FF)
Description: Based on the unique techniques for the sage transformation, specifically the jet booster limb alterations. This variant can be used either with weaponry or bare handed strikes and is considered an addition technique that works along side the jet booster boost canon technique. By focusing additional chakra in to their weapon or fists the moment before impact the user is able to enhance the momentum point and the impact of the ability, while the original technique focuses on simply enhancing damage this technique focuses on increasing speed. This can be used in conjunction with all types of kenjutsu, taijutsu free-form or ranked attacks. If used with free-form it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by +5 in regards to the users speed. It should be noted that if used alongside the initial booster canon it will not increase damage but will instead double the increase in speed aforementioned but only for the attack that is used and not for movement etc. When used to enhance the Canon ability it is considered an addition that happens in the same time frame but will use an additional move slot.

Note: Requires a two turn cool-down between uses. No sage transformation above A rank next turn. Usable once every two turns. May only be taught by Jᴀʏ.

□ Approved. □
 
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Kirikoe

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(Saru no geijutsu - Saru no ō no isan)Monkey Arts - Monkey Kings inheritance
Type:Supplementary|offensive|Defensive
Rank: B
Range:Short - Mid
Chakra:20
Damage: 40 if used with freeform or +20 to Taijutsu techniques
Description:A unique technique developed by the Monkeys and taught unto the ones who have signed the contract. monkeys can utilize this technique freely as shown in the anime and manga Enma stretching his limbs freely whether in normal form or henge form, The user being a signer of the monkey contract has been taught how to replicate this into their fighting style themselves.

First through performing a single handseal the user will bulk their muscle mass up however not enough to slow them down by any means and allow each muscle fibre to be infused with charka that allows these muscles to become elasticated and stronger so they can endure the strain, this allows the user of the monkey contract the ability to stretch their limbs up to mid range like Enma himself, another effect this chakra has on the muscles, learnt by monkey users is the increase in physical strength witch becomes close to enma's himself, due to the charka used to infuse within the muscles to make it more durable and elasticated enough, while in this form thanks to the increase in strength users of this technique get a +20 to all tai techniques.

Whiles under this form the user is able to withstand C rank and below jutsu which cause a type of physical harm fairly easily due to the increase in muscle mass allowing them to tank through and hardly budge from a C rank hit, for example a D rank earth pillar would hardly be felt due to the sheer density of the muscle, a peircing strike of C rank or below would not be able to peirce through the muscle of the body itself, however effects such as burning, paralysis/electrocution or being blown/swept away by techniques are still all very much effective, only the physical damage that would be caused is able to be tanked.

- Lasts 4 turns until the chakra in the users system wears off and his muscle mass returns to normal
- must wait 2 turns between use upon the jutsu ending
- Can only be used 4 times per battle
- Freeform attacks deal B rank damage whiles under this jutsu's effect

✪ Leaving for NK ✪

‡ Approved ‡

(Saru no geijutsu - Saru no buki shōkan) Monkey Arts - Monkey weapon Summoning
Type:Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: This jutsu is a means in which to summon a monkey summoning already within its henge state, by drawing blood and swiping it across the palm of the hands, upon clapping the hands together the user can summon one of his monkey comrades to the field already in its henge form in his desired location upon himself, for example in the case of an Adamantine armor being summoned the Armor would appear directly upon the users body, this jutsu works almost exactly like the summoning jutsu but upon summoning the monkey it forces the monkey into its weaponry state, Summoning the monkey in this way is no different than using the original summoning jutsu and the monkey is able to revert to normal at any time the user wishes, of course in case of ranking if one is not the correct rank to summon the monkey in its original state, in the case of the henge coming undone, the monkey, instead of staying on the field will simply disperse back to its own realm until the user has achieved the correct rank for the monkey to stay upon the field.

The user must post the henge technique that he is summoning along side this technique however this does not count towards one of the users jutsu slots and will only serve as a reference for the weapon in which the user is summoning. Once the monkey in its henge state has been summoned to the field it follows all restrictions stated within the original henge technique submission.


DNR: exists.[/COLOR]

 
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[隐士的饮料的礼品] - Yǐnshì dì Yǐnliào de Lǐpǐn | Gift of the Hermit’s Drink
Type: Weapon
Rank: None
Range: None
Chakra: None
Damage: None
Description: Only within battle, the user quickly slams both hands together (identical to a clap) to summon forth a giant calabash shaped gourd that is covered in Buddha ritualistic designs. Within the artwork are faces that represent the personification of the Buddhism Gods, whom all have reached the True Form of Arhat. The Gourd, which is referred to as the Hermit’s Cup, is four feet tall with a three in half feet width. The Hermit’s Cup features a red brilliant sash around its waist and a top that when twisted it opens. Despite its dimensions, the Hermit’s Cup possesses a composition of light material and that means it is quite easy for the user to handle; even in battle.

Gift of the Hermit is a special phenomenon discovered, developed, practiced, and utilized by the Ninja Monks of the Fire Temple; thus as such, the unique powers the Gift grant are rare. Having trained under these Ninja Monks, the user establishes a unique relationship with them that allows the ninja to traverse the world and maintain a strong connection to the gift without remaining stationary at the temple. What is this Gift of the Hermit? For the user, it comes in the form of this pure refined water that is constantly full (even if emptied the Monks at the Temple shall refill for the next battle, it does not refill in the middle of the fight) and awaiting to be drunken. Once drunken, it grants the consumer the ability to utilize the Spiritual Energy more independently of Physical Energy.

Gift of the Hermit alters the user’s ninjutsu via converting the user’s own chakra to become a host and catalyst for manipulating Spiritual Energy itself. Dubbed as Reijutsu, Spirit Jutsus, the user is capable of casting custom techniques (this also includes casting Spiritual Energy Versions of the Canon Jutsu List, this requires a future technique to be submitted and approved.) identical to the caliber of the Ninja Monks of the Fire Temple. Gift of the Hermit does not increase Ninjutsu Damage, the Gift does not increase the user’s physical capabilities, nor does the gift possesses a natural advantage against any existing abilities. Gift of the Hermit transforms the user’s style of combat to better suit the Path of the Monk. Drinking the Gift of the Hermit Grants the Following Perks:

  • Reishi: Unlike Natural Energy, Spiritual Energy is unique in its nature because once produced and released, the energy becomes an independent, autonomous power from chakra. To elaborate, Reishi can be produced and exist outside the user, in the form of Reijutsu, whom serves as the source of its fuel. Reishi behaves in this manner because Spiritual Energy is attached, or more dependent, on the consciousness and soul of the user; thus chakra is no longer the primary source for performing jutsu. The Following are the Perks of Reijutsu:
    • Reijutsu’s Attributes:
      • Reishi Control - an example of how Reishi Control functions, and how Reijutsu functions, is to analyze Rasengan. Once separated from the user, it cannot last long before losing power due to the lack of a chakra source. Reijutsu does not need chakra after the initial cost to cast the jutsu because Reishi (Spiritual Energy) is dependent on the consciousness. Thus, as long as the user is consciously willing it, the jutsu shall remain with its starting damage until the intended purpose of the jutsu has been fulfilled or halted.
        • Note: Reijutsu does not stay for all eternity. If a custom is made for a sphere of spiritual charka like Rasengan. It can be thrown now and it can travel the distance without losing power before it either reaches the jutsu’s max distance or hits an target. The only time a jutsu loses power is if it clashes with a jutsu of equal or higher damage (in which case it would cease), and lower damage (in which case it will continue on but weaken).
      • Shape Proficiency – elaborate shapes of all kinds can be created. This covers techniques with shapes identical to animals, shapes, and even humanoid in nature.
        • Note: Example Jutsu - Welcoming Approach: Thousand-Armed Murder
      • Chakra Consumption – just like any other jutsu, Reijutsu requires the user to spend chakra in order to cast techniques; however, the user does not have to spend as much anymore because Reijutsu depends more on the consciousness. As a result, the Cost & Continue Usage of All Raw Chakra Ninjutsu is reduced by 20 Chakra Points after drinking the Gift of the Hermit.
      • Stances & Incantations: The user no longer has to depend on hand seals, even if it were just one, to cast techniques; however, the user does have to preform either a stances and/or incantations to properly channel as well preform Reijutsu based techniques.
        • Note: Stances & Incantations’ Speed in the RP is identical to the Speed of Charging Chakra and Performing Jutsus. Essentially, there is no change in the speed it takes to perform a jutsu.
      • Emotional Connection: Evident in the jutsu, “Welcoming Approach: Thousand-Armed Murder”, the user and the ability to utilize the Gift of the Hermit can be effected based on their emotions. When angered the technique turned red to symbolize wrath. Although mostly for aesthetics, if the user cannot control their emotions then they can lose control of all Reijutsu they are performing.


✪ Declined ✪
 
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Summer

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(shoton Rijekuto) Crystal style Reject
Rank: C Rank
Type: Supplementary
Range: Short-mid
Chakra cost: 15
Damage points: 30
Description: utilizing the users crystal chakra. They will be capable of unleashing it with a unique trait to crysta users. This will work as a surge of chakra throughout the body and will cover the users body with crystal chakra. Now while covering the users body is accurate the user is able to shape the chakra into prisms throughout the entire body or certain portions of the body. The prisms will only look like chakra and are not solid as they are crystal chakra based in form. This will allow the user to reflect light blinding an enemy. Should the user have a type of doujutsu active it will make it render less for one turn. However it will only do this to sharingan and byakugan users. Normal Shinobi eyes will be affected by burning sensation of the retina and accute color blindness for three turns. The user need only focus on the prisms with there chakra and then being capable of unleashing a brighter flash of light then lightning flashes release.

□ Declined. How many times can this be used? What do you mean by acute color blindness? And could you perhaps be more clear on how they are not solid? □
 
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Onii Chan

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(Fūton: Teishi-Teishi) Wind Release: Ceasing Halt Technique
Type: Defensive
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: The user will focus their wind chakra inside one foot to which they will then slam it upon the ground immediately afterwards causing a eruption of slow moving wind that will swiftly carry the opponent backwards a few inches essentially causing short term paralyzes that will allow the user to deliver a offensive against the opponent.

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□ Declined. Similar to existing techniques. □

(Senkō Hagane) - Piercing Steel Technique
Type: Offensive
Rank: B
Range: Short - Long
Chakra: 1 per kunai
Damage: 40
Description: The user will coat their kunais in chakra before throwing them then if countered by any element the user will then perform the bird handseal to which will cost them 20 chakra to perform, after the handseal the protective chakra coating of the kunai will absorb the entire impact of the counter thus allowing the kunais to continue its momentum.


Declined: very generic, and it's worth noting that raw chakra is weak to all elemental moves, no matter the given nature. This is further outlined in the . But even putting that aside for now, it doesn't really appear to be all that feasible. Adding a meager layer of chakra to each kunai isn't going to enable them to ignore the laws of physics as you've intended.

 
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Squidy

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

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

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

□ Approved. □

Satetsu: Ribaundā ✦ Iron Sand: Rebounder
Type: Supplementary/Defensive
Rank: C
Range: Short
Chakra: 15
Damage: N/a
Description: A basic technique initiated by the user with simple body movements focused in a specific direction within short range. Iron Sand: Rebounder is a distinct disk of iron sand made by the user carrying special qualities related to rebounding due to its unique structural qualities. Utilizing the versatility of iron sand each grain conjoins together much like a liquid rather than a solid, the disk(s) having a round shape, allowing flexible movement of the disk's surface when met with a physical force. Rapidly returning to its original form after being extended by force the disk of iron sand then recoils as it launches the physical object(s) in the opposite direction with the same amount of force that it was met with. The user can make multiple disks as big as 2m's in diameter, splitting in defensive power, or 1 big disk larger than 2m's although restricted to the bounds of short range. This techniques creation is up to the user, forming from the body, a close source, or the ground, but stays within its creation spot when made even being able to suspend within the air. Opposing physical techniques can be rebounded as well, like a counter, but the jutsu in question has to be within the disks diameter and equal to or weaker in strength.
> Can be used 6x per battle
> Countered jutsu returns at same strength


Declined: provide a limit to how many disks can be made, as well as a size cap for when a single disk is used.


Shadoukurosu ✦ Shadow Cloth
Type: Weapon
Rank: B
Range: Short
Chakra: N/a
Damage: N/a
Description: Considered a sacred tool within the Nara family it is said that the Shadow Cloth was made by the efforts of four powerful elders within the clan who had a vast knowledge, as well as expertise, of shadow manipulation. Composed of a highly rare cloth material that has chakra integration properties the Shadow Cloth is a combination of a Nara's shadow essence and this special material together as one in order to form something new. In its true form the Shadow Cloth is a pitch black band of bandages that can be wrapped around the user or brought into battle separate by a member of the Nara clan, the weapon's specialty being binding. It has an unusual hardness that can match any basic ninja tool in strength while retaining its flexibility as a cloth for swift movement. At its current rank, B rank, the Shadow Cloth can extend up to 3 separate bandage wrap ends for various freeform usages, like basic target binding, supplementary movements, basic ninja tool defense, etc., and are easily detachable at any point. The wraps extension limits to short range and their binding speed can increase depending on the number of bandages used to wrap a single target. Through activation the Shadow Cloth's true binding abilities come to light focusing on three core methods. Self binding for body enhancement, binding of physical structures, and target immobilization binding. Consisting of the user's shadow essence the Shadow Cloth bandages are linked to its user's similar to their regular shadow thus giving the user knowledge of placement at all times.

Body Binding: If not already wrapped around the user at the start of the battle, through the activation of this technique the user controls the Shadow Cloth bandages around their entire body before reinforcing with their chakra in order to create a solid defense. Everything but the user's hair, cloths, and accessories on person stay unwrapped making them resemble an all black mummy without hampering the user's ventilation or vision. While active the bandages provide the user with a B ranked defense while giving them a little boost to taijutsu due to the increased hardness of the fabric. The user can cancel said defense at anytime.
>Adds +5 to taijutsu, lasts for 3 turns, -10 CP per turns, has a 1 turn cool-down, 5x usage limit

Structure Binding: After waving 1 hand seal the user utilizes the Shadow Cloth's ability to release multiple bandage wrap ends outwards within short range in order to wrap any fixed structure devoided of chakra or retaining their own in order to create a reinforced defense. Similar to the body binding the reinforced defense will seem pitch black in appearance while having a new structural strength equal to the weapon's current rank. The unique ability of the structural activation is its superior link to the user's shadow, acting as a source of shadow by itself, and thus allows the user to extend their own shadow or utilize the structure for succeeding shadow jutsu.
>Lasts till destroyed, carries same rank as weapon, 5x usage limit

Target Binding: After waving 1 hand seal the user utilizes the Shadow Cloth's ability to release multiple bandage wrap ends outwards within short range in order to bind the entire body of a single target. The bandage wraps repeatedly cover the target until left in what seems to be a bulky pitch black cocoon with no space for ventilation. An opponent binded within would have no mobility whatsoever while trapped, and if not broken within 1 turn are left susceptible to suffocation. The cocoon's strength matches the current rank of the weapon and like the structural binding can be utilized as a source for succeeding shadow jutsu.
>Lasts till broken, same rank as weapon, 4x usage limit


Declined: this would appear to clash with the CFS made by Mathias.

 
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Goetia

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Farao no Hōrei #6. Durin no Wazawai ?????? Pharaoh’s Decree #6. Durin’s Bane
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn / -10 per ignition)
Damage: 80
Description: The user will begin by stringing together a sequence of 4 handseals. Then, they will release a copious amount of ash from their body, superheated by chakra. The extreme volume of ash will quickly congregate and form into a single structure, 20 ft tall, with demonic features, known as a Balrog. This being acts as a familiar made of ash, possessing an extent of sentience that allows it to act independently from the user when not behaving under direct mental command. There is a cavity in the Balrog’s chest, where a small fire sits inside the familiar, which acts as the fuel for all of its functions. The ashes, being superheated by the fire within the chest cavity, allows the Balrog to wholly ignite itself, at the cost of a move, adopting an A-Rank cloak of Fire that will shield its actual body from any damage. Alternatively, the Balrog is able to partially ignite itself using its ash, creating A-Rank structures akin to weapons made of tangible fire, e.g. a sword, axe, mace, whip etc, in order to attack, using a move to do so. These weapons can reach up to 3 meters in size, with the whip being able to extend into mid-range at maximum. Through partial ignition, the Balrog is able to create large pair of wings at a length of 5 meters each that grant it the ability to fly freely, these wings also being considered as A-Rank in strength, also requiring a move slot. The Balrog is capable of both cloaking itself and creating structures at once, at the cost of a single move slot, since both of these actions require igniting its ashen composition. Once per turn, the Balrog is able to use any Fire Release techniques the user knows, independently from them, within reason (the golem cannot use techniques with prerequisites that it cannot meet, e.g. Fire Release: Wall of Flames which requires a lighter), using the fire in its chest as a source. Due to being composed of solid ash, the user is able to stand atop the Balrog and should they choose to, attacking alongside it. Though, it should be noted that the user will sustain harm if standing on the Balrog whilst it is ignited, unless they have an armor technique of some kind to protect themselves, in which case the Balrog’s flames will not affect them. In this situation, the flames of the Balrog and the user’s defense do not damage each other. In the case of flight, the Balrog’s ash can at the cost of a move, shape itself to keep the user attached to it’s body to prevent them from falling. The user is unable to use Fire Release jutsu above A-Rank for the remainder of the turn during which the Balrog deactivates, forcibly or otherwise. The strength of any given ignition of the Balrog is A-Rank, where the strength of multiple active ignitions add up to A-Rank strength.

⇒ The Balrog cannot be ignited by the enemy
⇒ Usable 2x per battle
⇒ Lasts 3 turns

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□ Approved. Edits made. □

Farao no Hōrei #7. Ramusseumu no Sōko ?????? Pharaoh’s Decree #7. Vault of the Ramesseum
Type: Offensive / Defensive
Rank: A
Range: Short - Long (varies on application)
Chakra: 30 (-5 per turn)
Damage: 60
Description: The user will form a sequence of 3 seals, and gather chakra from their circulatory system. This chakra will manifest as a single or numerous shapes of solid lightning chakra, resembling weaponry such as swords, spears, axes etc, of varying sizes that can be controlled by the user. There are 2 distinct usages of this technique. One of them being, upon mental command, the weapons can shoot, akin to that of arrows fired from bows, towards their target at high speeds at a continuous rate from wherever they spawn. The second usage, is to manifest one or two weapons, wielding them as melee objects in close combat. Due to the lightning itself being tangible in nature, it is able to be held by the user and deal damage similar to that of normal weaponry, in addition to electrocution and mild burns characteristic of Lightning Release effects. While these usages are separated, the user is able to enact the projectile usage after the melee construct(s) has been created, though at the cost of a move in this case. While the weapons of the projectile usage will last until the end of the turn they are created, firing for the entire duration of it, weapons of the melee usage will last up to 3 turns upon creation, unless destroyed or dispelled upon the user ceasing chakra supply to sustain the weapon(s). Should the weapons be discarded, but still maintained on the field through chakra fuel, they can be mentally called back to the user. When interacting with other objects or techniques, the weapons will release blasts of electricity to act against their force, effortlessly repelling normal weapons and reducing the momentum of oncoming jutsu which collide with it.

⇒ Usable 3x per battle
⇒ No A-Rank or above Lightning techniques upon deactivation

□ Approved. Edits made. □

Farao no Hōrei #8. Raimei no Setto ?????? Pharaoh’s Decree #8. Set the Stormborn
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A (-5 per technique)
Damage: N/A
Description: This technique is a passive ability activated before battle that is intended to alter the structure and behaviour of lightning techniques of the user. While this is active, during the process of performing a Lightning Release technique, the user will imbue the technique with extra chakra, using it to alter the frequencies produced by chakra in Lightning Release techniques, bestowing upon them an element of solidity. Alternatively, the user can apply this to a technique after it has been created, at the cost of a move slot. This ability can be used on any Lightning Release jutsu which produces lightning, but in the case of techniques which are solely electrical currents, it allows them to behave in a similar manner to techniques such as Chidori and Raikiri, allowing the lightning produced by it to cut through objects rather than be solely limited to burns and electrocution, and behave more so like tangible elements such as Earth Release, though after effects such as paralysis and numbness will still follow after being exposed to the technique in question.

⇒ Usable once per battle

□ Declined, similar to existing techniques. □
 
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(Doton: Doro Rappu) - Earth Style: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra Cost: 30
Damage Points: N/A
Description: The person takes hold of Chakra infused mud already in play due to the chakra already found in the mud it can be slightly manipulated to surround the opponent. It basically blasts out and around the opponent covering their body in mud. This makes moving harder as well as restricts breathing. This is due to the chakra infused mud that covers the opponent It has the same effect as Swamp of the Underground as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making it's way into their nose, mouth and eyes. The user must have used a Mud based Earth jutsu prior to this jutsu.
Notes:

-Must have already used a mud based jutsu such as Swamp, Mud Fall, or mud bullets
-Must be able to manipulate up to A rank Earth to use this
-Must be the person's own Chakra infused Mud

~ Edited the range to short. Short here means the opponent must be in short range of the mud, not short range of you, so that's fine. Removed the part about regaining strength. Approved. ~
(Doton: Doro Rappu) - Earth Release: Mud Wrap
Type: Supplementary
Rank: A
Range: Short ( of mud )
Chakra: 30
Damage: NA (+20 to mud based techniques)
Description: The user channels additional earth chakra into a mud based technique or takes hold of earth chakra infused mud already in play. Due to the earth chakra already found in the mud it can be slightly manipulated further to surround the opponent. The mud basically blasts out and around the opponent covering their body in mud or slashes and tears at their skin with small blade like creations formed from the mud giving it an additional sharpness. This makes moving harder as well as restricts breathing placing an excessive weight on the opponent tripling their weight and cutting their movement speed in half for as long as the mud remains on them. This is due to the earth chakra infused mud that covers the opponent. It has the same effect as Swamp of the Underworld in a more refined and specific way as it makes movement harder. The mud can possibly asphyxiate the opponent if it successfully covers the opponent completely. The mud can be controlled slightly and forced to surround the opponent's head making it's way into their nose, mouth and eyes. However to use this technique the user must have used a mud based earth jutsu.
The additional chakra can also strengthen the mud making it a sort of psuedo-combination allowing for the addition of more damage. Through this additional earth chakra the mud can be proliferated, thus making the original technique both larger and stronger (one-rank boost up to A-rank and +20 damage). This can be used alongside another mud based technique in the same timeframe to alter or augment the way the user attacks or can be used later on to control mud that is still just lying around.

Note: Can only be used three times per battle with a two-turn cooldown.
Note: The strengthening ability can only be used twice and only once per turn



Update Approved: edits annotated in pink, in addition to some minor omissions.


New:

(Dokuton: Toripuru pointo) - Poison Release: Triple Point
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+20 to poison techniques )
Description: In chemistry and physics, the triple point is the temperature and pressure at which solid, liquid, and vapor phases of a particular substance coexist in equilibrium. It is a specific case of thermodynamic phase equilibrium. By forcing more chakra than usual into a poison technique while also coating it with a dense layer of chakra and forcing it to pressurize by forcing an immense pressure on it the user is able to raise or lower the temperature and pressure of the poisonous substance in unison. This causes any poison to reach it's natural triple point thus the poison can shift quickly through the three basic states of matter gas, liquid, and solid allowing them to coexist as one creating a superfluid or a supersolid.
By then slowing down and manipulating this process in a very precise and deliberate way the user is able to immediately and in the same timeframe as another poison technique change it's state of matter or change the state of matter of an already used technique. For example they are able to turn a liquid poison technique into gas or a gas one into a liquid; meaning they are able to vaporize or condense the poison without losing any of it's strength instead gaining strength from it. Also a third state of poison can be created one that is different and new this being a solid variation. Solid poison is strong to water while being weak to lightning. This solid form isn't dust-like in nature like what can be done with Poison Creation and instead is a real solid like solid rock or earth with the potential to poison things that touch it. Changing the state of poison is done by basically forcing more poison chakra into a technique and pressurizing it thus making it naturally stronger via giving it a one-rank boost (+20 damage). This is done by pressurizing the poison with that chakra making it denser allowing it to deal more blunt damage when colliding with something. This works up to A-rank (S-rank too, but without the damage boost) allowing the user to alter many forms of poison including another technique or just ambient inert poison on the field. The user can preemptively use this on a technique at the cost of a move to allow for the change of state once in the next two turns whenever he chooses without the use of a move later as he has activated the poison's triple point where it will be in a superposition of all three states. It can happen in the same timeframe as another poison technique but it still costs a move to use.

Note: Can be used four times per battle with a two-turn cooldown.


Approved: edits made (mostly to S/W), as well as some relatively filler lines now omitted.


(Senninka: Gekimetsu no Sekando) - Sage Transformation: Destructive Second Bullet
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The sage transformation user concentrates natural energy into their dominant arm and then by punching the ground with, and channeling natural energy into and through their dominant arm they can generate a small fissure of invisible natural energy that stretches for about a dozen or so meters. This natural energy in turn unleashes a powerful force sufficient to easily launch several victims into the air and away from the user even tossing medium to large summoning creatures away with relative ease tossing these creatures upwards of ten meters away. This breaks and crushes the ground in a similar way to what can be done with Chakra Enhanced Strength creating a massive rippling wave of natural energy that rides along the ground using both the air and the ground itself as a medium traveling towards, into and then through an opponent or technique causing varying degrees of damage depending on how strong the wave is when it hits. If at full power it can shatter multiple bones, rupture organs and tear muscles, nerves and tendons causing severe pain and leaving limbs broken and torn. While doing this they undergo a small transformation in which they strengthen and enlarge their arm. This transformation lasts only for the technique itself.

In the same timeframe as this technique the user is able to use (Senninka: Funsha Atooshi) - Sage Transformation: Jet Booster Boost or a similar Sage Transformation technique creating a compounding effect nearly doubling the strength of the technique by adding the additional damage from that technique to this one. Doing so increases this technique's rank by one rank, bringing it up to S rank but has the ability to push it's damage even further than that. This is because the Sage Transformation user can trigger the secondary technique at the right point thus adding more power and force to their attack compounding it and nearly doubling it's strength, size and power. This additionally ups the range to Short - Long but obviously the user must spend the secondary moveslot to use the other Sage Tranfromation technique. This plays on equal terms with any earth or solid technique with the force and the wave of natural energy being able to tear apart solid elemental techniques of the same rank with relative ease. This also plays on par with any elemental release allowing it to defend against other techniques such as wind, water, fire, lightning etc and it travels through the air just as it does the ground creating a rippling effect throughout the ground and air creating a sort of inverted dome. It can also be used on a water source to create a massive wave that accompanies the force and natural energy of the technique itself. This technique can be used in the same timeframe as another Sage Transformation technique as stated above and can also be performed through a kicking or stomping motion instead of a punch. The user can also directly strike their opponent instead of the ground creating the damage mentioned above as well as the chance for the fist to pierce and lacerate the body entering flesh, muscle and bone at the point of contact due to the natural energy and the sharpness of the trasformation their fist and arm undergo.
Note: Can be used four times per battle

Declined: It was fine until you talked about doubling the damage/strength/area of effect. The idea is cool, but the scale is way too vast. 120 damage with an A rank is insane, as is doubling the area of pf effect when it can already displace large summons lol.
 
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