Custom Jutsu Submission - III

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Geezus

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

¤ Declined, the Nara techniques used by the shadows will need to reduce chakra cost from you as this mimics and counts as a form of clone. Either they can be made with a portion of your chakra pool or jutsu they use are reduced from your chakra pool. ¤
 
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Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Dscription:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
She could grow to as long as 20 meters and as big as giant snakes. Unlike most orochimaru's snake that can wield the Kusanagi, Crona substitutes her lack of ability to wield the kusanagi by knowing how to wield other weapons or objects the user may posses, though she'll need to collect them from the user thus the user won't be able to use it as Crona may use it in their stead. If this weapons are special weapons that requires the user's chakra then Crona would still be able to wield them but leech the user's chakra to fuel the weapon according to the weapons requirement. Crona is able to use medical ninjutsu that the summoner knows, likewise snake ninjutsu (up to A-rank). Her venom is quite lethal. The snake venom contains "cardiotoxins" which are components that are specifically toxic to the heart. They bind to particular sites on the surface of muscle cells and cause depolarisation. The toxin prevents muscle contraction. These in turn, would cause the heart to beat irregularly and stop beating, causing death after 4 turns if not cured. Apart from that, it causes body muscles to become stiff and thus gradual paralysis. No B-rank and above taijutsu in the turn after the venom is administered and speed is halved. No taijutsu or movement can be performed due to total body paralysis in the 2nd turn after the venom is injected. Death in the 4th turn after the venom is injected.

Using active medical ninjutsu or snake ninjutsu counts as move.
Last 4 turns
Can only be summoned 1x per battle


Declined: same reason as above. I did make edits to it prior to realizing this. Use Broly's for reference.

Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Dscription:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
She could grow to as long as 20 meters and as big as giant snakes. Unlike most orochimaru's snake that can wield the Kusanagi, Crona substitutes her lack of ability to wield the kusanagi by knowing how to wield other weapons or objects the user may posses, though she'll need to collect them from the user thus the user won't be able to use it as Crona may use it in their stead. If this weapons are special weapons that requires the user's chakra then Crona would still be able to wield them but leech the user's chakra to fuel the weapon according to the weapons requirement. Crona is unable to use any traditional elemental ninjutsu, but to make up for this, she is constantly saturated with natural energy, however, she can choose whether to let her innate nature chakra to interact with her summoner or not. While merged, she's able to give a very small portion of her nature energy to her summoner (20 per turn, increases by half the next turn). This would not normally, add any augmentation to the user nor would it increase the user's domestic chakra but if the user is in sage mode or has a dna make up to accept nature energy, the chakra would be stored as sage chakra. Crona nature energy gives her and her snakes conjured from snake ninjutsu, natural durability to A-rank and below ninjutsu, except for snakes that have higher durability. Her snake ninjutsus can also be used while merged, though then the snakes would seem to emerge from anywhere on the user's body. Her venom is quite lethal. The snake venom contains "cardiotoxins" which are components that are specifically toxic to the heart. They bind to particular sites on the surface of muscle cells and cause depolarisation. The toxin prevents muscle contraction. These in turn, would cause the heart to beat irregularly and stop beating, causing death after 4 turns if not cured. Apart from that, it causes body muscles to become stiff and thus gradual paralysis. No B-rank and above taijutsu in the turn after the venom is administered and speed is halved. No taijutsu or movement can be performed due to total body paralysis in the 2nd turn after the venom is injected. Death in the 4th turn after the venom is injected.

Using active snake ninjutsu counts as move.
Last 4 turns
Can only be summoned 1x per battle


Declined: while reading up on SM, one note under the restrictions section really stood out to me, which is "techniques that prolong Sage Mode by collecting Natural Energy only pertains to Imperfect Sage Mode." While it's very much possible that I have misconstrued that note, I do believe that you have no way of utilizing a CJ such as this at present. But aside from that, the perk that "gives her and her snakes conjured from snake ninjutsu, natural durability to A-rank and below ninjutsu" is just too much. Such a thing would effectively be boosting even the weaker snake ninjutsu (e.g., D/C/B-ranks) moves to much higher parameters and ergo, bringing them up to par with actual A-rank moves. And even then, that's not taking into consideration that all the moves would also become neutral to the basic five elements.


Genjutsu: Boikotto - Illusionary Arts: Boycott
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(+5 Xadditional member)
Damage: N/A
Description:
A powerful genjutsu that is meant to separate allies and companions from each other. After 3 handseals, the user puts the targets in a genjutsu. The genjutsu proceeds with a simple instantaneous occurrence, like a spacetime warp or explosion, decapitation, etc. Which ever it is, a target would see his allies suffer an instantaneous terrible fate, like disappearing into a sudden wormhole that appears beside them, thus cutting them off from reality. Another instance is the target could see his allies suddenly decapitated and are killed instantly, or they suddenly glow and explode. The event is totally dependent on the user, and whichever it is, it would be an irreversible illusionary event. Depending on the event, which takes place, the target is totally cut off from his allies. He would be unable to feel anything of their presence(chakra, physical presence) if they are taken away through space time. Should they be decapitated, he would be able to see/feel a physical decapitated and dead presence, likewise not sense their chakra while in the illusion. Same outcome for an explosion event. The target would not be able to see, feel, hear or sense any response from their lost ally so far they remain in the illusion. Even a technique used by the ally won't be peercieved, or the words from their mouth etc. All in all, the genjutsu would sever any alliance thus the genjutsu would be the same for each and every ally. For example; Targets A, B and C. A would see an event happen to both B and C and would be cut off from them. B would see the same event happen to A and C while C would see the same event happen to A and B.
2x per Battle
No S-rank genjutsu in the same turn.

DNR - Mimics my "Blood of the Enemy" Genjutsu

Updating
Katon/Fuinjutsu: Tsumetai Supaishī - Fire Style/Sealing Art: Spicy Cold
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: This is a simple sealing barrier that is used in conjunction of the user's fire jutsu. With an additional 2 handseals to the handseals required for a fire technique, the user would create an invisible barrier around his fire techniques. The barrier would not react with any matter whatsoever as it's only work is to seal the spills of heat energy emanating from the fire technique without disrupting the corrosive nature of fire itself. The importance of this is simple, the user or anybody is able to stand close to the fire without being disturbed by the surrounding heat of the fire, although the fire would still burn normally when it comes in contact with matter or flesh.
-If the fire does not require any handseal, the user would only need to do 2 handseals for the sealing technique.
-Used in the same timeframe as the fire technique in question.
-4x per battle
-One turn inbetween usage.

♪ Approved: Note that the barrier does not add any defensive benefits to the fire or strengthen it in any way. ♪
Katon/Fuinjutsu: Tsumetai Supaishī - Fire Style/Sealing Art: Spicy Cold
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: This is a simple sealing barrier that is used in conjunction of the user's fire jutsu. With an additional 2 handseals to the handseals required for a fire technique, the user would create an invisible barrier around his fire techniques. The barrier would not react with any matter whatsoever as it's only work is to seal the spills of heat energy emanating from the fire technique without disrupting the corrosive nature of fire itself. The importance of this is simple, the user or anybody is able to stand close to the fire without being disturbed by the surrounding heat of the fire, although the fire would still burn normally when it comes in contact with matter or flesh. Additionally, the barrier would bend the light around the fire technique, similar to "Camouflage", however, it does not make the fire invisible, instead, it creates a visual aberration, making the fire look like a lightning technique when looked upon.
-If the fire does not require any handseal, the user would only need to do 2 handseals for the sealing technique.
-Used in the same timeframe as the fire technique in question.
-4x per battle
-One turn inbetween usage.


Update Declined: the added effect has little to do with the original CJ and in fact, could be a standalone.


Updating
Removed the moving through earth and switching coffins.
Removed the regeneration completely.


Jūjika āto: Nokori no Basho - Crucifix Art: Place of Rest
Type: Offensive/Supplementary
Rank: A
Range: Mid
Chakra: 30(-10 per turn)
Damage: N/A(60 when used offensively)
Description:
The user stomp his leg on the ground and summons into the terrain hundreds of headstones. This is a special summoning similar to the rashomon gates. The headstones are all cross shaped and made up of different constituents, mostly made of stones while some are metallic and some are wooden. The headstones are a part of tombstones which is buried shallow in the ground and not revealed safe for only the headstone which is the only part shown. The sizes of the headstones varies, from the smallest which is 2m long and 1 meter length for the cross section. The largest would be upto to 10meter in length and 5 meter cross section. The headstones would react to user's chakra and the opponents chakra. The chakra is recorded and responded to when they move above the ground and they are at aleast 2 meters away from a headstone.
When the opponent is within sensing proximity of the headstones, the headstone would immediately do one of two things. They can eject while launching like a rocket towards the opponent with a blunt force equivalent to B rank Ninjutsu attack. Should more than one headstone launches at the same time towards the opponent, then their combine power would be equivalent to A-rank. Secondly, instead of launching, the headstone could shift beneath the opponent and let him fall into a deep coffin which would quickly explode while the explosion is confined to the coffin and underground. The explosion is equivalent to B-rank. The reason behind this is because each coffin is laced with several explosive tags that only react to the opponent's chakra thus for the second variation which would be mentioned below, while the user is able to enter the coffin unharmed, if the opponent tries to seek refuge in the coffins, he would meet a fatal resistance.
When the user moves close to the headstone, it reacts by shifting backwards, revealing a confined space like a coffin within the earth. As a headstone responds to the user's chakra, so would other headstones as they would also reveal a confined space of theirs. he could conceal himself within the coffin without moving away from the same spot.
The entire graveyard can only be summoned on solid ground.

NOTES
-Usable 2x per battle
-Last 3 turns on the field of play
-No A-rank and above Ninjutsu in the same turn and next turn this is used.
-2 turns in-between usage.

□ Approved. Edits made. □
Jūjika āto: Nokori no Basho - Crucifix Art: Place of Rest
Type: Offensive/Supplementary
Rank: S
Range: Mid
Chakra: 40(-10 per turn)
Damage: N/A(80 when used offensively)
Description:
The user stomp his leg on the ground and summons into the terrain hundreds of headstones. This is a special summoning similar to the rashomon gates. The headstones are all cross shaped and made up of different constituents, mostly made of stones while some are metallic and some are wooden. The headstones are a part of tombstones which is buried shallow in the ground and not revealed safe for only the headstone which is the only part shown. The sizes of the headstones varies, from the smallest which is 2m long and 1 meter length for the cross section. The largest would be upto to 10meter in length and 5 meter cross section. The headstones would react to user's chakra and the opponents chakra. The chakra is recorded and responded to when they move above the ground and they are at aleast 2 meters away from a headstone.
When the opponent is within sensing proximity of the headstones, the headstone would immediately do one of two things. They can eject while launching like a rocket towards the opponent with a blunt force equivalent to A rank Ninjutsu attack. Should more than one headstone launches at the same time towards the opponent, then their combine power would be equivalent to S-rank. Secondly, instead of launching, the headstone could shift beneath the opponent and let him fall into a deep coffin which would quickly explode while the explosion is confined to the coffin and underground. The explosion is equivalent to A-rank. The reason behind this is because each coffin is laced with several explosive tags that only react to the opponent's chakra thus for the second variation which would be mentioned below, while the user is able to enter the coffin unharmed, if the opponent tries to seek refuge in the coffins, he would meet a fatal resistance.
When the user moves close to the headstone, it reacts by shifting backwards, revealing a confined space like a coffin within the earth. As a headstone responds to the user's chakra, so would other headstones as they would also reveal a confined space of theirs. he could conceal himself within the coffin without moving away from the same spot.
The entire graveyard can only be summoned on solid ground.

NOTES
-Usable 2x per battle
-Last 3 turns on the field of play
-No A-rank and above Ninjutsu in the same turn and next turn this is used.
-2 turns in-between usage.

□ Update Approved. □
 
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21 Savage

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( Sennika: Kemono hen'i ) - Sage Transformation: Beast Mutation
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description: This is a type of sage transformation technique that requires no complex metamorphosis thus the transformation is able to be sustained so long the user has chakra to sustain it. The sage transformation user would morph only part of their body resemble those of animals though no new appendages are added, only the user's body parts itself undergoes rapid transformation. For example, the user's hands forms into that of a bear, legs of a cheetah, ears of a rabbit, legs of a frog or eyes of an eagle. Depending on the type of animal the body is morphed to, the user gains enhanced ability though only one enhancement can be made at a time. One metamorphosis would need to be deactivated before another is made.

Ears of Rabbit
The user, by transforming his ears into those of rabbits, his ears would now become long and sensitive to the slightest of sound, even any thing that moves through the pores of the ground from a very far distance. He would thus gain enhanced hearing due to rabbit high audible frequency range. This would increase tracking and reaction speed by a measly 3 folds.

Legs of Cheetah
The user, by transforming his legs into those of cheetah, his legs reconstructs to having stronger muscles and appendages for easy and swift retraction. The user would gain 2x running speed though he would be unable to use the legs properly for taijutsu due to how they are shaped.

Hands of Bear
The user, by transforming his hands into those of a bear, his hands would grow strong sharp claws and become stronger than they were. The user would gain +30 to their taijutsu, however, he looses the ability to make hand seals as the hands/paws would gain less fluidness in making hand seals like normal.

Shell of Tortoise
The user, by transforming his skin, they make it become as hard as a tortoise shell, thus his skin would become impenetrable to S-rank and below jutsu. As a drawback, he would become slow with a 3 level reduction in speed.

Hinds of Frog
The user, by transforming his legs to those of a frog, his legs would morph accordingly becoming webs and longer with stronger and easily retractable muscles at the knee joints. He would be able to jump 3x higher and thus able to traverse up to mid-range in a single leap and very fast. He is able to passively use this to dodge a technique with size threshold below its range once per turn though this would count as a move. The webbed feet allows for 2x swimming speed but Taijutsu used with the feet would suffer a -10 damage.

- Usable three times per battle, with each enhancement being able to be used only once.
- Each enhancement can last as long as the user has enough chakra to maintain it though one has to be deactivated for the other to work.


Declined: this reads like five separate CJ crammed into one under the shared, albeit rather broad idea of acquiring animal-like traits, which already has customs developing for it. Try to use this similar custom-turned-canon move that was made by Howard, entitled: "The Mighty Wings of Illidan" as a point of reference. But beyond just partitioning this into multiple CJ, some of the perks due to these transformations need to be reduced in effect. To say something like: "increase tracking and reaction speed by a measly 3 folds," well that's just sugarcoating it. A boost at that level put the "Ears of Rabbit" right on par with dōjutsu such as Byakugan and 3T Sharingan; that's too much of a boost, especially when it can last indefinitely. And there were, naturally, big issues with some of the others too. Under no circumstances are you going to be immune to S-rank and below damage, again, indefinitely. As for "Hinds of Frog," it too would need to be toned down.


( Sennika : Hōfuku ) - Sage Transformation: Retribution
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Applying the process of sage transformation, the user would collect chakra from their DNA makeup for a whole turn and whenever they are ready, imbue this additional chakra into a summoning animal they conjure. This would give the summoning a perfect layer of chakra in the form of a sage transformed skin. This layer of chakra would give the summoning a durability from techniques of the same rank as it but the durability would be overcome with techniques one rank above the summoning. This can only be applied to single summoning at a time and would expire when the said summoning expires. Collection of chakra is passive but giving this chakra to a summoning would cost a move but used in the same timeframe as the summoning of the animal.
- Usable only 3x per battle
- Works on only a summoning animal at time but can't be used on summonings from different contracts. (In any case)


DNR: effectively made by Howard via his "Blesssing of Forgotton Kings" CJ, which was donated to the canon list.


( Ninpou: Gen'in to kekka ) - Ninjutsu: Cause and Effect
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This is a simple jutsu used in the same timeframe of another supplementary jutsu. This serves the shift the nature of a supplementary jutsu to another nature. Elaborately, this works on supplementary jutsus that affect or augment a particular elememental nature or elemental natures. This jutsu would layer on the supplementary technique, reconfiguring it to work on another element instead. If the supplementary technique is meant to affect a single elemental nature, then this jutsu would change it to another single elemental nature. If it affects more than one elemental natures then this technique would change it to the amount of elemental natures but different or change one of them while leaving the other unchanged, but at least one must be changed.
- Can only be used in the same timeframe as the supplementary technique (only)

□ Declined. Just no. □
 
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Urda

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(Kugutsu: Gashadokuro) - Puppet: Starving Skeleton
Type: Offensive, Defensive, Supplementary
Rank: B
Range: N/A
Chakra: 20 (-15 Each Turn Due to Sustaining on the Field)
Damage: N/A
Description: Puppet: Starving Skeleton is a ninjutsu which was a modeled after a group of travelers. After unraveling the carrying scroll, the Starving Skeleton appears from the skull sketch, surrounded by a sealing formula. Six puppets emerge wearing black cloaks. Using the Puppetry Technique, the user connects chakra threads to command the puppet's movements by their will. Becuase of their complexity, their numbers make it easier for the user to control them. This dangerous collection focuses on teamwork to mutilate their target. Puppets:
Puppet 1: It resembles somewhat an ogre with a tall frame with a partially bald head and patches of black hair on the side. It appears as an ordinary puppet until the target comes in close proximity. To prevent the caster from being endangered, many swords protrude from its body all-around like a porcupine. Additionally, it has hidden wrist knives which could be fire like projectiles on an approaching target(s); and countless senbon that's coated in poison and fired from its mouth, in a fashion similar to a machine gun. After installing small metal plates on its body, its body could be used as a conductor for Lightning Release Jutsu to increase the swords cutting power, making it resistant to streamlike lightning-based Jutsu. The user keeps this puppet close for defense while controlling the others.
Puppet 2: It has long, white hair and works in conjunction with the other puppets. It can release a poison mist from its mouth that surrounds the area, causing a danger to the target(s) should they breathe in. It wields razor clawlike hands dip in poison as a weapon to strike the target as it draws near, making it perfect for assassination.
Puppet 3: It has short brown hair with a large body, making it demanding to move via Chakra Threads. Inside of its body, the user stockpiles it with kunai wrapped with explosives and smoke and flash bombs in its chest cavity, employing it as ammunition. Through several tubes connecting both its arm - resembling a grenade launcher, multiple projectiles are launch toward the target or on the target's position to blind them, obscure their vision, or bombardment them with explosions. The puppet also functions as a bomb. After removing its cloak, multiple stacks of paper explosives is seeable and stick to its back and limbs, ready to explode on the user's command - performing the seal of confrontation. It would cause a devasting attack on the target(s) within the area, creating a 5-meter blast radius. Note: This attack counts towards the Three Move per Turn Limit.
Puppet 4: It's model after a female that has a long and pink pony-tail with a slim body for fast mobility. Its attire is different from the other puppets as it wears a blouse for the top and dress for the bottom. In its middle section, it separates about 10 cm, creating a space revealing a small pole that connects the two parts. The caster radiates their chakra from the support mechanism, emitting a large chakra blade that spins rapidly to mow down enemies.
Puppet 5: It has a long and pink pony-tail, matching the other puppet in features and mechanism as its twin.
Puppet 6: It has purple mohawk hair. It wielded a hybrid weapon that combines a whip and sword, changing instantly between both to better parry and assault. It can reach up to mid-distances, severing anything its path.

~ Can only be summoned Once per battle
~ Only taught by Anubis


Approved: these puppets' mechanisms are all rankless due to no specifications having been made.


I recieve Permission from Vex to resubmit as Ninjutsu:


(Ninpou: Akiko) - Ninja Art: Sparkle Bright Autumn
Type: Offensive, Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Akiko is a ninjutsu that carries chakra at a distance and breaks through deterrents. The user gathers chakra and accumulates it around their entire body mass-producing butterfly-like raw chakra. These numerous butterflies materialize into solid form and are spawn from the user's body and guided freely by their will to travel over the field and strike the target. A large number of butterflies can also be used to spread around the area and float to mask the user's movements, additionally serving as a shield against close-quarter combat.

~ Usable 5 Times per battle
~ Only taught by Anubis


Approved

 
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Alyx

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(Moegara, Aki no Ko) Cinder, Child of Autumn
Type: Weapon
Rank: S
Range: N/A (short-mid for constructs)
Chakra: N/A (varies)
Damage: N/A (varies)
Description: This weapon, also known as Child of Autumn are a pair of dual bladed swords - blades composed of chakra infusing metal that responds to it's master without question. Silver blades, decorated with fine red cloth around the hilt with a emblem meaning "Flame". The blades themselves are indestructible by nature though they naturally cannot be utilized as a means of defending against ranked jutsu but can easily deflect freeform projectiles thrown at the user.

Regardless, the weapon's true nature come to life as they are capable of turning pitch black in color, in which the user through contact with the swords can passively produce a large amount of heated ash. The ash will seemingly shed from the blades each time, in which the user is able to control the ash via gestures with swords in hand, causing burn damage and exploding violently. The user, at the cost of a move is capable of shaping the ash into constructs of ash by forcefully mending the ash together in order to form basic shapes, spikes, shields or even waves of ash. This is all up to the user's own imagination of how they desire to form the ash, while the amount of chakra determines the overall power of the constructs ranging from D to S rank. In the case of S-ranks, there is a two-turn cooldown that begins when the constructs can no longer be sustained and the user is unable to use other Fire Techniques above A-rank in the same turn after use. As for A-ranks, there is a one-turn cooldown that begins when the constructs end. Up to two constructs can be made at once, though their power is divided, as well as being able to sustain them by paying a proportionate chakra upkeep (5 for D-B, 10 for A, and 15 for S) to sustain said constructs for up to two turns.

The two swords can also be combined at the hilts in order to form a makeshift sword bow; in which the user may fire off projectiles of ash such as bolts, long thin senbon all made up of explosive hot ash. This ability is A-ranked and can only be used thrice per battle while the arrows themselves move twice the user's base speed.

The last and final ability is rather uncanny though while having the blades in contact with their master; the swords have a rather unique relationship with the element of fire. They passively assist their master by helping reducing the amount of chakra needed to perform techniques by half (including chakra upkeeps) for fire techniques up to B-rank. For those A-rank or above, the reduction is 10 chakra and halved upkeep.

Note: S-rank and A-rank constructions are each able to be made thrice per event.

Normal Swords
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Ash Ability Active
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Dropping CW:


Approved: a fair bit of edits annotated in pink and added note.


(Katon : Taiyou no Megami Mezame ♢ Amaterasu ) Fire Release: Awakening of the Sun Goddess ♢ Shining Heaven
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: A very rare and highly coveted technique; only known amongst true wielders of Fire Release. Activated passively at the start of a battle - the user enters a state of mind, rather than a type of mode or transformation. In this state of mind, the user's sole focus is on the betterment of his Fire based abilities - seeking to take them to higher heights. This of course is only metaphorical speaking - in practical terms this ability allows them to manipulate theirs fire techniques with an unbounded mind set, allowing them to instill traits within them. As such - a common and easy understanding of the concept is for instance making one's fire technique more explosive or turning ash into more compact and solid state or increasing the heat. More advanced uses of this is taking traits from techniques the user has knowledge over - such as Fire Release: Ash Pile Burning ability to produce hot ash into Fire release: Great Fire Majestic Annihilation allowing the user to instead release a large amount of ash all over. The possibilities are endless - as one can even incorporate other traits of other elements, within logical reasoning of course such as becoming "solid" like earth etc. A technique can only have traits of one technique applied to it.

The traits that are added, following the direct application of the original technique in which the user applies, though to add the traits one must sacrifice +10 chakra per technique if from a fire based technique or non elemental jutsu. Other elemental jutsu would require an additional +20 instead. This can only be actived once per battle and once activated restricts the user to only fire release or fire energy based elements such as Scorch Release/Lava etc , their secondary elemental affinity(if they have one) , non elemental chakra based techniques and non chakra based such as Taijutsu.

Permission to make a variant:
Chop and Change:

‡ Declined ‡ Clashes with every Fire infusion ever.
 
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Mellow

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(Saikō no Shōgeki Ken) — Supreme Impact Fist
Type: Offensive/Supplementary/Defensive
Rank: D - B
Range: Short - Long
Chakra: N/A
Damage: 20-40
Description: The Supreme Impact Fist is a taijutsu technique/pseudo-fighting style that revolves around the users ability to strike the same area multiple times at incredible speeds within a moment. Through this, the user is able to perform defensive, offensive and supplementary actions. The user can perform this action through any portion of their body as long as it works logically (finger, fist, leg, head etc), by attacking the same area at high speeds within a moment the user is able to effectively manipulating the surrounding air/wind to create a shock-wave of sorts. This shock-wave can be created at varying sizes and with different levels of strength. However, at each level of this attack, this fundamental aspect holds true: the user forms the shock-wave through sheer strength and speed. For the offensive application, the shockwave can be used as both a ranged blast and or a melee attack. The user will use a portion of their body to strike the same area multiple times within an instant creating a shock-wave of sorts in order to blast it towards the target. As for the melee version, the user strikes the air multiple times within an instant, as they would for the ranged version, however, in this case, instead of launching the shock-wave the user uses it in order augment the damage of their physical attacks. Enabling the user to perform punches and kicks capable of blasting enemies far away, and shattering bones. The shock-waves created by the user can also be used counter enemy techniques (shattering earth, blasting away water and fire, counter-acting lightning) and as a means to travel or evade enemy attacks. The user can use the shock-wave to propel themselves, kick the air multiple times but with less force than they would for an attack or a defensive measure, making the shock-wave barely visible, and creating the illusion that the user is climbing an invisible stair-case. When in reality they are using small shock-waves to propel themselves. The main purpose of this application is to enable the user to quickly evade enemy techniques, however, this depends entirely on the scale of the opposing technique.

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Note: The blast is capable of extending to long range, whilst the melee version is limited to mid-range. The shock-wave is neutral to all elements much like the Leaf Dragon God Technique. Can only be taught by Mellow.


Declined: to start, this doesn't seem feasible when totally bereft of chakra use. And perhaps more importantly, the range of effects are not at all dissimilar to what EIG enables. For example, there is already the canon Sky Walk technique for aerial movement. Aside from that, if one were to replace "shock-waves" with "air pressure" then, again, there is much overlap between this CJ and the array of moves that are doable due to EIG.


(Ninjutsu: Azūra no Dai Konran no Kami) — Ninja Arts: Asura's Daunting Divinity
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: After years of formulating jutsu to mimic the Hyuga Clan's 360 degree vision, Shota finally discovered a unique take at this ability. After witnessing "Asura Point" the manifestation of a limbs on one's body performed by a friend. Shota would take a stab at devising a similar transformation through a different method. This technique is based on the universal Shadow Clone Jutsu technique, Shota would take the fundamental duplication process, and break it down to portions of one's body, instead of the whole shebang. This is done by kneading one's chakra to duplicate portions of his body, this portion can be anything from a limb, and eye, even a mouth. These portions are typically created on the users body, but can also be created outwards on the field. These duplicated body parts possess the same abilities/functions as the original, and is linked to the users body through chakra. One application of this versatile technique, would enable Shota to duplicate his eyes all over his body granting him the 360 degree vision he so desperately craved. Being a Uchiha adept at Genjutsu, this would enhance the likeliness of making visual contact with enemies. Another application would enable the user to duplicate multiple arms to perform hand-seals whilst also performing tasks like throwing kunai etc, as well as performing a number of taijutsu actions/attacks at once, making the user deadly in close and long interactions.

Note: The user can duplicate portions of their body onto their person and on the field ranging from: legs, arms, eyes, noses etc. Can only be taught by Mellow.

‡ Declined ‡ While an interesting concept, I feel like this infringes on what Sage Transformation bios are capable of.

(Futon: Shukufuku Sa Reta Fune) — Wind Release: Blessed Vessel
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: An incredibly useful wind technique based on the "Lightning Blades Levitation" technique, while using/launching a technique or weapon (kunai/shuriken etc) the user will veil their wind chakra over it. This can be performed for techniques expelled from one's mouth, launched from one's hands or spawned on the field. Simply through the addition of a single hand-seal, the user will veil their wind chakra over said entity, this chakra will initially be invisible and dormant and upon reaching a certain distance the user can click their teeth activating the chakra (or choose to activate it the instant it is created). The activation will enable the user to propel the technique, boosting it's speed and altering it's trajectory in order to around an enemies counter, or simply fool the opponent into launching a technique in a certain direction. The user can choose to redirect the affected entity in whichever direction they please, and can continue to change the direction as long as the affected technique is not destroyed. This technique can be applied to an allies weapons/jutsu as well, and the wind in no way contributes to the techniques overall power, it simply serves to propel it giving the applied technique a +2 level boost in regards to the user's speed. The wind veil in no way is able to alter the malleability of a technique, meaning in the case of something like a rising earth pillar, the wind veil will be unable to direct it's trajectory. This does not mean this technique is unsuitable for all earth techniques (earth spear can be redirected/boosted). This technique works best on projectiles/streams/blasts.

Note: Technique can be applied to any basic element (KG/HA/AE/CE as well) as long as it works logically. Can only be taught by Mellow.

‡ Declined ‡ Decent technique. Just add a usage limit and better clarify what techniques this can be applied to (you said Earth Spear as an example, but the two aren't compatible at all).

Permission from Jay to resubmit as Ninjutsu :

 
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Inashi

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鋼砂 | Hagane Suna | Steel Sand
Type: Weapon
Rank: B
Range: Long
Chakra: N/a
Damage: N/a
Description: Steel Sand is a weapon created by Chuuya Uchiha. After studying the sand manipulation abilities of Shukaku's jinchūriki along with the 3rd Kazekage, Chuuya was able to imitated this ability using Steel Shards instead of sand, and his special magnet Kekkei Genkai. The Steel Sand was made from huge steel brick that was broken down with Chuuya's chakra into tiny shards. This left Chuuya with enough shards to fill a lake. The scraps themselves are thin, razor sharp, and serrated ( like tiny buzzsaws). The steel is a dull deep dark grey in color.They are able to cut/shred anything with enough force applied against it. Chuuya carries the steel sand straped across his lower back, but he keeps it compacted into a medium sized tube (like jiraya does with his scroll). The Steel Sand is strong against Earth being able to break through it with little to no resistance and Water doesn't effect it much at all, however falls short against lightning due to the fact that it can disrupt the magnetic fields used to control it. The steel sand's interaction with lightning however can be positive, as raiton can be used by the user in order to enhance the magnetic attraction, making the bonds between the steel shards stronger, however, in the case of destructive lightning and enemy techniques designed to disrupt the magnetic field. The steel in accordance to rank, can be cut apart and the magnetic fields can disrupted. The steel sand exhibits a magnetic pulsing effect in which it is able to magnetize any metal within short range of it. Thus allowing the user to gain complete control of said metals within reason. As for manipulating chakra infused metals/materials the user must sacrifice a move-slot, and this can only be applied on chakra-infused metals C rank and below. The user can actively manipulate the steel shards to create constructs/weapons etc, out of the sharp metal through manipulating the magnetic attraction between them. Enabling the user to create swords/shields etc, with B rank power. The manipulation is done psychically, but the user can perform gestures and what not for aesthetic appeal.


Declined: in spite of being conceptually sound, the overall function of this does appear to infringe on the Steel AE.

 
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Sasori

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Approved Here:

UPDATING: Removed last note from original, since it made it practically useless

Name: ( Ningyō Chakurau~ebu) Puppet Arts: Chakra Web
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The will first make a horn sign with one of their hands, and then begin to generate chakra in their index and pinky finger. The chakra being generated in their finger tips is similar to the chakra thread technique. Once chakra has been kneaded in their fingertips the user will then aim their hand towards a specific object and launch the chakra threads from their fingertips. The chakra threads will attach themselves to an object by using the sticky properties of the threads, and then begin to drag the user in that direction allowing for the user to dodge attacks or easily get around. The chakra threads were shown to have the ability to pull objects when they are attached to a puppet or when holding a puppet in the air. The process of being dragged happens pretty quickly giving the user swift movements. It is also possible for this technique to work in reverse, which just mean that it is possible to bring objects closer towards the user or even swing them to attack the enemy. The user can also use the threads in order to drag objects closer since it was shown when using a puppet the puppeteer was capable of maneuvering the puppet in any direction that they chose. When using to dodge it is unable evade large scale jutsu, and must still be within reason.
Note: Can be used four times
Note: Can only be taught by Sasori
Note: Must know puppetry


✪ Update Approved ✪

 
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Ańbu Juniør

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Ōkami No Kaminoikari | Wrath of the Wolf God
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 50
Damage: 90
Description: Existing as the pinnacle of Gatsuuga or Gatenga variants, Wrath of the Wolf God requires the expenditure of vast amounts of chakra so as to reach staggering gyration speeds. Initiated by channeling chakra throughout the body so as to cushion internal organs and heighten muscle, bone, and connective to place the body in an above peak state, Wrath of the Wolf God will have the user then begin to spin just as they would when utilizing a Gatsuuga or Gatenga technique. The difference, however, lies in the immense amount of chakra that will flow through, and seep out of the user's body. At times the chakra will spin in the same direction as the user, at other times it will spin in the opposite, adjacent or random angles that will generate increased traction for even greater rotations per minute. Regardless of the manner in which the chakra spins, one thing will be certain, that the user's physical spin will far surpass that of any Gatsuuga or Gatenga technique ever demonstrated. So fast in fact, that the air will visibly ripple in the wake of the user as they move, as the user will easily achieve the tops speeds of Dance of the Wolf God, and a howl - said to be that of Fenrir himself will emanate from the user's position. The flaw of this technique, however, is that it is not immediately invoked at its full power. On the turn of its creation Wrath of the Wolf God will only possess the power of an S-ranked attack (it is considered neutral to elemental techniques), however, as the user's rotation speed continuously increases it will, by each passing turn, receive a cumulative +10 damage boost that will allow it to reach its full powered forbidden ranked damage by the turn after it is used. Once Wrath of the Wolf God is started, it can only be stopped by the user or a technique of equal or greater power, against anything else the Gatsuuga/Gatenga will merely momentarily lose momentum, and then immediately recover by the beginning of the next turn, it may be vital, then, for an opponent to stop it in its initial stage, before it can ramp up in power.

Notes:
- This technique can only be used once per Ninken or Inuzuka. If an Inuzuka uses it, then the Ninken cannot use it, and vice-versa.
- The backlash when this technique ending is severe, once stopped the restrictions will take a turn to kick in. On the next turn, the user will, on account of achieving such immense rotation speeds, experience severe dizziness to such an extent that they will not be able to walk properly, halving their speed, and their vision will also be severely impaired as everything will appear blurry. On account of motion sickness, the user will experience severe nausea that will prevent then from using any technique that involves spewing a substance from the mouth for a turn, and their extremities will be racked with pain for two turns.
- If canceled before Wrath of the Wolf God can reach its forbidden ranked power, then the user will only experience the pain backlash, and for only one turn.
- If the complete version is achieved the user will, upon receiving the backlash, be barred from Inuzuka or taijutsu techniques above B-rank for two turns.

Approved, added parts.
Updating:

Ōkami No Kaminoikari | Wrath of the Wolf God
Rank: Forbidden
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 50
Damage: 90
Description: This technique exists as both a greater version of its brother technique, ‘Rage of the Wolf God’ and as the pinnacle of Gatsuuga or Gatenga variants. Wrath of the Wolf God requires the expenditure of vast amounts of chakra so as to reach staggering gyration speeds. Initiated by channeling chakra throughout the body so as to cushion internal organs and heighten muscle, bone, and connective to place the body in an above peak state, Wrath of the Wolf God will have the user then begin to spin just as they would when utilizing a Gatsuuga or Gatenga technique. The difference, however, lies in the immense amount of chakra that will flow through, and seep out of the user's body. At times the chakra will spin in the same direction as the user, at other times it will spin in the opposite, adjacent or random angles that will generate increased traction for even greater rotations per minute. Regardless of the manner in which the chakra spins, one thing will be certain, that the user's physical spin will far surpass that of any Gatsuuga or Gatenga technique ever demonstrated. So fast in fact, that the air will visibly ripple in the wake of the user as they move, as the user will easily achieve the tops speeds of Dance of the Wolf God, and a howl - said to be that of Fenrir himself will emanate from the user's position. The flaw of this technique, however, is that it is not immediately invoked at its full power. On the turn of its creation Wrath of the Wolf God will only possess the power of an S-ranked attack (it is considered neutral to elemental techniques), however, as the user's rotation speed continuously increases it will, by each passing turn, receive a cumulative +10 damage upgrade that will allow it to reach its powered forbidden ranked damage by the turn after it is used, capping at this level. Once Wrath of the Wolf God is started, it can only be stopped by the user or a technique of equal or greater power, against anything else the Gatsuuga/Gatenga will merely momentarily lose momentum, and then immediately recover by the beginning of the next turn, it may be vital, then, for an opponent to stop it in its initial stage, before it can ramp up in power.

Notes:
- This technique can only be used once per Ninken or Inuzuka. If an Inuzuka uses it, then the Ninken cannot use it, and vice-versa.
- The backlash when this technique ending is severe, once stopped the restrictions will take a turn to kick in. On the next turn, the user will, on account of achieving such immense rotation speeds, experience severe dizziness to such an extent that they will not be able to walk properly, halving their speed, and their vision will also be severely impaired as everything will appear blurry. On account of motion sickness, the user will experience severe nausea that will prevent them from using any technique that involves spewing a substance from the mouth for a turn, and their extremities will be racked with pain for two turns.
- If canceled before Wrath of the Wolf God can reach its forbidden ranked power, then the user will experience the pain backlash, and for only one turn.
- If the complete version is achieved the user will, upon receiving the backlash, be barred from Inuzuka or taijutsu techniques above B-rank for two turns.
- If Rage of the Wolf God is currently in use, the user can transfer directly into Wrath of the Wolf God after a turn (of Rage’s use) and immediately invoke it’s (Wrath’s) forbidden ranked power, this, however, will prevent the user from re-using either technique for the rest of the battle.

¤ Update Declined, Rage tech declined so last restriction now useless. ¤

Ōkami No Kaminoikari | Rage of the Wolf God
Rank: S
Type: Offensive/Supplementary
Range: Short - Long
Chakra: 40
Damage: 80
Description: This technique exists as a lesser version of Wrath of the Wolf God. Rage of the Wolf God simply functions as a Ninken’s response to high ranking elemental attacks, unlike Wrath, which stands as the pinnacle of Inuzuka rolls and seeks to push beyond limits. As a result, Rage of the Wolf God sacrifices overwhelming power for reliability, as Rage’s full power is invoked straight away, as opposed to the ‘ramping’ nature of the superior Wrath. Just as is the case of Wrath, Rage is initiated by channeling chakra throughout the body so as to cushion internal organs and heighten muscle, bone, and connective to place the body in an above peak state. Rage of the Wolf God will then have the user then begin to spin just as they would when utilizing a Gatsuuga or Gatenga technique. The difference, however, lies in the great amount of chakra that will flow through, and seep out of the user's body. At times the chakra will spin in the same direction as the user, at other times it will spin in the opposite, adjacent or random angles that will generate increased traction and velocity for even greater rotations per minute. Regardless of the manner in which the chakra spins, one thing will be certain, that the intensity of user's physical spin will surpass that of the vast majority of Gatsuuga or Gatenga techniques ever created. So fast in fact, that the air will visibly ripple in the wake of the user as they move, as the user will easily achieve the tops speeds of Dance of the Wolf God, and a howl - said to be that of Fenrir himself will emanate from the user's position. This technique plays on equal terms to elemental techniques.

Notes:
- This technique can only be used twice per Ninken or Inuzuka. If an Inuzuka uses it twice, then the Ninken cannot use it, and vice-versa.
- This technique drains 10 chakra per turn to sustain, and once it ends the user will be barred from using Inuzuka techniques above A rank for that, and the next turn.
- Once this technique ends the user will receive a physical backlash in the form of nausea and physical tiredness, reducing their base speed by a point for that, and the next turn.

¤ Declined, this isn't a lesser version of Wraith; this is exactly the same technique at the same power and usability minus the extra power of the continued Forbidden rank use. If you used the S rank version of Wraith, it does the same exact thing here. ¤
 
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Joker

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(Henkan: Bestiamorph) - Sage Transformation: Bestiamorph
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Due to the unique physiology of those within the Sage Transformation clan, and their ability to manipulate their own physiology down to the molecular level, the users of this technique devised a method to mimic the physiology of beasts and summons they come in contact with. This is done through the process of skin to skin contact and absorption. As seen when Orochimaru revived the four Hokage, Jūgo was capable of absorbing Zetsu’s being for storage and later usage. The same principle is applied within this technique (though the sample doesn’t need to be nearly as big). Through this method, the user is able to adopt properties unique to this summon and it’s species. For example, if the beast in question was a dog, the user is capable of adapting traits of their choosing, like the mutt’s sense of smell, their hearing, their fur, and or teeth. If the beast was a snake, they could gain the ability to unhinge their jaw, or the ability to sense utilizing their tongue, etc. It doesn’t stem from just physical traits either, the user gains the ability to do anything said summon/beast can do and perform in it’s entirety. Traits that are acquired are passive in nature, and do not need to be “activated” as they are mere products of their genetic structure and being. This ability in short is the ablility to adopt the passive traits unique to this species, the drawback to this technique that the user can only adopt traits that are prevalent in their entire species.

Note: Due to the nature of this technique, the user can only adopt traits from one beast at a time, and these traits are permanent and must be stated at the beginning of a fight, or in their bio.

¤ Declined, not allowing you to mimic any contract traits beyond physical ones. ¤
 
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Akari wa kama no Shukufuku | Blessed Kama of Akali
Type: Weapon
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: 80 (-10 to user)
Description:
The Twin blessed Kama of Akali are a unique pair of Kama that Akali had Forged in her search for vengeance against her former collegue and master Zed. Forged in the furnace of hatred with the flames of revenge, the Kama were made specifically for Akali to hunt down and kill Zed. Wanting more power, Akali had them blessed, but there was a sacrifice to be made with power.
These Kama are personal weapons capable of slashing, piercing, having chakra channeled through and even being thrown. The Blessed Kama of Akali have 3 abilities based on defence, offense and combat.
The first and primary is Once per turn, the user can Cut through an S rank jutsu or below, splitting it in half either side of the user. The Blessed Kama of Akali are said to cut through anything, at the cost of the users strength (-10 damage every time, usable 4x per battle, cost of a move)
The second, is after channeling chakra through the twin Kama, the user is able to generate an unshaped elemental projectile shot from the weapon. This takes a great strain on the user, costing chakra and stamina. (Cost 40 chakra, 80 damage, -10 damage to user, costing of a move)
And lastly, the twin Kama are able to be thrown like boomerangs, each causing massive damage, and being able to be controlled with the wires attached. (80 damage, 1 turn cool down to pull them back to the user).
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Declined: it's a no to being able to cut through any S-rank move or below, especially when the blades "are said to cut through anything," which comes very close to the whole "no weapons that can cut through everything" custom restriction. In addition, the blades' second ability is far too generic as it is.


Doton/Katon: Fukushu no Joo | Earth/Fire Release: Queens Revenge
Type: Supplementary
Rank: S
Range: Short-Mid/Long
Chakra: 40
Damage: 80
Description:
The user after making 3 seals will channel earth chakra into the ground to create between 1 to 4 ship Long Cannons. They will rise out of the ground in a line where the user wishes within mid range. Then after channeling fire chakra into them, the cannon(s) will fire a flaming earth projectile causing 80 damage. This jutsu can be used multiple times, and every time, the fire chakra is channeled, it will fire all Cannons. For example if used once to create 1 cannon it will fire 1 cannon, if used a second time to create 2 more Cannons then fire chakra is channeled all 3 will fire.
Notes:
Each projectiles strength is divided among its original cannons. Eg 1 use making 1 cannon = S rank damage
1 use making 2 Cannons = each projectile is A rank damage
2 uses making 2 Cannons = both S rank damage
2 uses making 4 Cannons = 4 A rank damage projectiles


Declined: this is an S-rank CJ utterly bereft of restrictions and in fact, seems to encourage repeated use.


Yuukai Gummu | Melting Gum
Type: Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 40-80
Description:
The user will infuse fire into their gum adding heat to make it really soft. Using shape manipulation the will blow a unique bubble where the gum will expand infront of the user absorbing incoming jutsu and contain it within the gum, storing it.
Notes:
A/S rank used only once per turn
Cannot use S rank again next turn.


Declined: there's a disconnect between the intent and the basis of this CJ. If the fire component of this were in fact to be indulged and the bubble then being much softer than usual, how is it able to retain the incoming move? Even putting that aside, this whole CJ is bereft of other fundamental details. How big is this bubble? And surely, there ought to be limitations on what this could feasibly absorb, no matter the heat making it "really soft." Lastly, A/S-rank moves require a usage limit, such as being useable only x amount of times per battle or event.

 
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Leathercandle

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Ryūsei yari ☯ Meteor Spear
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: Varies
Damage: Varies
Description:
Ryūsei yari is the name of Achilles’ spear that was given to him by his father Peleus, which was given to him by Achilles’ mentor, Chiron. The Ryūsei yari, or Meteor Spear, has a long metal shaft and sharp blade at the end, with two shorter blades that jut out of the sides of it. The spear is made entirely of compact metal wire, making it light. The spear is approximately 6’4, standing a few inches above Achilles. When not being used, the spear’s metal wires unwind, and wrap around a part of the user’s body, providing an S rank defense in that particular spot. It contains enough wire to cover an entire arm, the user’s torso and shoulders, and proportions similar. In contrast to this, it can also be made extremely small, with the wires so compressed that they cover as much as the user’s wrist. At the start of any battle, the spear is in the form of wires wrapped around the user’s arm, torso, legs, etc (must state at the start of the battle).
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General abilities:
The conversion from the wires to the spear, or the other way around is passive, requiring no moves to be spent. Any damage sustained via the wires or the spear carry over even through the transformation from one to the other, though every turn after taking damage, the weapon repairs itself by a single rank until it returns to S rank. This passive repairing saps five (5) of the user’s chakra per turn that it occurs, and it happens automatically.

Abilities as unravelled wire:
The spear, while in wire form and wrapped around the user, can be used offensively by having the wires unravel partially, and attack the opponent in various ways. They can bind the opponent with A ranked strength up to mid range away (costs a move). The wires can stretch forth and then shape into weapons or blunt objects for strikes, or shields for defending which can also reach up to mid range away and are A ranked in strength (costs a move). The shields can be 3 meters x 3 meters at maximum size if a square, or have a diameter of 4m if a circle. The user can send the wires underground for their attacks as well, however an oncoming attack from them can easily be expected if the wires are seen funneled into the ground.

Abilities as a spear:
As a spear, it’s abilities are significantly different. Firstly, it is indestructible, but that is not to say that it cannot be damaged. The spear is naturally able to absorb and store water vapor from the air, which can then be combined with the user's chakra in order to create water sources. However, the process for this absorption and storage takes time, as only a limited amount of vapor can be taken from the air in a single turn (equivalent to 10 chakra points per turn). The user can speed up this process by pooling their own chakra into the spear at a maximum of 15 chakra points per turn. Both these functions are passive, and do not require any active involvement from the user. Based on this ability, the user can freely draw a controllable amount from the water vapor and chakra stored in the spear to eject a torrent of water from the spear up to mid range away to create a water source based on how much chakra was drawn from the spear's reserves (e.g. 20 points = B-Rank), costing a move and usable once per turn. This water source can be used to fuel any water techniques the user knows which require a water source up to the source's own rank. Because the water source is made from the user's own chakra, the opponent cannot utilize it for their own jutsus. The water source can be a maximum of medium range in diameter and 15 meters in depth. When the user creates a water source, the chakra used to create it is subtracted from the total amount stored up to that point, with the maximum amount stored being 300. The user can channel up to S ranked levels of chakra into the spear, causing a flaming aura of red chakra to engulf it. The user can throw the spear up to mid range away, moving at speeds equivalent to one rank above the base speed of the user, as the chakra in it propels it along at higher speeds. The spear will pierce the opponent’s heart, and then explode in a gulf of flames and actual explosions, covering everything up to mid range away in them. This can be done without chakra as well, though the speed of the spear will be equivalent to the user's base speed (determined by their rank). At any time, the user can channel freeform levels of chakra into it (similarly to how one can channel elemental chakra into a kunai as freeform), which will make the spear return to the user immediately (see below). The force behind this is great enough to easily tear it from opponent's hands, from under rocks, etc. If being held down by an earthen or steel jutsu of A ranked or above, the spear will not be able to return to the user until freed by the removal of such weight.
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Declined: Conversion from spear to wires shouldn’t be passive, that’s essentially a passive defense up to S rank. Also, the size of the wires is poorly defined. At one point you say its enough to cover your torso and arms, but then later seem to imply it covers your whole body. Which is it? The passive repair thing isn’t gonna fly, and the defenses need to be toned down a lot. I won’t allow you to be walking around immune to S ranks, be more reasonable lol. Also, fyi the opponent would technically be allowed to use the water source if their own jutsu contained more chakra. Overall though, there’s just too much going on here, and it seems like a lot of these abilities were just haphazardly thrown into the weapon. My advice would be to step back, focus (and fix) on the key abilities and remove the “clutter”.

(Raiton: Fenriru no Kiba) | Lightning Release: Fenrir’s Fang
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 Per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling lightning chakra from their body, and with the formation of three handseals converting the lightning natured chakra, by charging the surrounding air, to lightning; sculpted to take the form of dense, almost solid in nature, canines with streaming lower-bodies of unfocused lightning. The amount, and size of canines is subject to the users discretion, but could be enough to send gigantic surges - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of lightning to the opponent, led by the almost tangible charging canines, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming lightning that comprises the majority of their mass to shock, scorch and vaporize the opposition from existence. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic puppies, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The canines aren't necessarily sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the lightning moves and attacks, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Lightning Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the size of the lightning to be changed, whether it be combining and shrinking the canines and lightning so as to make the attack more concentrated, or allowing the canines to divide and grow so as to cover a larger area. Despite being given form, the canines can be made to charge along the ground or through air alike, though they will always be created in short range from the user and move outwards towards the target.

Note:
- Can only be used 3x
- No Lightning techniques above S rank for the rest of the turn.
- Can only be taught by Leathercandle


Declined: the "amount, and size of canines is subject to the users discretion.." bit is a no. Give tangible ranges to both.


(Raiton: Buraji no Uta: Kappuru ) | Lightning Release: Poem of Bragi: Couplet
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points:
Description: Poem of Bragi is a technique that, once activated, allows the user to instantly discharge their lightning chakra throughout the ground of the battlefield. This instant infusion of lightning into the ground is not in any way offensive, and instead serves purely supplementary purposes. Instead, the chakra infused into the earth will produce one of two unique phenomena - The Couplet. The first is that the lightning chakra will exert an effect similar to the canon effect ‘lightning levitating Blades’. The produced effect will be battlefield wide and serve to levitate anything in contact with, or near the ground. However the effect itself is generally unremarkable, as it will only produce a uniform levitation elevation of 0.5 meters, enough to cut contact with the ground to prevent usage of certain ground-contact requiring techniques, but aside from that generally useless. The second producible effect works on the same concept, except instead of elevation the levitation will take the form of a pull that will serve to drag objects near the ground to it. Not only will this serve to ‘ground’ anyone within 5 meters of the earth, but it will also make movement more cumbersome, thereby slowing the speed of opponents by a rank, and preventing them from surpassing their base speed. (won’t affect techniques, but will drag thrown weapons to the ground, etc.) Because it is the users chakra producing this effect, this technique will not affect them, or that infused or produced by their chakra in any way, shape or form.
-Once activated this technique will last for up to four turns (unless cancelled).
-When this technique ends the user will be barred from Lightning techniques above A rank for a turn.
-This technique can be used three times, each effect can only be used twice, and has a turn cooldown between uses.
-Can only be taught by Leathercandle

¤ Declined, not keen on instant activation because the effect isn't harmful techniques. Have been declining them for a while now and this follows that trend. In addition to that, the second effect is reminiscent of X's Turtle Pace if I remember correctly. Really not understanding how lightning is giving this effect itself, but lol. ¤
 
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Serpent

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Eel Contract:


(Rai/Suiton: Unagi Ryoukan) Lightning/Water Release: Electric Eel
Type: Offense
Rank: B - S
Range: Short - Mid
Chakra: 20 - 40
Damage: 40 - 80
Description: The user will focus his chakra and make three hand seals (Ram-Monkey-Tiger) creating a combination technique. The user will first release a torrent of water from their mouth in the shape of a Eel, then infuse it with lightning that heads at the opponent. The size of this technique varies depending on the amount of chakra used for it. Small B-ranked Eels can be created and reach short range, medium sized A-ranked Eels can reach Mid-ranged and Large S-ranked Eels that can reach Long-Ranged. If needed, the user can divide the Eel to attack multiple targets. This technique can be used faster and without the need of hand seals if the user focuses his chakra into a water source instead of keening his chakra within to create the Eel(s) (but not for the S-rank version).
Notes:
-Requires a two turn cool down
-S-rank variant can only be used twice
-Must have signed Eel Contract
-Can only be taught by Serpent


Approved: edits annotated in pink. Next time, please link the actual contract approval.


(Rai/Suiton: Sumasshu Unagi Ryoukan) Lightning/Water Release: Electric Eel Smash
Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: After performing two handseals, the user will slam his hands together while focusing his chakra into a source of water beneath a targeted area. This will cause water to rise in the shape of an Eels jaws, which will then be infused with electrical currents that course through them. These jaws will then close, smashing together with massive force in similar fashion to "Earth Release: Mountain Smash". This water is very dense and will cause massive electrical and crushing force upon impact. Do to it's large size, the user should not use this technique within short ranged of themselves or will risk taking the same damage as anything else trapped within.
Notes:
-Useable thrice per battle, with a one-turn cooldown after each usage..
-Requires a Water Source
-Must have signed Eel Contract
-Can only be taught by Serpent


Approved: edits annotated in pink.


(Raiton: Shingai Unagi Ryoukan) Lightning Release: Shocking Eel Barrage
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing three handseals, the user will release a surge of lightning chakra from his hands in the shape of multiple Eels. This Barrage can be focused into a tightly packed bundle of Eels or spread both tall and wide. These Eels will wrap themselves around a target to shock and bind them. While not directly fatal, this technique is designed to render a target fully paralyzed and for a short time. This technique is ideal to be used in conjunction with a water technique, boosting an extra 20 damage in conjunction with water.
Notes:
-Can only Be used twice per battle
-Target is rendered paralyzed for 1 turn
-Must have signed Eel Contract
-Can only be taught by Serpent


Approved: edits annotated in pink.

 
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Vroqrak

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[Divine Torment] Kami no kutsū
Type: Weapon
Rank: N/A
Range: N/A
Chakra:
Damage: N/A
Description:Divine Torment is a highly adaptive full body armour worn by those capable of utilising both Dark Release and Sage Transformation. The armour, being fashioned specifically for those two, allows for a unique set of abilities that reflect on both. First and foremost, an innate ability of the armour is to adapt to the user's ST state, allowing for it to change form in accordance to the user's technique without giving it any significant boost(merely immune to freeform strikes of any nature) or weakening it any form. Now, the actual abilities granted by the armor are as follows; Adaptive Strike, Unholy Conversion, and Natural Order, all linked to the user.

Adaptive Strike stems from the very nature of the armour's design. The armour essentially acts as a giant dark mark, allowing the user to perform dark release techniques with increased ease and proficiency. The techniques performed through the armour could come from any portion, enabling the user to absorb an attack from behind for instance and release it from the front. This ability is completely passive and requires no additional chakra usage to the normal dark release technique.

Unholy Conversion stems from the user's clan. As a Sage Transformation clan member, the user is constantly absorbing natural energy from the surrounding area. Divine Torment puts use to this fact and exploits it to utilise the gathered natural energy as dark fuels, by converting said chakra into dark chakra. The armour would passively do this, allowing for the conversion of 15 dark fuel per turn, but at a cost of 5 chakra, as the armour lacks a chakra of it's own. Additionally, for the cost of a move, but occurring at the same timeframe, the user can utilise the armours absorption capabilities to increase the effect of any absorbing based dark technique by a rank, allowing for higher more effective absorptions. This costs twenty chakra points and can only be used once every other turn.

Natural Order acts as a means of rejecting the excess natural energy that the user does not use for techniques, or for Adaptive Strike. Natural Order allows for the user to send out the natural energy in the form of an undetectable omni-directional blast of natural energy that enables the user to sense anything within the landmark. The blast is tied to the user's senses and allows for a rudimentary form of sensing that forms a 3D map of the area in the user's mind's eye, enabling the user to detect targets and chakra sources. This technique needs to be maintained, however, at the cost of -5 chakra per turn and only lasts for 3 turns. After that the technique needs to be reactivated again, requiring 15 chakra to be spent on doing so.


Declined: at the submitter's request.

 
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Shinta

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(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~

Resubmitting:

(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.
Additionally by performing a single handseal alongside this technique the user is able to in the same timeframe funnel a gaseous poison technique into the bullet compounding it's usefulness allowing for a sort of one-two punch. The film of liquid poison will be what is hit first, thus exploding outward taking on the technique, creature or object it initially clashes with. Upon this forced detonation the gaseous poison technique will be released allowing that technique to continue on unharmed as the liquid bullet of poison will take the brunt of the attack but obviously normal strengths and weaknesses count for this so if the poison bullet doesn't completely take out the opposing technique then the secondary technique will then be forced to take on the remainder. This can also be done with an elemental technique that is released from the mouth. To do this the user will coat the inside of the poison bullet with a dense layer of chakra akin to what they do to their throat, gut, lungs and gullet when molding or kneading chakra inside their body. This can be done in the same timeframe as the initial technique ending in the same timeframe allowing both techniques to travel forward in unison. If fire is used, the user is able to shift the liquid poison to gas by expanding the bullet and controlling the fire technique inside the bullet breaking the chakra barrier creating a torrent of gaseous poison and fire. This can be done with any element that originates from the mouth and happens as the bullet is being formed filling it with said technique. Any additional technique used obviously costs their moveslot to use.
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

Declined: Keep the original, it’s fine as is. The update isn’t going to be approved since, even if the initial bullet is defended against, the subsequent gas would (in most cases) still serve to incapacitate the opponent, with almost no timeframe slot for them to react.

New Submissions:

(Dokuton: Kōgo no Yogore) - Poison Ninjutsu: Colloquial Cloak of Contamination
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( +10 per turn to maintain ) ( +20 to rebuild, strengthen or temporarily become poison )
Damage: 80
Description: The user begins by releasing poison chakra from their skin materialising it into a shroud of dense liquid or gas cloaking their body in the substance creating a form of pseudo-clothing from pure poison. This allows for a rather decent defence against things that form of poison is strong to for example a liquid shroud will allow for the defence of even Forbidden rank fire release as the liquid vaporises into it's gaseous state while also being able to take on two S rank fire techniques. Alternatively if a gaseous shroud is created it can defend from even Forbidden rank lightning or take on two S rank lightning techniques. Anything that form of poison is neutral to plays on equal terms with the cloak obviously. Additionally by performing a hand seal and spending a move slot by releasing more poison into the cloak it can be rebuilt and strengthened temporarily allowing it to survive through damage that would normally destroy it. However this can only be done once per usage.
Alternatively while enshrouded in poison the user can turn portions of their body into poison momentarily if a technique or an attack passes through their defence with the potential to strike them directly. This costs a move and the user can temporarily become poison for an entire turn before reverting to normal with this ability only being able to be used once every other turn. Due to this the user can defend against something that would naturally harm them negating the damage of an attack with the strength of an A rank or below.
The cloak can additionally be used to attack an opponent by forming it into weapons such as blades, spears, nets, waves, or gusts and releasing a portion of it as an A rank attack allowing it to travel up to mid range. This is similar to poison creation where the user proliferates the source to attack or defend. Or they can use it to attack in short range as an S rank construct with it being able to travel up to five meters from them in any direction creating tentacles and hands that whip out and strike at their opponents this is passive and just requires the user to manipulate the cloak to attack. The gaseous form is able to grant flight, and create wings on the back allowing the user to fly at double their current running speed. The basic poison itself only has the effects of Med Toxin, where the really useful part comes in is when the user uses their own custom poison to create the cloak imparting upon it those effects.
Note:
Can be used twice per battle lasting four turns per use


Declined: there's too much going on in this one CJ. Starting with the first part of it, a high-rank armor of liquid or gaseous poison is able to be made that can also be repaired. Okay. But then the next part has you being able to convert your very body into poison; that's a whole different ability, which ought to be a standalone CJ on its own. Moving on, the third and last part does read like an S-rank version of the canon Poison Creation technique, but beyond just being stronger, it also grants wings enabling flight at twice your current running speed. I simply won't allow all of this in one CJ, especially when it can last up to four turns and not even taking into account all the effects of your custom poison.


(Dokuton: Atsuryoku no Shita) - Poison Release: Under Pressure
Type: Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The poison user concentrates poison chakra below their skin pooling a fair amount of the chakra in a specific spot before releasing it from their pores. This is similar to what they would naturally do with something like (Ninpou: Dokugiri) - Ninja Art: Poison Mist but instead of releasing the created poison from the mouth they do so from the pores of the body. When released from the pores it creates an intense burst of poison gas or liquid with the ability to negate an incoming technique or to dull or even completely negate momentum from things such as taijutsu or weapon ninjutsu. It does this by creating the poison in a very pressurised way creating a forceful burst of it that can be released from any part of the body and directed outward in a direction up to mid range knocking objects, or people back up to fifteen meters. Multiple bursts can be created but obviously the more there are the less strength each singular burst has needing to be aimed collectively to be as useful as a single burst. The bursts follow the natural strengths and weaknesses of the form of poison used. This technique can be used with Med Toxin or a custom poison.

Alternatively the poison chakra can be pooled all throughout the body just below the skin to create a forceful burst from all of the pores on the body creating a pressurised gust of gaseous poison or a wave of liquid poison with similar potential but in a multi-directional manner. This burst obviously has less stopping power as it is spread throughout the body releasing a concentrated burst that can knock opponents, creatures or objects back up to five meters. This has enough force to move even large summoning creatures. This variation creates an ethereal mist of poison that completely engulfs short range around it's user and it hangs heavily in the air until blown away with similarly ranked wind.
Note:
Can be used three times per battle with a two-turn cooldown.
No Dokuton in the turn after above A-rank.



Approved: but the aftereffects aren't going to include the Rasenshuriken-like stuff.

 
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Daemon

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This is my second CW

(Chikyū Teikoku no Ishi) - Will of the Earth Empire
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Will of the Earth Empire is a weapon used by Steel Users but primarily Kuvira. Will of the Earth Empire is a mass of fuuin-infused liquid black steel that the user is able to freely manipulate through the use of hand and body gestures in a multitude of ways. Will of the Earth Empire is able to passively harden or liquefy on the user's command. Being a liquid, the black steel is able to be shaped into various objects for storage, however the form the liquid takes must be stated before the a battle occurs or on the user's bio. The user is capable of using Will of the Earth Empire as a source for steel techniques. When used from the fuuin-infused steel liquid, the Steel techniques also release in a liquid state due to being released from the liquid. In essence the steel techniques gain the same capabilities as this weapon. For example, when releasing a steel dragon from the liquid, the dragon itself is liquid steel also and is capable of being changed into solid steel passively on the user's command as well as other abilities stated in this weapon. Will of the Earth Empire is capable of releasing weapons of liquid or hardened steel from itself, similar to throwing kunai or forming swords. Therefore, using it in this way does not take a move per turn and does the same damage as kunai or basic weapon would in battle.

The fuuin infused aspect of this weapon allows a fuuinjutsu techinque to be erected from the steel found in this weapon. However, this can only be done once per turn. In the case of a steel technique using this weapon as a source, the User can erect a fuuin technique in conjunction with that steel jutsu (from the steel technique itself), It will occupy the same time frame and use up a move out of the allotted three per turn. The fuuin techniques can also be used from the metal of Will of the Earth Empire at a later time if that Steel technique is still intact. For example, making a steel golem but erecting the fuuin technique 2 turns later after the steel golem had already been made.

The user may also use Will of the Earth Empire to mimic the effects of a fuuinjutsu once every 2 turns through the use of this metal. For example, The user can have Will of the Earth Empire mimic the effects of ( Fūin Fuda ) – Sealing Tag, taking up a move per turn and sealing the opponent's movement/chakra molding capabilities on contact. This ability is naturally limited to the fuuinjutsu known to/usable by the user.
Can only be taught by Daemon

Will of the Earth Empire being manipulated through the use of hand gestures.
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Will of the Earth Empire shaped into Armor:
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As three orbs:
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Declined: you must be Kage-rank to submit a second CW, as per this .

 
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-Quest-

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(Armiger no Jutsu: Raigoku) Armiger Arts: Thunderstringer
Type: Attack/Defense
Rank: A Rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: A weapon ninjutsu, the user claps their hands or slams them to the ground, summoning up to 5 giant spears, created 8 meters above the target. They would rain down that can be used to pierce, pin opponents down. The spear can go up to 5 meters long and has lightning tag that provides electrical properties that shock and paralyses on contact. They are also able to serve as lightning rods that absorbs any (non-focused) lightning technique of the same rank, making it viable as a defensive technique for the user. The spear are inherently imbued with lightning chakra via tags, thus the user does not actually channel any lightning chakra for this technique.
~ Useable 4 times.
~ One turn cooldown.

Approved: Made Edits.

(Armiger no Jutsu: Tsuki no Han) Armiger Arts: Moon Hunt
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: A weapon technique utilizing spear or pole related arms, the user performs a pole vault whilst channeling wind chakra to the bottom of the hilt. As the user launches themselves up with the vault, they release a burst of wind from the end of the pole to the ground that catapults them further. In the air, the user can perform a powerful spinning fury of slashes at the target or continue with chaining more wind bursts to propel themselves in multiple directions.

Ex:


Approved: only edit is to range.


(Armiger no Jutsu: Mugen no Shina) Armiger Arts: Mirror of Equity
Type: Offensive/Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A (equal to redirected attack)
Description: A defense kenjutsu technique against ninjutsu attacks of the form of a projectile, whether its solid or energy. The user charges his sword with chakra and with precise timing performs a quick slash to parry the attack. Unlike most techniques that clash each other with raw power, this one redirects the incoming attack away from the user and possibly back to the attacker. The limits of the attacks the user can parry is not based on power or rank but size, that it must be close to human proportions, as such is not suitable for expansive attacks.
~Useable 4 times.
~1 turn cooldown.


Declined: not inclined to think that this can deflect energy-based attacks as it is, and also find issue with this bit about: "the attacks the user can parry is not based on power or rank but size." Ninjas just can't be out there deflecting moves that exceed the rank of this rather basic CJ.

 
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-Broly-

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Katon: Pompei (Fire Style: Pompei)
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description:After doing 3 handseals, the user will utilize his fire chakra to create a large volcano, known as Pompei, made out of hot ash anywhere within short range of him. The ash is so compressed and thick that the volcano itself functions as one solid piece and the walls of the volcano are actually the only portion of the technique that carries the 80 damage. The true use of Pompei lies within the function of Pompei itself. Every turn, for 4 turns, Pompei will constantly release a rain of hot ash that spreads across the battlefield up to mid range from it and rains down upon it, dealing 7 damage per turn to all those caught in it's rain without protection. Pompei is also able to release the ash as it is being formed. Pompei lasts for 4 turns, but if the opponent remains within it's ash unprotected for all 4 turns, they will pass out from lack of oxygen as the hot ash goes into their lungs and onto their skin. Not only this, but if caught in the ash rain unprotected, the opponent's base speed level drops by 4 Levels due to the pain of having to move their burned limbs in the second turn after. Their handseal speed also drops for all techniques at that time. However, if Pompei is destroyed, the ash rain will end immediately and the technique ends.
Note: Modes or Techniques that boost the field of fire, such as Sage Mode, applies the boost to Pompei's outer walls, strengthening them to withstand more damage
Note: Can only be used twice
Note:3 Turn Cooldown after the end of Pompei, 4 if it gets its full use of 4 turns.
Note: Ash spreads as fast as Fire Release: Hiding in Ash and Dust Technique


Pending: the general concept is okay, but neither the drop in base speed nor handseal speed is going to fly. Think about it. At just 7 damage per turn due to the rain of hot ash that means the effects owing to it stem from something weaker than a measly E-rank attack. It can be approved if this bit is omitted, so let me know what you'd prefer to do.

Approved: edits annotated in pink.


Hebijutsu: Hebi Kata (Snake Ninjutsu: Snake Kata)
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Snake Kata is the use of using principles found in "Hidden Shadow Snake Hands" and combining it with the control that comes when one has fully communed with snakes and is an expert at summoning and commanding them. Like Hidden Shadow Snake hands, the user will summon multiple snakes from his limbs or, in the case of this technique, his mouth. By the user's command, the snakes can intertwine and twist together to form different shapes and and figures to aid the user in his combat, such as summoning snakes to form a shield in front of the user or a hammer to smash the opponent with. The snakes can be made of many small snakes, no longer than half an inch, or a few snakes that can reach up to twice that of a boa constrictor, and can reach up to 7 meters in their dimensions. The user may also use the snake venom, such as causing the snakes to spray venom from their teeth on command up to short range. The snakes must be attached to the user for him to have direct control of the snakes, and once they are disconnected from him they only do freeform damage and can be fought off as such by the opponent. The user may also use these snake formations as weapons for all fields that the weapons are available to be used in. This means that if the user forms a sword, he may use the snake sword for kenjutsu and kenjutsu related fields and techniques, if he forms a scimitar, it may be used for scimitar related techniques, etc etc. Due to the expert control in snakes necessary for this technique, only those with access to Snake Sage Mode may use this technique.

Note: Once technique ends, user must wait 2 turns before using it again, This may be used 4 times in total.
Note: Formations last up to 3 turns before the composite snakes are dispelled.
Note: User may still use techniques that don't require handseals while this is active
Note: Boosts that apply to Ninjutsu, such as Sage Mode, also apply to this technique


Approved: edits annotated in pink.

Note: the venom does little more than blind the foe (if it gets in their eyes) and cause minor skin irritation (e.g., blisters).


Katon/Hebijutsu: Televangelist (Fire Style/Snake Ninjutsu: Televangelist)
Type:Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will summon and release 4 large snakes, each 1/4 the size of the snakes used in the "Three Giant Snakes" technique) that are also imbued with a great amount of the user's fire chakra within their scales, giving them a sort of demonic cloak of fire chakra that allows them to interact with all elements. These snakes are capable of surging in and out of the ground or whatever surface is below them (they're even able to swim through water), en route to their target. As they surge through their surface, they heat it up to the highest degree fire chakra is capable of via the fire cloak, leaving a trail of superheated ash if they were going through something solid. The intense heat that radiates from the snakes goes up to 2 meters outward of their location and soaks into the area. These snakes are able to deliver a great amount of impact damage and may also be coordinated to move in different directions. Due to the large size of these summons, they are able to take down targets that are up to mid range in the air by springing upwards to snatch them.
Note:Snakes may last up to 3 turns and must all be eliminated before the technique ends. Targets that remain on the superheated surface take 7 damage per turn that they are on it and their base speed is reduced by 2 levels.
Note: Material stays heated for 1 turn unless the snakes stay in that area
Note:2 turn cooldown after using
Note: Can only be used twice per battle
Note:Boosts that apply to Ninjutsu/Fire Style, such as Sage Mode, also apply to this technique


Declined: this CJ really reads more like true contracted animals than merely being snake ninjutsu. These are snakes that can move about independent of the "user" and even each other. On top of that, the four serpents seem to be able to attack with freeform over the course of their three-turn limit on the field. Naturally this doesn't have a whole lot of appeal as it is, in terms of being a summoning, so try to get more specific and/or limited with what they do so as to keep it as ninjutsu.

 
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BusinessManTeno

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(Shakuton/Doton: Itami pakku) Scorch/Earth Style: Pain Packer
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: Pain packer is one of the more powerful, and dangerous styles of the scorch style, having to incorporate doton in it, simply to keep from dying themselves. The user will start off by slamming their hands together causing a protective armor made of earth to layer around his body in haste while already causing scorch chakra to layer around his skin under the armor. Once he does this, he will create a very small marble size scorch ball while sending it into the sky from behind his position, while constantly fueling huge amounts of scorch chakra into it as it travels in the sky, keeping the heat from the scorch compacted. Once it reaches mid range into the sky, the user will cause the scorch marble to de-compact, transforming into a miniature sun roughly 3x3 meters. Once it transform from the marble to the sun, it will give off massive heat, scorching any and everything within long range of its position easily burning the flesh straight off the opponents body. This includes anything such as grass a forest, or even a small pond. The ground would be so hot that it would melt the soles of the shoes from anybody within mere seconds, and deliver 3rd degree burns to their legs. Due to such high scale and dangerous technique, the user is not fully immune to the technique, Causing his whole body to take 2nd degree burns. Making the user take triple damage for all techniques that connnect to his body.

Note: Can only use once
Note: The user due to him taking precaution, will stay layered with scorch chakra for 1 turn after this, protecting his body from the after effects of the jutsu
Note: The after effects of the jutsu (Scorch ground) last for one whole turn
Note: No Scorch jutsu for 2 turns after use
Note: No Forbidden rank jutsu for 2 turns after use

♪ Declined: This is too wild, you need to make some sort of way for the opponent to be able to counter, you can't just say that it scorches the flesh off of anything within range. My suggestion is to make this similar to Kirin, have it require a turn of charge up time. If the opponent can't counter/form a defense around himself by that point, you should be able to make a sun that instantly burns whatever in range. The effects won't last for the whole turn either lol. Anyways, specify that this jutsu takes up two move slots. And, finally, you gotta reword parts of this to show that you aren't using two elements at the same time (as that would require Y/Y). ♪



(Ototon: Shu Ranmyaku) Sound Style: Lord Of Chaos
Type: Offensive | Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Lord Of Chaos or sometimes spelled "Kaos" Is one of the signature styles of the sound style that the user uses utilizing only the snap of their fingers to initiate the technique. Overall the user by snapping his hands release sound chakra in the shape of a bubble that violently explodes. By pointing their finger in the direction they want the bubble to be made at, the user will snap their hand causing sound to take a translucent and transparent (Looking like a distortion in the air) circle shape next to the opponent, which will quickly explode dealing a very high pitch screech enough to damage said person ear drums distorting said person vision while causing the screech to vibrate on said opponent body causing a violent reaction to their bones dealing damage that way as well Another way the user can use this is The user will snap their fingers in the direction of a technique causing tiny sound bubbles to form inside (If its water or anything that can be penetrated) or on the layer (such as earth etc) which will then quickly explode, destroying said technique. The great thing about this technique is that once the sound orbs explode they let out a very devastating screech, bursting the ear drums of anybody within 3 meters of the explosion causing them to go deaf for 3 turns and -30 due to the eardrums bursting..
Note: Cant use this technique back to back
Note: No sound jutsu above A rank in the same turn
Note: Can only be used 1 meter and beyond from the opponent
The Damage come from both the screech and the vibrations from the sound to the opponents body.

♪ Approved: Remember, since it's a destructive sound wave, it doesn't move at the speed of sound. ♪


(Shakuton/Ototon: Anpu niiro dageki) Scorch/Sound Style: Amplified Red Shock
Type: Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (+20 to both user and opponent due to hearing impariment)
Description: This is a incredible and powerful sound jutsu. The strongest sound jutsu created by Asch the bloody of the hidden sand. Utilizing sound in general. The user slap their hands together sending sound chakra into the atmosphere. As this happen a huge large sphere of sound surrounds the opponent being max long range in every single direction. Leaving the opponent trapped inside the sphere of sound. Once this happen the user will do two handseals, ending with the tiger handseal causing the huge sound sphere to violently imploding instead of exploding. Causing every person that is caught inside the sound wave shock to take massive destructive damage, obliterating anything inside. Even though this technique implodes it gives off a very loud sound wave frequency that damages the ear drums of all who hears it, causing additional damage outside of the sound wave implosion. The reason this technique is forbidden is due to the loud frequency reaching long range outward, not letting the user become exempt. The loud sound it gives off throws off the equilibrium, causing slight confusing. Not allowing them to focus.

Note: Can only use once
Note: Whoever hears it becomes deaf for 2 turns
Note: Whoever hears it cant use any jutsu that requires focus for 3 turns (Including Forbidden Rank techniques)
Note: No S Rank and above sound for 2 turns after usage
Due to the huge strain of chakra made to create this jutsu, the user is not able to use any S rank techniques or above in the same turn and is limited to one other jutsu from the user

♪ Declined: The range is way too wild, and you need to specify whether or not the user is inside the dome itself. If you are, this is pretty much a suicide technique unless you have some auto-activation jutsu that is able to defend you. ♪
Updating This CJ (In the archive so cant quote it) I redid the whole jutsu


(Kaze youshiki:herumetto tama) Wind Style: Underwater Air-Bubble
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20
Chakra Damage: N/A
Description: The user will do the Ox handseal while underwatever, causing an air-bubble slightly larger than the users head. By doing this, the user creates a helmet of air around them, allowing the user to "breathe" while under water. The air circulates around the user head keeping water from entering the the diameter of the head region of the user. This can also be used on other people as well. The user once per usage can expand the air bubble 1 meter outward from the size of their body, having it as if they are in a big spinning ball of wind underwater. By doing this, they are keeping water from reaching inside and can even serve as a defensive barrier.
Note: Stays Active for 4 turns with a 2 turn cool down period
Note: Extending barrier decrease turn usage by 1
Note: The user is able to control their movements with the air around them as if they are still swimming.
Note: Can only be done underwater

‡ Update Approved ‡

Shakuton/Doton: Itami pakku) Scorch/Earth Style: Pain Packer
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 (-20 to fuel into chakra orb)
Damage: 90 (-40 to user)
Description: Pain packer is one of the more powerful, and dangerous styles of the scorch style, having to incorporate doton in it, simply to keep from dying themselves. The user will start off by slamming their hands together causing a protective armor made of earth to layer around his body in haste Thencausing scorch chakra to layer around his skin under the armor. Once he does this, he will create a very small marble size scorch ball while sending it into the sky from behind his position, while constantly fueling huge amounts of scorch chakra into it as it travels in the sky While being fueled with more chakra, taking roughly one turn to reach its peak position, keeping the heat from the scorch compacted. Once it reaches mid range into the sky, the user will cause the scorch marble to de-compact, transforming into a miniature sun roughly 3x3 meters. Once it transform from the marble to the sun, it will give off massive heat, scorching any and everything within long range of its position easily burning the flesh straight off the opponents body. This includes anything such as grass a forest, or even a small pond. The ground would be so hot that it would melt the soles of the shoes from anybody within mere seconds, and deliver 3rd degree burns to their legs. Due to such high scale and dangerous technique, the user is not fully immune to the technique, Causing his whole body to take 2nd degree burns. Making the user take triple damage for all techniques that connect to his body.

Note: Can only use once
Note: The user due to him taking precaution, will stay layered with scorch chakra for 1 turn after this, protecting his body from the after effects of the jutsu
Note: The after effects of the jutsu (Scorch ground) last for one whole turn
Note: No Scorch jutsu for 2 turns after use
Note: No Forbidden rank jutsu for 2 turns after use
Note: Takes One turn to charge. In which all the Note(s) apply after its used on the second turn it activates.

Note: Takes up two turn slots, due to dual natured technique.
Note: The turn the jutsu activates, it consumes a turn but activates during the first turn of the users. Thus not affecting time frame


♪ Declined: You need to be Sannin rank in order to submit Forbidden jutsus. ♪
 
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Korra.

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Ignore that one switched up a bit

(Dokuton: Doku no Chūnyū) - Poison Release: Poison Infusion
Rank: A-Rank
Type: Supplementary
Range: Short - Long
Chakra Cost: 30 (- 10 per turn)
Damage Points: N/A
Description: The user uses his Poison Release abilities and is able to making it more deadly with other jutsus. The user will channel their Poison into a their arms causing their arms to turn into a purplish color. Any physical jutsus (Earth, Water, Steel, Bones, Sand, etc.) is infused with poison and gives the jutsu Poison properties. The jutsu infused with poison will slightly have a more purplish color. The infused jutsu will be mixed with a poison the user has on them making the jutsu more deadly by even getting a small hit with it. The infused jutsu will be able to poison the opponent through contact with the infused jutsu poisoning them. The amount of poison the opponent is injected with depends on the size of the jutsu making bigger jutsus the most deadly while small jutsus will be a small amount of poison. This jutsu cannot be used with energy based elements as they would evaporate the poison before it could be fully infused. This jutsu is fast being able to infuse a jutsu with poison as soon as the jutsu is made or released.
Note: Must be taught by Korra.
Note: Must know Poison Release
Note: Requires a 2 turn cool down between uses
Note: Each use lasts for the duration of that singular technique.
Note: Cannot be used with jutsu that materialize within 5 meters of the opponent.

♪ Approved: Edited. ♪

Updating didnt bold its a long overhaul ^^

(Dokuton: Doku no Chūnyū) - Poison Release: Poison Infusion
Rank: A
Type: Supplementary
Range: Short - Long
Chakra: 30 (+10 per turn per usage)
Damage: N/A
Description: The user uses his Poison Release abilities and is able to making it more deadly with other jutsus. The user will channel their Poison into a their arms causing their arms to turn into a purplish color. Any physical jutsus (Earth, Water, Steel, Bones, Sand, etc.) is infused with poison and gives the jutsu Poison properties. The jutsu infused with poison will slightly have a more purplish color. The infused jutsu will be mixed with a poison the user has on them making the jutsu more deadly by even getting a small hit with it. The infused jutsu will be able to poison the opponent through contact with the infused jutsu poisoning them. The amount of poison the opponent is injected with depends on the size of the jutsu making bigger jutsus the most deadly while small jutsus will be a small amount of poison. This jutsu cannot be used with energy based elements as they would evaporate the poison before it could be fully infused. This jutsu is fast being able to infuse a jutsu with poison as soon as the jutsu is made or released. And it also grants an additional rank and twenty damage to the technique up to A-rank.

Additionally the user while in direct contact with inanimate water can use their poison chakra to mold that inanimate water source, turning it into a liquid poison this can be done passively alongside another technique just like the infusion ability. Once converted the user can freely and passively control the consistency of the poison hardening it slightly allowing him to walk upon it while others will not be able to do this this is similar to Water Walking but only works for the user. This is the same principle behind the infusion ability but is easier because it is being done upon inanimate water. If an opponent begins to sink into the poison it'll be hard to get out because as the opponent struggles to get up the sticky liquid pulls them down. This source of poison can be used for other jutsu as well such as Poison Creation or other techniques. However it can only support poison jutsu A-rank and below. The max size of the area converted is related to the user's chakra input but cannot transform massive water sources like entire lakes or landmarks without multiple uses. The user must have a liquid poison to use as a template to use this ability.

Note: Must be taught by Korra.
Note: Must know Poison Release
Note: Requires a 2 turn cool down between uses
Note: Each use lasts for the duration of that singular technique.
Note: Cannot be used with jutsu that materialize within 5 meters of the opponent.


Update Approved: a few important notes. First, the CJ won't be useable on energy-based elements. This keeps it in line with the approved CJ and ergo, the first paragraph of the original was retained in favor of that and amended with the last line in pink. As for the middle paragraph in the initial update, that too has been omitted. The third and final paragraph of the update was largely kept intact, bar the passive boost to other Dokuton techniques.

 
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