Custom Jutsu Submission - III

Status
Not open for further replies.

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
(Kage: Bakuha No Seth) - Shadow Arts: Paroxysm of Seth
Type: Supplementary
Rank: B
Range: Dependant
Chakra: 20
Damage: Dependant
Description: Paroxysm of Seth enables the user to detonate any physical shadow based technique through a simple chakra usage. The detonation combines elements of that enable shadow's to be separated from their source. Paroxysm of Seth achieves a similar feat, allowing for shadow techniques to violently erupt at speeds equaling double of said shadow technique's own speed. The shadow would erupt into a multitude of small that can cause deep laceration and inflict respectable damage. The shards would carry the traits of said shadow technique, and the eruption can be controlled to be either omnidirectional or through specific sides, allowing for the safety of the user in some cases. The damage dealt by the shards would be equivalent to that of the shadow technique, with a boost of twenty points due to the influx of chakra and accompanied erupting speed. As for techniques that are defensive or supplementary and lack inherent damage, the shards would carry damage in respect to said techniques defensive power. For instance if used on a basic B rank physical wall of shadows, the shards would carry fourty damage points. Upon detonation, the shards can either travel short range all around the shadow technique, or reach up to mid range distance from the source if it was directed to a specific point. The technique can be performed in the same timeframe of another physical shadow technique, but naturally costing a move. Overall the technique can be performed five times per conflict, and it's range of activation is directly tied to the technique to be detonated.

¤ Declined, first red is a no; variable speed is too much and inconsistent. Shrapnel will move at same speed of jutsu based on. Damage also needs to be more consistent; based on what the original technique originally done can be illogical based on the shadow jutsu may have caused damage. Range needs to be Short to Mid as well as that's how the detonation is described while the last line makes it seem like it could be long which kinda contradicts it. Also, how does this work in the same timeframe as another shadow technique if the technique needs to be made first before it can be detonated? That needs to be removed. ¤

(Kage: Geras's Benran) - Shadow Arts: Geras’s Compendium
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (-5)
Damage: N/A
Description: Exclusively to be used during , Geras’ compendium enables the user to take advantage of the unique physiology granted by the aforementioned technique. Geras’s Compendium is essentially a movement technique that fully exploits the user’s shadow state. Considering that the user can control shadows and by the use of Erebus he is a shadow, the user gains the ability to move his body through the sole use of his mental prowess. The movements granted by Geras is by far more versatile and diverse than that of normal movement, simply due to the fact that the user lacks the need of conventional means of movement. To start off, the user can achieve flight through simply controlling his shadow body, enabling the user to attain a more unique method of fighting. The user’s flying speed would be twice that of his current running speed on the ground. The more unique aspect of the Geras is when it us used in conjunction with light sources. Due to the fundamental nature of shadows, a light source carries a potential of either exponentially increasing the range of the shadow, or completely negating it. However, this is not the extent of having essentially instantaneous movement similar to some cases, but significantly lower. If a light source is weaker than the user's Erebus state, then it can be put to use to achieve burst movements that would be faster than normal. Assuming that the user's Erebus state was of S rank level, then A rank light sources would lead to the most significant bursts, inducing a temporary speed increases similar to that of swift, but being restricted to mid range away from the source, after which the boosts decreases by 5 points for long range travel. Naturally, the user is restricted in terms of manoeuvrability by the size of the light source, for instance light sources smaller than the user's shadow form, the user can only move in linear fashion. As for lower ranked light sources, there boost decreases by 3 for each rank lower, with them suffering the same 5 point decrease for long range traveling. Additionally, flash bombs or similar techniques that lack inherent damaging qualities but carry a high luminous factor would lead to a boost higher than that of the highest boost by 5(so in the example from before it would be 5 points higher than that of an A rank). The technique being inherently tied to Erebus, could last as long as it, and as in cases of lower ranked Erebus states, the effects would be relative to said rank, with higher ranked sources carrying the potential of reverting the user back to his normal state. The technique can be used four times per battle, lasting the duration of Erebus.

¤ Declined, the more I read of this, the more I feel like this is a reach; because you turn into a shadow you are able to fly now at twice your current speed, including speed boosts already present. The entire second portion regarding speed boosts needs to be rewritten into more suitable and stable increases before this is looked at; "essentially instantaneous movement" is a clear no and the point system you made needs to go. All of the variations and miniature boosts need to be simplified and removed. The length of this is also questionable as Erebus lasts as long as the parent technique used to activate it last and can potentially be unlimited. ¤

(Kuchiyose no Jutsu: Muses No Frey) - Summoning Technique: Muses the Frey
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Muses the Frey is one of the legendary snake summons of the Ryuchi cave, acting as one of the secret defenders of the land, and potentially the strongest and fastest (20 speed level) amongst her brethren. Muses is of half the size of Aoda, resembling it's distant cousin in colour with additional pigmentation on it's scales. Muses is highly regarded as Vayne's favoured summoning, as they share the ability to utilise Ink ninjutsu. But whereas Vayne was limited in terms of ink utilisation, Muses was much more skilled and adept, as she passively infused ink with her natural snake poison, allowing for her ink techniques to carry paralysing effects on contact, and with extended contact total organ failure. Essentially, her ink techniques carried a passive boost of twenty, and the ability to paralyse for one turn on contact, while prolonged (3 turns) exposure lead to total organ failure, resulting in death. Due to extensive training with her summoner(s), said individuals would be immune to the natural effects of the snake's poison. Furthermore, Muses constantly releases her ink 'from her body'(achieved through the pigmentations on her skin that are actually ink blobs attached to her body through chakra usage) allowing her summoner's to utilise the ink for their own techniques if the need arrises. If the user were to be atop Muses, she could control the areas the ink is released from, enabling the user to easily stand on her. However, if Muses were to use thirty chakra points, the ink could have one of two effects; either being unleashed in an omnidirectional blast of ink that could reach thirty meters away due it's massive size. The ink would carry sixty damage points, and the user, while immune to the inherent abilities of the ink, could fall prey to the ink itself, although the ability to manipulate said ink would typically come into play, allowing the user to save himself. Alternatively, the ink, for a similar cost of thirty, could be used to cause physical attacks aimed at the snake to slide off, leaving her completely safe. These abilities can only be performed once per turn, and only one variation per turn. Lastly, Muses's combat abilities are augmented by it's ability to use snake ninjutsu techniques, even techniques that are restricted to basic summons, such as the Spinning Snake Thorn. Muses can last four turns on the field, and can only be summoned by those capable of utilising ink ninjutsu.


Declined: to begin, there's a rigid dichotomy between poison and venom. Outside of snakes with Dokuton submitted for bios with the same AN, all others would have the latter. And the main difference is that venom has to be injected in order for the toxin to take effect. In addition, while still on the medical topic, the only way you'll be allowed an immunity to the snake's venom is by being a med nin. There's also no real reason for the snake's ink to get a passive damage boost (+20) from simply being infused with venom. As a precaution, I should also note that if the snake were to perform ink ninjutsu, you wouldn't have the luxury of being able to manipulate it as the ink would be infused with its own chakra and not yours.

 
Last edited by a moderator:

Kryptiic

Active member
Legendary
Joined
Nov 16, 2011
Messages
11,288
Kin
9💸
Kumi
16💴
Trait Points
0⚔️
Awards
(Raiton: Mirunīru no Insupirēshon) | Lightning Release: Inspiration of Mjolnir
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: Named after the god-weapon fabled to radiate masses of lightning when wielded, Inspiration of Mjolnir allows the user to to alter objects already imbued with their lightning chakra, or conducting their lightning - and through doing so trigger a powerful discharge of lightning from the structure or object in question. In the case of lightning being imbued into an object through use of a technique of the users, the chakra of the previous technique will be expended into Inspiration of Mjolnir along with any remaining effects or power. The discharge can either take the form of an unfocused surge of lightning, that will cloak the structure for two turns, radiating lightning out to short range around the structure. Or of multiple lightning bolts that will burst out of the structure in all directions, albeit inclusive of gaps that will avoid the user, threatening to pierce and shock through anything else within mid ranged.

Notes:
Once used, a turn cooldown is required between re-use, this technique can only be used 3x, and when used the user will be barred from lightning techniques above A rank for the rest of the turn.

¤ Declined, this is just a lightning explosion from an existing source of lightning. This has been done multiple times by now. The first half of the second part is a no, the bit about lasting two turns and the lingering effects/powers and enhancements of the previous technique. Without that, it's just causing objects with lightning chakra to release lightning bolts or explode. ¤


(Raiton: Mjolnir no Kyoku) - Lighting Release: Song of Mjolnir
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: (+10 to future lightning techniques)
Damage Points: N/A
Description: Song of Mjolnir is a technique that allows the user to infuse additional chakra into their lightning techniques. The additionally infused lightning chakra will result in a unique effect wherein the affected lightning techniques will take a condensed pure energy form similar to that of ‘Thunder Sabre’, allowing them to better interact with physical structures, and greatly increasing their potential to inflict piercing and blunt damage. This however will occur at the cost of reducing the lightning techniques inherent paralyzation and shocking capabilities. Namely that the normal shocking and paralyzation effects of lightning will only result upon impaling, not just on contact as usual. As a result of being so densely focused, lightning techniques with Song of Mjolnir applied to them will become inherently volatile, affording them the capability to explode on will, or upon contact with the target, into a powerful discharge of bursting concussive and shocking electrical energy. Such explosions however will always be angled away from the user so as to prevent friendly fire. These explosions always are in scale to the size of the technique utilized alongside with it; should the technique span more than 10 meters in size, then the resulting explosion will be of 10 meters max

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

¤ Approved, slightly edited ¤



Contract Signing:

Batoidea Jutsu: Borukuramusāji | Batoidea Arts: Volcrum Surge
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: A passive technique, this jutsu functions much like the tree climbing technique, walking on water technique, an Inuzuka’s ability to channel chakra to their nose to enhance their senses and the like, in the sense that it focuses on enhancing an already present natural ability through the application of chakra so as to greatly increase its functional utility in combat scenarios. Rays naturally have the ability of electerception which allows them to detect electrical signals - such as the incredibly weak bioelectric signals emitted by living beings. This ability - eleterception, is effective across varying distances and to varying degrees of effectiveness depending on terrain, and natural talent. This technique allows for a Ray to passively channel additional chakra towards the electrical organs that govern their ability for eleterception and electrocommunication, and through infusing them with additional chakra - just as Inuzuka and Ninken do for their noses and ears, and how Sound users do for their ears, or even as Strong Fist users do when utilising chakra to enhance their physical prowess, greatly increase the functionality of their electric organs and electerception. The increase in functionality will expand their eleterception from only being tailored to sense bioelectric signals, to being tailored to detect any weak charge, whether it be that generated by atmospheric electricity, or even the natural charges and electromagnetic radiation that all entities emit. This includes disturbances and shifts in already existing charges, bioelectric or not, generation of new charges (such as when an object moves through the air and generates a static charge), or if a charge weakens or outright ceases to exist. Of course, stronger charges can still be sensed (such as lightning attacks or natural lightning) as that already exists within the basic functionality of electerception. This technique primarily focuses on the weak charges that can be detected, expanding it from just bioelectric signals, to any weak charge. Once activated this technique will last as long as the Rays electerception lasts, working simply as an add on to the natural functionality of the electerception of the Ray in question.
Notes:
Usable by all Rays who have electerception.


Declined: in the future, please link the contract approval. Anyways, I'm unsure about this being its own CJ. It should be noted that there weren't any mentions of electroreception in the contract, itself, but with a couple of contracted animals in Scaze's CJ thread. And beyond this contract, the Achelous sharks also have very similar capabilities, such as being able to sense lightning moves. So, with that said, try to keep it on an animal to animal basis. To just say that it's "effective across varying distances and to varying degrees of effectiveness depending on terrain, and natural talent" is much too vague to be approved as it is. Lastly, the word is electroreception and not "electerception" (this spelling error made it hard to google).

 
Last edited by a moderator:

Quixotic

Active member
Regular
Joined
Oct 8, 2011
Messages
559
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
(Katon: Mjolnir no Kyoku) - Fire Release: Rising Phoenix
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost:
Damage Points: N/A
Description: Rising Phoenix is a unique technique that seeks to emulate the applications of elements such as Earth, Water and Wind, wherein users of such elements can produce phenomena by imbuing their chakra into natural sources of the substance in question. While fire itself is not as ubiquitous as the previously mentioned elements in terms of naturally existing as part of the common paraphernalia of battlefields, and only rarely and situationally occurs in nature - and only for a short time when it does at that, an alternative release of Fire - ash, is often found as a natural part of terrain. Fire techniques that make use of fire produced by another source, such as a lighter or open flame already exist, proving that is possible for fire techniques to be produced from a source rather than just the users body. This technique then seeks to extend that application, allowing the user to produce fire techniques from naturally occuring ash, or ash that has formed as a result of their chakra. This technique is a passive one, with passive functions - the technique in question will be produced as normal, but emanating from the user’s chosen source of ash instead of being released, or spewed from their body. Just as Earth rumbles when it begins to come under manipulation by chakra, wind stirs and so on, similar disturbances will be found in ash that is being sparked into a fire technique. Firstly it will heat up and emit a crackling sound, then it’ll spark into a flame, or whichever form of fire release is being utilised.

‡ Declined ‡ This needs a turn and usage limit, as well as a minor additional chakra cost to applied techniques.
 
Last edited by a moderator:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
(Katon: Infānarukingu no Domein) Fire Release: Domain of the Infernal King
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40 (-5 per turn to safely traverse)
Damage: 80
Description: The user starts by performing a sequence of seals, Tiger, Horse, Dog, Dragon, Dog, Horse, Tiger, and begin's channelling a large quantity of Fire Release Chakra into their surroundings. As they do, they apply a change in the shape of this Chakra, causing it to take on the form of superheated Ash, which erupts forth from the ground, and expands outwards from the users position. As the Ash spreads, it engulfs the battlefield, filling available space while potentially destroying nearby existing structures and topographical features, before twisting itself into a horrid structure of ash, the exact shape, or more specifically, architecture of which depends on the user's tastes, before rapidly cooling. As the Ash cools, it creates a thin hardened layer on the outside, but still leaves the interior a writhing mass of burning ash. If left alone, no change occurs, but if the hardened external shell of the structure is disturbed, even slightly, it cracks and crumbles away, causing a violent reaction. The weakened portion immediately bursts open, unleashing the burning ash along with a mass discharge of thermal energy, which blasts anything within a 5m radius of the cracked portion, forcing them back up to 10m away. As it does, the first step of this cycle begins anew, restarting the cycle of this Jutsu, causing the newly expelled ash to expand outwards, like the branches on a tree, before hardening once more. If one is surrounded by this technique, and the external shell is broken, either by themselves, or another, both intentionally or accidentally, they can find themselves effortlessly tossed around by multiple consecutive explosive bursts of thermal energy, thanks to being thrown from one section of the Jutsu's structure to another, to another, each time cracking open the exterior of the Jutsu, causing it to further expand, and engulf them in an ever-growing malicious mass of destruction. Anyone wishing to safely travel across the created structure, user included, one must create and consciously maintain a constant flow of Fire Release Chakra from their feet, which heats and softens the brittle outer shell as they walk over it, before cooling once more, essentially mimicking the initial step of the technique. If this flow of Chakra stops, similarly to one ending their performance of either the "(Ki Nobori no Shugyō) - Tree Climbing Practice" or "(Suimen Hokō no Gyō) - Water Surface Walking Practice" techniques on their respective surfaces, it will immediately cause them to disturb the structure, triggering the explosive combustion portion of the technique. However, in the case of Primary Fire Release specialists, as their own Chakra flow has a natural disposition towards Fire Release, they can safely travel across/ within, and interact with the structure, so long as they don't intentionally disturb it. Thanks to these qualities, the created "Domain" can easily act as a neutral ground of sorts, forcing those present to adhere to the strict requirement of the maintained flow, making the usage of other techniques impossible, lest they trigger a cataclysmic reaction that could easily overwhelm, and consume them.

Note: Can only be used once per battle/ event. If used in the Ninja World (Or Warring States Era equivalent), this technique forces a semi-permanent change upon the Landmark it is performed in, causing the basic topography/ structural layout to change to suit the user's design, as explained within in their performance of this Jutsu.
Note: While the "Domain" itself can persist through NW/ WSE Events, there can be no more than one Domain per user at any given time. If a Domain is created while another exists, the previous domain collapses into ash, and scatters to the winds.

You must be registered for see images

Approved: Cool jutsu.




(Genjutsu: Toki-Tobashi) Illusory Art: Time-Skip
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20 (+10 per each consecutive usage)
Damage: N/A
Description: A unique Genjutsu that utilizes a similar induction mechanic to a Genjutsu utilized by Itachi Uchiha, "(Bōshi Genjutsu: Utakata) - Illusion Eye Technique: Ephemeral". Instead of a traditional method of induction, such as handseals, or in more specific cases, the perception of a sound, or mutual eye-contact between two parties, (You could've gone without this,
just tell us how it's induced)
Time-Skip utilizes the user's own physical movements, specifically the initiation and maintenance of a stance specific to the user, as it's method of inducing it's Genjutsu upon the target. This can be a generic stance, or one known to the user through some Fighting Style they know, or even one that simply comes naturally to them, but it must be the same stance performed each time. Once the target witnesses the stance, the user must maintain it for a brief moment, roughly around the same time it takes one to weave a series of Handseals for a field, or Element they are proficient in (not including the Single Handseal specialty). The maintenance of the users stance isn't, as it might initially imply, a precursor to a physical attack, but is in fact the catalysing factor for the Genjutsu itself, and is what allows the "Time-Skip" itself to be performed.(So we're like 3 run-on sentences in and we're just now getting to what the jutsu can actually do. Get rid of the fluff) To the target, Time-Skip creates the illusion of an apparent and sudden realization of a physical attack (Exclusively Taijutsu & Kenjutsu) from the user, after witnessing the aforementioned stance, as if the strike had occurred from nowhere, or at a speed the target cannot comprehend. In reality however, after the user has assumed their stance, the target has seen it, and it has been maintained for the required period of time, the Genjutsu is indirectly initiated as the user slowly compresses their targets "perception" of time, or more accurately the events that happen concurrently with the maintenance of the stance, and fully activates the Genjutsu upon initiating their attack. (Run-on, unnecessary,
repetitive, sentence)
The activation of the Genjutsu causes the targets perception of time to return to normal, but behind the true flow of events, forcing the target to briefly "catch up" (And done reading here) to reality by experiencing it while momentarily out of synch with it. This creates a small opening for the user's own attack, which then forcefully pulls the target out of the Genjutsu due to the pain from said attack, as though the target themselves initiated a Pain Release Method. The sudden, seemingly instantaneous nature of the user's attack potentially initially implies to the opponent that the user can utilize some form of teleportation technique as, from their perspective, one moment the user is standing perfectly still, and the next they have already performed some form of attack, with no apparent indicators of movement prior from the user. Once their attack is complete, should the user wish to re-perform the Time-Skip, they must re-enter their stance, usually out of striking range, before re-performing all of the conditions for the Genjutsu, at the cost of half the technique's original Chakra cost per consecutive usage. Re-performing the Time-Skip takes up a slot in the user's Timeframe, but not the user's allotted Jutsu slots per turn, as, while the physical actions naturally consume time, the user is only reactivating the Genjutsu, not performing it from scratch. As a direct result of the opening granted by this Genjutsu being brief, the kinds of attacks the user can perform are similarly restricted. If the user's attack takes more than a moment to activate, and/ or perform, for example techniques with a long start-up time, or involve intricate physical movements, then the target will quickly catch-up to reality, and witness the user's attack as they perform it, making the Time-Skip useless. Finally, while the Time-Skip disrupts ones perception of events themselves, there are ways for the target to indicate otherwise, revealing the true nature of this technique. As the user is only affecting the target's basic senses, and what they experience to a certain extent, in order to trick their perception of time, methods of perception beyond the norm are unaffected by this brief compression of "time". The user may appear to be standing still within the Genjutsu, but if the target can sense their Chakra flow, their emotions, hostile intent, etc, approaching as they perform some form of attack, then they can logically perceive this technique's true nature, and respond accordingly.

Note: This technique can be used consecutively a maximum of 3 times, including the original usage. Once the user ends their usage of this technique, regardless of the number of times they performed it, they must wait 3 turns before they can use it again.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

You must be registered for see images

DNR - Time Delay, created by Vision
 
Last edited by a moderator:

Venom

Active member
Legendary
Joined
Jun 16, 2012
Messages
17,037
Kin
2,911💸
Kumi
3,679💴
Trait Points
0⚔️
Awards
Bulls CSC: URL="https://narutobase.net/forums/showthread.php?t=711213&page=70&p=21494133&viewfull=1#post21494133"]X[/URL
Updating these two, putting them into one. (The other 3 are new)
Can't quote from old thread




Can't quote from old thread

[Kuchiyose No Jutsu: Sono Do Hogosha Oushi] - Summoning Jutsu: The 5 Elemental Guardian Bulls
Type: Summoning
Rank: F
Range: Short
Chakra: 50
Damage: N/A
Description: The user performs their summoning procedure and send chakra into their tattoo (or simply through a scroll) to summon a special bull. Signers of the Bull's contract are capable of summoning the infamous Elemental bulls. Known for their elemental affinity/specialty and their uniqueness with the element itself.

Toru, The Lightning Guardian Bull: known for his speed and elemental affinity. Toru easily outruns all other bulls, moving at twice the speed compared to any other regular bull. He is also capable of using all Lightning techniques the user can but he accomplishes this without the need for handseals. Toru is 7 ft tall and carries a large double edged axe which he is proficient at using. He is mild mannered but will completely obey his summoner. He threatens to beat his summoner to a pulp for summoning him into battles against flying creatures or wind element enemies. Once per turn Toru is capable of infusing his Axe with Lightning chakra to slice through his enemies or can simply swing it to release a Lightning crescent that can travel up to Mid range (Both A rank in strength). Counts as a move per turn from the user's limit.

A special ability of all of the elemental bulls are their special bond with the element. Toru's being Lightning, he is capable of passively absorbing one S rank or below Lightning base technique. After absorbing it, he can release it back as a raw blast or beam of Lightning of the same power that travels up to Long range. He can only do this once per fight.

Draco, The Earth Guardian Bull: Known for his sturdiness and earth elemental affinity. Toru is easily, if not the strongest bull in terms of durability. Being capable of taking twice as much damage as any other regular bull. He is also capable of using all Earth techniques the user can but he accomplishes this without the need for handseals. Draco is 7 ft tall and carries a war hammer which he is proficient at using. He is very noble and full of insight. He usually attempts to lecture the summoner about summoning him but usually gets caught up due to a battle. Once per turn Draco is capable of infusing his War Hammer with Earth chakra to smash/crush his enemies with ease or can simply thrust it forward to release a wave of mud that hardens very quickly & travels up to Mid range (A rank in strength). Counts as a move per turn from the user's limit.

A special ability of all of the elemental bulls are their special bond with the element. Draco's being Earth, he is capable of passively demolishing one S rank or below Earth base technique. He accomplishes this by either ramming through it after coating his body in a defensive layer of chakra (One of the reason for his high durability) or simply uses the hammer to smash it. He can only do this once per fight.

Turbine, The Wind Guardian Bull: Known for his agile quick movements and Wind elemental affinity. Turbine is easily one of the smartest bulls with the eyes of a hawk. His eyes are capable of locking into a target from 2LMs away with tracking ability of a MS level user. He is 7ft tall and has a slender frame compared to other bulls. He is also capable of using all wind techniques the user can but he accomplishes this without the need for handseals. Many times Turbine has been used for surveilance purposes rather than battle. This doesn't mean he isn't a great fighter. He carries a long spear with him at all times. With this spear, once per turn, he is capable of channeling wind chakra into it for battle. With a simple thrust he can release a wind replica of the spear or a wave that creates a hurricane that both travels up to long range, with A rank strength. Counts as a move from the user's limit per turn.

A special ability of all of the elemental bulls are their special bond with the element. Turbine's being wind, he is capable of passively spinning his spear to release a wind dome that quickly expands out to long range around with him in the center at all times and in control. Within this dome the wind is pressurized to the point that all within the dome move at the same speed due to the wind moving around with such force that it creates a heavy gravitation feel. This also causes fire base techniques to lose 1 rank due to the lack of oxygen. Unfortunately, the user is caught in these negative aspects too once inside the dome. This dome lasts until turbine is removed from the field through death or his duration is up. He can only do this once per fight.


Vega, The Fire Guardian Bull: Known his stubbornness, rage and fire elemental affinity to reflect this. Vega stands at 7ft tall like most other bulls. He is capable of utilizing all fire base techniques the user knows, but he uses them without the need for handseals. Vega often times do what he pleases despite orders being given from his master. He would often times choose not to battle people he deem or class as below him. Only eager to battle against opponents stronger than him. Unlike the other elemental guardian bulls that carry a weapon, Vega is the only one without. Instead he uses his body soley. Once per turn he is capable of spiting out a fireball or spewing a wall of flames that can travel to long range. Both application is of A rank power. Counts as a move per turn from the user's limit.

A special ability of all of the elemental bulls are their special bond with their element. Vega's being fire, he is capable of passively imbuing his body with Katon chakra to enter a Heat Rage mode. Once within this mode, a heat pulse is sent throughout the battlefield constantly. With this pulse, the environment takes on a drastic change. All water base techniques (such as ice) are harder to use. They all lose a rank in power. Other techniques that are capable of melting or weak to heat/fire also loses a rank. The heat wave also affects all individuals within long range of Vega. Causing them to use an additional +10 chakra to use chakra base techniques (doesn't mean the damage output is increase) due to the strain their body is under. Unfortunately, the user is also affected under this heat wave. Once activated, lasts until Vega leaves the field. He can only use this once per fight.

Aquarious, The Water Guardian Bull: Known for his calm and relax nature, Aquarious is said to be the least violent bull of the 5 Guardians. He is also praised as one of the most intelligent one and a great strategist. With this, he is also a water specialist. Capable of utilizing all water base technique the user knows, but he accomplishes this without the need for hand seals. He stands at 7ft tall and carries with him a special trident for battle. With this trident, he is capable of summoning a large water dragon that rushes and destroys anyone in it's path (up to long range). The dragon is A rank and can be used once per turn, counts as a move from the user's limit.

A special ability of all of the elemental bulls are their special bond with their element. Unlike the other 4 guardians that uses their passive ability offensively, Aquarious uses his for his summoner soley. Through the trident, Aquarious is capable of summoning a large source of water that can only be used by his summoner. The source of water may be used defensively, supplementary or offensively by the user. When used defensively, it carries protection of S rank str. He can only use this once per turn.

Notes:
-Must sign the Bull's summoning contract
-Only one Elemental Guardian Bull may be summon at a time.
-Only 3 are capable of being summon within one fight.
-Each bull may only last up to 4 turns (unless killed or remove from the field somehow).
-Each bull may be summon twice per event/mission. Never twice within the same fight.
-Each Summon is of S rank and may only use their given element up to their rank.
-Elemental guardians cannot be summon/used to attack any Bull contract signers. Their loyalty won't allow it. (Two signers of the contract may not use a Bull to fight the other)


Declined: there's a lot wrong with this CJ. In the first place, F-rank summonings aren't allowed. But aside from that, this really is like five S-rank contracted animals crammed into just the one CJ, which also isn't going to be allowed...


Bulls CSC:

[Kuchiyose No Jutsu: Sono Do Hogosha Oushi] - Summoning Jutsu: Toru, The Lightning Guardian Bull
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs their summoning procedure and send chakra into their tattoo (or simply through a scroll) to summon a special bull. Signers of the Bull's contract are capable of summoning the infamous Elemental bulls. Known for their elemental affinity/specialty and their uniqueness with the element itself.

Toru, The Lightning Guardian Bull: known for his speed and elemental affinity. Toru easily outruns all other bulls, moving at twice the speed compared to any other regular bull. He is also capable of using all Lightning techniques the user can but he accomplishes this without the need for handseals. Toru is 7 ft tall and carries a large double edged axe which he is proficient at using. He is mild mannered but will completely obey his summoner. He threatens to beat his summoner to a pulp for summoning him into battles against flying creatures or wind element enemies. Once per turn Toru is capable of infusing his Axe with Lightning chakra to slice through his enemies or can simply swing it to release a Lightning crescent that can travel up to Mid range (Both A rank in strength). Counts as a move per turn from the user's limit.

A special ability of all of the elemental bulls are their special bond with the element. Toru's being Lightning, he is capable of passively absorbing one S rank or below Lightning base technique. After absorbing it, he can release it back as a raw blast or beam of Lightning of the same power that travels up to Long range. He can only do this once per fight.

Notes:
-Must sign the Bull's summoning contract
-Nay only last up to 4 turns (unless killed or remove from the field somehow).
-May be summon twice per event/mission. Never twice within the same fight.
-Elemental guardians cannot be summon/used to attack any Bull contract signers. Their loyalty won't allow it. (Two signers of the contract may not use a Bull to fight the other)


Declined: really over the top. The base speed of bulls, if left unspecified, is Kage-rank whilst bipedal and twice that of Sage-rank speed if on all fours. But beyond that, with this particular bull, it'd be doubling all of that. To put this all into perspective, the bull's speed would be on par with that of a Sage using the 6th gate of EIG. Moreover, this bull (or any other S-rank contracted animal, for the record) being summonable twice per event, even if it's not twice in the same fight, isn't going to be permitted. Lastly, the passive is too potent to not cost a move.


[Kuchiyose No Jutsu: Sono Do Hogosha Oushi] - Summoning Jutsu: Draco, The Earth Guardian Bull
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs their summoning procedure and send chakra into their tattoo (or simply through a scroll) to summon a special bull. Signers of the Bull's contract are capable of summoning the infamous Elemental bulls. Known for their elemental affinity/specialty and their uniqueness with the element itself.

Draco, The Earth Guardian Bull: Known for his sturdiness and earth elemental affinity. Toru is easily, if not the strongest bull in terms of durability. Being capable of taking twice as much damage as any other regular bull. He is also capable of using all Earth techniques the user can but he accomplishes this without the need for handseals. Draco is 7 ft tall and carries a war hammer which he is proficient at using. He is very noble and full of insight. He usually attempts to lecture the summoner about summoning him but usually gets caught up due to a battle. Once per turn Draco is capable of infusing his War Hammer with Earth chakra to smash/crush his enemies with ease or can simply thrust it forward to release a wave of mud that hardens very quickly & travels up to Mid range (A rank in strength). Counts as a move per turn from the user's limit.

A special ability of all of the elemental bulls are their special bond with the element. Draco's being Earth, he is capable of passively demolishing one S rank or below Earth base technique. He accomplishes this by either ramming through it after coating his body in a defensive layer of chakra (One of the reason for his high durability) or simply uses the hammer to smash it. He can only do this once per fight.

Notes:
-Must sign the Bull's summoning contract
-Nay only last up to 4 turns (unless killed or remove from the field somehow).
-May be summon twice per event/mission. Never twice within the same fight.
-Elemental guardians cannot be summon/used to attack any Bull contract signers. Their loyalty won't allow it. (Two signers of the contract may not use a Bull to fight the other)


Declined: the main issue with this one is its durability. When you say that the bull is "capable of taking twice as much damage as any other regular bull," what is that quantified as? I did see a reference for speed in the contract approval, but nothing for how much damage they can take prior to dispersing. Now, even if you were to append it with some specificity, I also see that the bulls already are "capable of elminating -20dmg from techniques they ram into or defend/clash against." Ergo, I'm unlikely to allow any extraordinary things in terms of durability. Moving on, all bulls will only be allowed to use techniques of their given field up to their rank, so no F-ranks in spite of things like: "capable of using all Lightning techniques the user can." Finally, same note as above for this one's passive.


New:
(Fuuinjutsu: Blokadie) - Sealing Arts: Block Aid
Type: Suuplementary | Defensive
Rank: A
Range: Short-Long
Chakra: 30 (-15 per turn to keep active)
Damage: N/A
Description: Block aid is a simple yet unique barrier technique which mimics a similar concept to the Living barrier technique. Block aid uses the blocking and sealing of an enemy's elemental chakra nature instead of sealing off their chakra capacity like Living barrier. Upon crossing the arms in a X-formation, a 5x5m transparent square barrier will be formed in front of the user. What this does is not only block a single foreign elemental technique (40 Chakra or below only), but seals it completely and simply shrinks into a 5x5in cube in front of the user. The user would then quickly release their arms from the X-formation to cause the intangible cube to instantly expand to it's given range with the user at it's center at all times. The expansion of the cube moves at the speed of Kirin, being barely able to defend or notice but this plays no role since the barrier holds no sort of offensive or damaging capabilities. The true nature of this technique now comes into play now once expanded. Whenever the chakra natured it first seal is used within the cube, the cube will instantly dissipate it. Basically blocking the use of the element to being used at all by all parties within. Unfortunately this works for the user also. He too is not safe against the sealing properties of the barrier. The sealing barrier is easily capable of being destroyed by a S rank elemental technique (or anything strong to this Fuuin-barrier). But to destroy it, all 5 walls must be destroyed at once else the barrier can passively siphon 30 chakra to reform any of the walls without spending a move from the user's limit.

Notes:
-Once active, the user is unable to perform any sort of F Rank techniques (Techniques boosted to F rank not included)
-Once active the user is unable to perform any S rank and above fuuin technique.
-May only be perform twice a fight, 4 times total per event.
-Unfortunately to seal Earth in it's solid state, the user will need to execute two usage (1 TF) of it due to earth's natured needed to be broken down. Earth techniques such as mud doesn't abide by this rule.

‡ Declined ‡ Very similar to one of Zanda's seals and Ushiro's Preta CJ.
 
Last edited by a moderator:

Vex

Active member
Legendary
Joined
Jul 18, 2012
Messages
12,544
Kin
247💸
Kumi
-163💴
Trait Points
10⚔️
New Cycle: 10/01/2018 - 17/01/2018

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

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,755
Kin
799💸
Kumi
988💴
Trait Points
80⚔️
(Dokuton/Genjutsu: Sayōnara Moonmen) - Poison Release/Illusionary Arts: Goodbye Moonmen
Type: Supplementary, Offensive
Rank: A - Rank
Range: Short - Mid
Chakra cost: 30
Damage points: N/A ( 60 if layered with a genjutsu and controlled to cause pain )
Description: The user begins by producing a poison fundamentally the same as Ayahuasca releasing it from their body either the mouth or pores creating a gust of the poison or creating liquid poison on their body that they can poison someone through by touch. When it makes contact with the skin, is breathed in or enters the blood stream it has the potential to induce vivid, surreal and psychedelic hallucinations including both visual and auditory stimulation leading to the mixing of sensory modalities, and psychological introspection that may lead to great elation, fear, or illumination. These hallucinations mimic genjutsu and are the basis for the next portion where the user layers in a genjutsu to control and manipulate the hallucinations using the poison as a trigger mechanism. The user from this point forward is able to induce multiple different streams of hallucinations and control the hallucinations. During this time the entire world becomes extremely trippy everything begins to warp and twist. Colors and objects begin to fade and slowly the real world is replaced by a series of events that you'd expect to see on an extremely bad acid trip. Colors slowly flash brightly, time seems irrelevant as visions of objects, people and colors move and twist together in a swirling mass of intense sound and rhythm. The opponent begins to rise their body feeling as if they are floating and they're taken on a trip through space, where they see planets and stars along with other celestial bodies all the time they're seeing colors this is the basic hallucination brought on by the poison but can be altered and changed radically by the induction of a genjutsu. The poison makes these hallucinations seem even more real by inhibiting certain parts of the brain making the person more likely to believe what they are seeing and hearing. The opponent is unable to see their opponent at this point as they are left in a sort of catatonic state. Even if the opponent breaks the genjutsu they are left dealing with moderate hallucinations brought on by the poison and the user doesn't have to lace in a genjutsu it's just an additional effect that can cause mental pain or anguish to be forced upon the opponent when they're at a vulnerable state. Due to the way this technique acts as a trigger mechanism it allows a genjutsu to be layer into it almost seamlessly in the same timeframe and allows for a much more in-depth control over the genjutsu than regular genjutsu usage or the poison's effects themselves allowing the user to know exactly what the opponent is seeing and hearing. This technique makes it twice as hard to break a genjutsu through chakra usage or pain due to the the real effects the poison has commingling with the "fake" effects the genjutsu has. Can be used two times per battle with a four turn cool down. Can effect multiple people at the same time but the user will have less control over the genjutsu aspect. The genjutsu can last three turns if not broken unless layered with a genjutsu that has it's own usage limit The poison lasts three turns if not cured.

Declined: The idea is cool, but this needs a lot of work. Be more clear on the effects of the poison itself, what does it do the body? Try to quantify the adverse effects that the opponent is experiencing. As it is now, it's very vague. Additionally, what kinds of genjutsu can stack with this poison? Also, make sure to clarify that (like other gaseous poisons), the gaseous form of the poison is not absorbable through the skin. Remove the portion wherein you state that the poison makes the opponent more likely to believe that what they're experiencing is real. This isn't going to make Gen unbreakable, or make it impossible to realize that you're actually in a genjutsu.

Basic version reference: [
Poison Training:

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

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

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

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

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

You must be registered for see images

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



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

Nibi Jinchuriki Bio:

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

Declined: Keep the original.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
(Yohane no mokushirokunoyonkishi) ⎊ Sealing Arts/Puppet Arts: Chikamatsu’s Binding
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Sasori first applies a sealing tag onto his inhumane body, which can be stated in the user’s biography so it doesn’t cost a move, or they can apply it after the battle has already started, but costs a move. The seal comes into action when Sasori is faced with a target moving at least two times the users base speed. Upon activation, pouring out from the seal is a plethora of chakra threads that will begin to attach themselves to each of the targets body parts and pull them in the opposite direction. Each of the chakra threads, will act as an adhesive substance capable of pulling just like actual chakra threads.. This technique works by utilizing the sticky and adhesive properties of chakra threads in order for the threads to attach to all the parts of the target and drag them in the opposite direction. It is possible to use this jutsu against attacks up to A-rank in order to slow down their momentum, but it is ineffective against most fire/Lightning jutsu considering they deal with burning instead of blunt force, so the seal is most effective when activating it against an attack that involves blunt damage. This technique is normally used to stop attacks or opponents in their tracks. Essentially, upon the attack coming within the user's vicinity, the seal activates, causing the attack to be nullified as the threads stop the attack, but can only stop targets moving at a max of x2 the user’s base speed.

Note: Can only be taught by Sasori
Note: Can only be used four times.
Note: Can act as a body seal that must be stated in the user’s biography.

□ Declined, DNR. Similar to Body of Doom Fuuinjutsu technique by Broly (though probably submitted by Vegeta at the time). □

(Yohane no mokushirokunoyonkishi) ⎊ Sealing Arts/Puppet Arts: Sensations of a God
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (-20 each usage)
Damage Points: N/A
Description: A relatively simple technique based off of Sasori’s puppet body. It is known that Sasori is capable of wielding and controlling a puppet to his will because of how he has a part of his chakra contained inside of the puppet. This chakra is known as his core or his heart which allows for chakra to flow through the puppet giving him full reign over his body. Due to the chakra flowing throughout the puppet he is able to move his body about. This technique is essentially a sealing tag that the user will place upon their inhumane frame just like any other puppet; therefore it will serve as a body seal. The thing that is so special about this seal is how it has a passive ability activate whenever the user is faced with Genjutsu Hindering Sound Waves or Hindering Sound waves if applicable at the time. Once activated in response to any of the previous terms the seal will begin seal a portion of the chakra from a select body part or area that is being targeted. The purpose of doing this is mainly to deal with sound waves based upon hearing; the chakra located in the users head for example will be drained of its chakra disabling the user from moving their head or seeing/hearing temporarily, but will prevent the genjutsu from affecting them due to how they are based on their victims ability to hear; the effects last as long as the technique is in place, and once done will return the chakra to its original place. Considering the functions of how this works it is ineffective against sound waves that carry physical force, and even though it activates passively, it will cost move

Note: Can only be used by Sasori
Note: Must be Stated in user's biography.

Leaving for NK

‡ Declined ‡ It's an interesting idea but it needs a usage limit.

Otokonoko | The Boy
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: 50 (-10 per turn)
Damage: N/A
Description: The Boy is a human like doll which was said to at one point inhibit a child’s soul. The appearance of the weapon is that of a child like porcelain doll. Tale says that there was once a child around the age of seven who died in a terrible house fire. Along with the house the child was said to have been burnt to a crisp. There used to be rumors that instead of dying in that fire rumors say that the boy’s soul was placed into a child like doll which at the same time was also inhibiting the house. It goes on to say that the child who died in the fire had his soul placed inside of a porcelain doll or rather sealed inside of it which brought him to state of being alive or being sentient. On one of his journeys one day Sasori came across the doll which he thought fit his puppet collection just perfect. little did he know that it was more than just an ordinary doll. Usually, the weapon is normally placed on one of Sasori’s shoulder in a miniature, dormant state compared to when it is in its awakened form. When the “The Boy” is activated it grants Sasori a large array of abilities to use in combat. It is possible for the puppet to move around at its own will, but it is because it listens to Sasori that he is able to use it to his advantage. Sasori and The Boy were able to reach a mutual agreement by having the The Boy feed on a piece of his chakra each turn.

The first ability of the weapon is its ability to be linked directly with the user’s body. What is meant by that is that the user can use The Boy in order to spot incoming attacks heading in their direction with their linked vision. When in battle the weapon also appears to constantly be shifting its head as a way to keep an eye on the surrounding area and report everything to the user as it sees it. There is also a special ability the Weapon possesses which is when the weapon emits a sort of invisible, intangible chakra bubble from all directions including the ground which allows for the user sense anything before it comes in contact with something. Also, since the two have a linked vision whenever the user in a genjutsu they will be able to instantly realize that they are inside of genjutsu with the help of the Weapon’s eyes. Next, is the puppet’s ability to reconstruct its body back together similar to how Sasori’s puppet body form. The Boy however does not have as much efficiency when reconstructing its body back together like how Sasori does. The Boy is capable of this due to how it possesses a somewhat alive soul it has the ability to reassemble itself similar to how Sasori can regenerate. It is only capable of welding its body back together against blows up to A-rank while it can only mold back together against Fire jutsus up to B-rank due to it being weak against Fire. Once per battle The Boy can tank one S-rank jutsu, but at the cost of it taking one full turn to reassemble.

Offensive wise, The Boy’s body has been adjusted to have two sealing tags located on it. The first tag is located within its mouth and inside of it contains each of the five elemental natures. When activating the seal the user pays forty chakra points and selects an elemental nature. Once chosen The Boy releases from its mouth a thin concentrated beam of said elemental chakra that is capable of extending up to long range and doing S-rank damage. After using one elemental nature it requires a turn cooldown before it came be used again. Onto the second sealing tag, when activated at the expense of thirty chakra points a barrier emits from it in a spherical manner that covers everything five meters around the seal. The thing so special about this barrier is how it has the innate ability to seal momentum and force behind physical attacks leaving them to be sealed inside of the barrier after coming into contact with. Up to S-rank attacks can be sealed due to the nature of the barrier, but only if they are physical like earth and can only seal A-rank energy attacks such as Lightning. This ability can only be used three times with a turn cool down.

Note: Can only be taught by Sasori
Note: Can use all Puppetry jutsu of the user
Note: Can start the battle already activated.

□ Both Pending. Leaving for Pekoms. □


Declined: in spite of being a CW, it's first and foremost a puppet; no F-ranks are permitted. Overall, it's really too much, in terms of abilities.. Even if it were to be reduced to S-rank, there's just the fact that it can do so many things for so long. I'm not going to allow a sentient puppet like this, especially at the rank you've tried. Beyond that, the linked vision is a no-no.. Again, it's just crammed full with all sorts of mechanisms. You didn't include a rank or range for the detection barrier, and it's got no other usage limit. It's high durability, in conjunction with its repair capability, is another bit that's excessive. Like the detection barrier, it lacks a usage limit and seems to have little to no repair time.. bar an instance in which it tanks an S-rank attack. All in all, this'll need some substantive edits to even begin to be approvable.


(Yohane no mokushirokunoyonkishi) ⎊ Sealing Arts/Puppet Arts: Sensations of a God
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (-20 each use)
Damage Points: N/A
Description: A relatively simple technique based off of Sasori’s puppet body. It is known that Sasori is capable of wielding and controlling a puppet to his will because of how he has a part of his chakra contained inside of the puppet. This chakra is known as his core or his heart which allows for chakra to flow through the puppet giving him full reign over his body. Due to the chakra flowing throughout the puppet he is able to move his body about. This technique is essentially a sealing tag that the user will place upon their inhumane frame just like any other puppet; therefore it will serve as a body seal. The thing that is so special about this seal is how it has a passive ability activate whenever the user is faced with Genjutsu Hindering Sound Waves or Hindering Sound waves if applicable at the time. Once activated in response to any of the previous terms the seal will begin seal a portion of the chakra from a select body part or area that is being targeted. The purpose of doing this is mainly to deal with sound waves based upon hearing; the chakra located in the users head for example will be drained of its chakra disabling the user from moving their head or seeing/hearing temporarily, but will prevent the genjutsu from affecting them due to how they are based on their victims ability to hear; the effects last as long as the technique is in place, and once done will return the chakra to its original place. Considering the functions of how this works it is ineffective against destructive sound waves, and even though it activates on its own, it will cost move. Also, this technique can be adjusted to only seal certain parts of the user’s body if there are only selected parts being targeted.

Note: Can only be used by Sasori
Note: Must be Stated in user's biography.
Note: Can only be used three times

Approved: Made some edits.

(Teikoku guntai) Sealing Arts: Divine Intervention
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: A Fūinjutsu tag designed to be placed on an object near the user or on a surface, or the user if applicable. This seal activates in response to any barrier ninjutsu technique that serves to confine/imprison or bind a target, and said target of the jutsu must be within a certain size parameters. For example, multiple infinite embraces (A-rank version) is capable of binding targets such as people instantly, but would be incapable of sealing objects such as Gamabunta. Divine Intervention comes into play the very moment a barrier is going to spring forth around the user, but before the barrier can be fully erected, the seal immediately releases from it a shroud of chakra that can range from being anywhere within five meters in length and width or to the size of a large summoning. The purpose of this shroud of chakra is to make barrier ninjutsus incapable of trapping the user if they are bound by a certain size. The chakra shroud will essentially make the user’s overall size appear larger than it is in a sense and prevent the barrier from being formed around the user. This technique activates on its own, but a barrier technique must be attempted before it can be used; this just means that the barrier the opponent tried to use will fail due to it being incapable of sealing large objects. Let it be noted, that the chakra shroud is practically harmless and it is possible for objects to easily move through it without disturbing them in the slightest other than when it is faced with a barrier technique and for that moment it will solidify. The shroud that is produced from the seal only lasts the turn the barrier technique was attempted. Also, even though the transparent chakra shroud is visible it only become solid when faced with a barrier technique. Due to the nature of this seal, it is possible for it to be used on any barrier ninjutsu as long as the requirements are met.

Note: Can only be used five times with a turn cool down between usages.

Declined, DNR: This isn't how barriers work. If you made yourself appear larger with a shroud of chakra, the barrier's affect would apply to the sections of the shroud within its confines which would, of course, include the user of this technique. Practically, nothing would change and you'd still be struck by the affects of whichever barrier you're trapped inside.

(Teikoku guntai) Sealing Arts: Eye of the Witch
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15 (+5 each turn if activated for longer than one turn)
Damage Points: N/A
Description: As we have seen in the past, it is possible to seal abstract things such as emotions or spirits. Eye of the Witch is a seal that will be imbued inside of the user and has no real “tangible” form. Eye of the witch is a technique that activates whenever the user is faced with an energy based attack. This seal activates passively and is usually activated in order to inform the user of energy based attacks that are used to surprise attack the user or not visible to the untrained eye. When an energy based attack comes within ten meters of the user the seal activates and releases a burning white image that will appear inside of the user’s head. This burning image causes no real pain but instead is an intense sensation. This sensation is used in order for the user to know when an attack is near. In the user’s head they will see a small white patch appear that will refuse to be ignored. Whenever an energy based attack is on the field, two things will happen, the burning white image will increase in size when the energy attack is near them and will decrease when it is farther away. Additionally, once activated, the seal will in a way “guide” the user towards the source of its activation or rather lure them towards it. Also, in order to help the user, the burning image in the user’s head will guide/inform the user of the location of the energy based attack by forming cardinal directions or rather arrows pointing towards the one or multiple locations of the source. The seal only deactivates when the energy attack that activated it is dispelled.

Note: Must be posted in the user’s biography as a seal.
Note: Usable 4x a battle
Note: Requires a turn cool down after deactivation.

Approved: Added a usage limit.
 
Last edited by a moderator:

JojocIaw

Active member
Elite
Joined
Aug 10, 2011
Messages
9,404
Kin
1,905💸
Kumi
51💴
Trait Points
30⚔️
Awards




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

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

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

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

□ Pending. Leaving for Pekoms. □​

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

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

Direct Chakra absorption: This is the ability to drain chakra by simply touching a target with any part of the leeches body, Or a limb that has the leech summoning tattoo on it. I.e. Done through a hand that has the tattoo on the palm or through the mouth if a tattoo is there. When the Leech/Tattoo touches a person, another summoning, a clone, or any familiar with its own chakra pool; The leeches skill will automatically drain away chakra at a faster or slower rate depending on the rank of said leech. Leeches D rank will absorb 15 chakra, C-B rank will absorb 50, and A-S rank will absorb 100; All on a per turn basis. This requires that the leeches' anterior suckers be physical contact with what they are draining chakra from.

Technique Draining/Eating: This is the second variant of taking in chakra. The leeches take specific steps as ninja summonings in order to incorporate their chakra absorption into battling. This variant doesn't deal with directly absorbing chakra, but destroying and absorbing a technique all in one go. The leeches lace their anterior suckers with aggressive chakra. Along with that, they also lace their stomachs with the same aggressive chakra. This allows them to eat away at techniques of all kinds, whether it is energy or solid in nature. During this process they absorb the chakra out of the technique, taking in its original chakra cost while the anterior suckers destroy the "form". That being said, each leech is limited to absorbing moves of raw chakra, the same element they have an affinity for, and the basic element their affinity is strong against.

With either variant, the leeches can store chakra from draining it, and can only give it to their summoner through physical contact via their anterior suckers. If the leech is to disperse before the chakra is given away, the leeched chakra is simply taken away along with it. The limits to storing chakra would be double the amount of chakra the leech is able to absorb, meaning they can only absorb twice before being too full to absorb anything else.

Note: Useable six times per event (inclusive of both variants) and A to S-rank only twice.


Approved: edits annotated in pink.


(Doton: Sanshōuo no ikari) | Earth Release: Salamander's Tempest
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A technique in which, through the formation of two handseals, the user is capable of causing the ground beneath the opponent to violently break down into earthly materials and burst upwards into a swirling and frenzied earth storm. The dust storm is comprised of unstable rocks, minerals and earthly materials; which are either drawn from the ground, or, if their sourcing is inadequate, the user can produce earth that is easily flammable and liable to explode when ignited similar to that of the 'Molten Earth Wild Eruption Technique'. The airborne earth particles will swirl at immense speeds, and from the friction of colliding with eachother they will generate large amounts of heat - so much so that they become hot to the touch. The storm can ignite rather easily, on account of the nature of the earth and the large surface area afforded by the dust particles, and as such exposure to even the smallest sources of fire or lightning will result in an effect similar to a dust explosion - in which the dust storm will swell to twice its size in an earthy, fiery explosion.
Needless to say, anyone caught within the area of the technique will have their flesh shredded; and should they be so unfortunate as to experience an ignited version of this technique; blasted as the storm furiously combusts and expands to twice it's size, and finally scorched and eroded into a bloody mess.

Note:
- Can only be used 3x
- The explosion is possible as the earth particles achieve the four requirements necessary for a dust explosion, that is an ignitable dust, which is provided as the constitution of the earth mimics that of the canon 'Molten Earth Wild Eruption Technique', an oxidant, which is oxygen in the air, a sufficiently high concentration of dust - innate in the technique as it produces an immensely thick dust storm, and finally an ignition source - which friction serves by providing heat that allows dust to reach its auto ignition temperature, and sparks that can easily set them alight. As a side note, even flour grinded in 19th century mills can reach the requirements for this to produce devastating explosions.
- No Earth techniques above A rank for the rest of that, and the next turn the turn.
- At the sacrifice of a further 10 chakra, the user can funnel their fire chakra into the earth directly after initiating this technique, and through doing so enhance the heat and friction generated by the earth so at to ignite the dust storm without a source of flame. This can be done only once, adds +20 damage to the combo, and eaves the user with minor pain in their extremities and fatigue that lasts for the same and the next turn that lowers their current speed by two points. Furthermore, no iteration of Salamander's Tempest cannot be re-used for the three turns.
- The area of this technique can be large enough to consume large summons such as eos Gamakichi, but not much larger

Declined - this is beyond basic earth releasing in my opinion.

♪ Leaving for Pervy ♪
(Doton: Sanshōuo no ikari) | Earth Release: Salamander's Tempest
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A technique in which, through the formation of two handseals, the user is capable of causing the ground beneath the opponent to violently break down into earthly materials and burst upwards into a swirling and frenzied earth storm. The dust storm is comprised of unstable rocks, minerals and earthly materials; which are either drawn from the ground, or, if their sourcing is inadequate, the user can produce earth that is easily flammable and liable to explode when ignited similar to that of the 'Molten Earth Wild Eruption Technique'. The airborne earth particles will swirl at immense speeds, and from the friction of colliding with eachother they will generate large amounts of heat - so much so that they become hot to the touch. The storm can ignite rather easily, on account of the nature of the earth and the large surface area afforded by the dust particles, and as such exposure to even the smallest sources of fire or lightning will result in an effect similar to a dust explosion - in which the dust storm will swell to twice its size in an earthy, fiery explosion.
Needless to say, anyone caught within the area of the technique will have their flesh shredded; and should they be so unfortunate as to experience an ignited version of this technique; blasted as the storm furiously combusts and expands to twice it's size, and finally scorched and eroded into a bloody mess.

Note:
- Can only be used 3x
- The explosion is possible due to flammable mud being created inside of the earthen debris as it is formed into a storm. The friction and heat will cause the mud to ignite, prompting the explosive reaction that the technique holds.
- No Earth techniques above A rank for the rest of that, and the next turn the turn.
- At the sacrifice of a further 10 chakra, the user can funnel their fire chakra into the earth directly after initiating this technique, and through doing so enhance the heat and friction generated by the earth so at to ignite the dust storm without a source of flame. This can be done only once, adds +20 damage to the combo, and eaves the user with minor pain in their extremities and fatigue that lasts for the same and the next turn that lowers their current speed by two points. Furthermore, no iteration of Salamander's Tempest cannot be re-used for the three turns.
- The area of this technique can be large enough to consume large summons such as eos Gamakichi, but not much larger

Declined: Flammable mud? Do you know what mud is lmao?
 
Last edited by a moderator:

ReXii

Active member
Legendary
Joined
Jun 29, 2011
Messages
15,794
Kin
1,402💸
Kumi
222💴
Trait Points
15⚔️
Awards
(Taijutsu: Kibisu Gaeshi) - Body Technique: Heel Trip Reversal
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while lowering his body, grabbing his opponents upper body while also grabbing the opponents heel, pulling the opponent down to the ground with considerable force and winding him along with possibly breaking his ribs, certainly doing so if extra force was applied to the heel trip. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. This technique pulls the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.

~Notes~
- Usable 3x per battle
- Must be taught by ReXii

You must be registered for see images

(Taijutsu: Yama Arashi) - Body Technique: Mountain Storm
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while grabbing the opponents shoulder and flipping him directly over the users shoulder using both his legs and arms to supply force in to the throw crashing his opponent in to the ground with tremendous force enough to shatter the floor and winding him along with breaking his ribs, certainly proving fatal if extra force was applied. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 20% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. Should he survive the attack of course. This technique slams the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.


~Notes~
- Usable 3x per battle
- No S rank tai the same and following turn
- Must be taught by ReXii

Both approved - changed the ranks on both as i felt they were too high and altered restrictions.

You must be registered for see images

[Doppurā karambit] - Doppler's Karambit
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The karambit is inspired by the claws of big cats. As it was weaponised, the blade became more curved to maximise cutting potential. The karambit is held with the blade pointing downward from the bottom of the fist, usually curving forwards however occasionally backwards. While it is primarily used in a slashing or hooking motion, karambit with a finger ring are also used in a punching motion hitting the opponent with the finger ring. Some kerambit are designed to be used in a hammering motion. This flexibility of striking methods is what makes it so useful in self-defense situations. The finger guard makes it difficult to disarm and allows the knife to be maneuvered in the fingers without losing one's grip.
The short Filipino karambit has found some favor in the West because such proponents allege the biomechanics of the weapon allow for more powerful cutting strokes and painful "ripping" wounds, and because its usability is hypothesized as more intuitive, though there continues to be debate about this matter. This particular Karambit comes in a set of two and is used in the same way as a traditional karambit. This allows the user to perform handseals even while holding the weapon thanks to the ring system functionality. Additionally the blade enables normal taijutsu punches to be augmented with killing force, becoming the exclamation point on the end of a sentence as it were. Finally it's true ability lies in the chakra steel the weapon is created from the blades themselves have the ability to create absorbing type barriers (In the style of my storm of tefnut technique) in which the user will be able to generate barriers around the blade itself, the barriers are malleable and can be shaped to be sharp or blunt for offensive or defensive purposes. What is unique about the barriers however is that as aforementioned they are capable of absorbing chakra, they directly absorb the chakra from the user if needed or ideally from an opponent via direct contact, the blades barriers can grow in proportion to the amount of chakra absorbed activating the barriers costs a move slot and they begin with the ability to block any technique of B rank or below. However for an increasing chakra cost the barriers around the blade can be enhanced to increase in rank, this increase of chakra is proportional to the strength of the barrier, for every 20 chakra absorbed the barrier can increase in rank to A rank and below after one turn, all the way to S rank and below. The barriers are clear and opaque barriers looking similar to glass almost and they do reflect light, the barriers can be extended up to 40 inches if desired making the weapons size similar to a Nodachi style katana in length. Due to the extended length the Karambit can be considered a sword for all intents and purposes past a certain size.

Notes:
- Can only be used by ReXii and those he permits.
- The barrier ability can only be used four times per battle and costs a move slot each time.
- Each barrier can be regenerated if it's not totally destroyed. I.E an A rank barrier when struck by a B rank will become a B rank barrier that can be regenerated by sacrificing chakra.
- The blades are indestructible.

Declined - needs work on how the abilities work. If you want it as a barrier or absorbing, i'll allow it based on one cannon jutsu but maybe fasts. So 5 elements seal on each, absorb one jutsu of each element through releasing the seal. Creating a barrier from a bladed weapon is a no. I'd think about it for a shield CW but this just seems like it's for the sake of having a barrier

You must be registered for see images

Note: Completely overhauled the custom weapon so there wasn't a great deal to bold. Also expanded on the description of the taijutsu and added images for more clarity.
(Taijutsu: Kibisu Gaeshi) - Body Technique: Heel Trip Reversal
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: N/A
Damage Points: 40
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while lowering his body, grabbing his opponents upper body while also grabbing the opponents heel, pulling the opponent down to the ground with considerable force and winding him along with possibly breaking his ribs, certainly doing so if extra force was applied to the heel trip. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. This technique pulls the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.

~Notes~
- Usable 3x per battle
- Must be taught by ReXii

You must be registered for see images

( Taijutsu: Koushoku Senkou Sora Sumasshu ) - Taijutsu: Yellow Flash Sky Shatter
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: 60
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack aimed for the upper body, he pushes his body weight using both hands on the attacking limb, launching himself skywards whilst pushing his opponent down. Similar to the intersection method however both hands are above the limb so it does not behave as a pincer, more of a lever.
Once airborne he twists his body rolling over and performing a descending sky kick similar to the type used by Hashirama Senju and Tsunade Senju, lacking a large degree of the force, the speed factor more than makes up for the lack of power. However it can not cause large scale destruction, in terms of damage it behaves in a similar fashion to the kick used by Rock Lee against Gaara in part one, causing a mild aftershock effect. Being part of the yellow flash taijutsu series is the core reason only Minato biographies can use this technique.
Notes:
*Can only be used by those who have completed canon taijutsu (not NB taijutsu)*
*May only be used four times*
*Only teachable by ReXii*

(Taijutsu: Koushoku Senkou ndāwārudo no fumidai ) - Taijutsu: Yellow Flash Underworld Springboard
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: 60
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack aimed for the lower body, flipping forwards he pushes his body weight down using both hands on the attacking limb, pushing his opponents offensive limb down in to the ground, while Minato himself will twist his body and line both feet up with his opponents upper sternum, before using them as a launch pad for a variation of his unique body flicker in which he will kick his opponent with both feet powerfully in the upper sternum launching himself up to ten meters away and leaving his opponent sprawling and winded, causing said opponent to lose 2 ranks to his base speed and reactions for two turns due to being winded the winded effect is caused by being kicked directly in the upper sternum which literally knocks the air out of your chest and makes breathing much more difficult for a short time. Being part of the yellow flash taijutsu series is the core reason only Minato biographies can use this technique. This technique is essentially an enhanced version of the movement style Minato used to rescue the child Kakashi from the Iwagakure shinobi's attack. Except with this version Minato relies not only on the fast movement to get close and escape, but to harm his opponent while facilitating his movements.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used 3 times, using this twice wont stack, it will just extend the duration of said effect.
-Only teachable by ReXii

Approved

(Bukijutsu: Koushoku Senkou Bureidodansu ) - Bukijutsu: Yellow Flash Blade Dance
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: N/A
Damage: 40
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack directed at his person, using his unique triple pronged kunai to facilitate the counter. As the opponents offensive limb approaches Minato, he will quickly make a motion to dodge the attack, which can be any type of relevant movement ability such as ducking, sliding or sidestepping etc. While performing the evasive motion Minato will use his triple pronged kunai to his advantage, digging the blade in to the opponents offensive limb and aiming to sever an area of muscle or a tendon to cause some minor damage but considerably crippling damage in regards to the opponents movements in future. Any limb struck by this technique will be unusable for three turns entirely and even when gaining use of it again the opponent will be unable to facilitate certain motions. I.E if an arm was the target the opponent will be unable to string more than four handseals per turn, if the target was instead the leg the opponent will be unable to move more than four meters under their own volition each turn and will lose access to the body flicker technique. This technique can only be used by Minato Namikaze and requires his unique triple bladed kunai for usage, as the kunai's design is ideal for the crippling blows delivered by this technique in comparison to a normal single pronged kunai.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used four times
-Only teachable by ReXii

Declined it needs to be more specific, one way of dodging, it's a jutsu not a style, so it has to be clearly laid out in how it will work. Tone down the effects a bit too.

(Hiraishin: Sūpārōringusandādansu sanka) - Flying Thunder God: Super Rolling Thunder Dance Participation
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: This technique is a variant of the flying thunder god technique in which Minato makes usage of his three primarily used elemental abilities of lightning, fire and wind. It begins with Minato dashing in a burst of speed using the body flicker technique in a unique way to encircle his foe while dashing in the circle Minato will drop nine of his flying thunder god marked objects to form a large circle around the opponent, each of these flying thunder god marked objects will be charged with elemental chakra individually, leaving 3 objects marked in the circle of each element by the time he has completed the circle around his opponent via the body flicker. Upon completing the circle Minato will make a string of four handseals to activate miniature versions of the space/time barrier technique that will fire a raw blast of each element from the relevant flying thunder god marked objects all of these blasts will be formed in such a way that they will create a large dome of linked chakra in a 360 degree radius around the opponent that will converge on said opponent very rapidly in a triple elemental blast. While the opponent most likely can't see the fact that they are surrounded on all sides this techniques combination creates a very loud thunder crack sound due to the mixing chakra natures of fire wind and lightning making it rather tell tale that the technique surrounds them, however the incredibly loud sound of a converging thunder crack will also deafen the opponent for two turns after it's usage and easily rupture the ear drums leading to a loss of balance and general reactions dropping the opponents speed by 3 ranks from his base speed and effecting his reactions in the same way.
Notes:
-Can only be used by those who have a bio capable of using FTG
-Can be used with any FTG marked object as a medium such as a kunai.
-May only be used twice per battle
-No forbidden ranked jutsu the same turn this is used
-Only teachable by ReXii

Declined - sorry this is way too much, 3 blasts of elements from all around, not many could counter this.
(Taijutsu: Koushoku Senkou ndāwārudo no fumidai ) - Taijutsu: Yellow Flash Underworld Springboard
Type: Offensive/Defensive
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: 60
Description: Minato Namikaze using his incredible speed and reflexes, is able to intercept a taijutsu attack aimed for the lower body, flipping forwards he pushes his body weight down using both hands on the attacking limb, pushing his opponents offensive limb down in to the ground, while Minato himself will twist his body and line both feet up with his opponents upper sternum, before using them as a launch pad for a variation of his unique body flicker in which he will kick his opponent with both feet powerfully in the upper sternum launching himself up to ten meters away and leaving his opponent sprawling and winded, causing said opponent to lose 2 ranks to his base speed and reactions for two turns due to being winded the winded effect is caused by being kicked directly in the upper sternum which literally knocks the air out of your chest and makes breathing much more difficult for a short time. Being part of the yellow flash taijutsu series is the core reason only Minato biographies can use this technique. This technique is essentially an enhanced version of the movement style Minato used to rescue the child Kakashi from the Iwagakure shinobi's attack. Except with this version Minato relies not only on the fast movement to get close and escape, but to harm his opponent while facilitating his movements.
Notes:
-Can only be used by those who have completed canon taijutsu (not NB taijutsu)
-May only be used 3 times, using this twice wont stack, it will just extend the duration of said effect.
-Only teachable by ReXii

Updating all three to have n/a chakra cost since they're all just tai or buki

All Approved
 
Last edited by a moderator:

Punk Hazard

Active member
Immortal
Joined
Apr 21, 2011
Messages
59,543
Kin
1,664💸
Kumi
11,569💴
Trait Points
50⚔️
(Fuuinjutsu: Yūgō o Kyūshū) Sealing Jutsu: Absorb Fusion
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Absorb Fusion is a supplementary technique used alongside another technique with a tangible form. Within the same timeframe of creating said technique, the user will add on the Dragon handseal, lacing the technique with a barrier. This barrier remains dormant on the supplemented technique, carrying no visible trace of its prescence due to being integrated into the base technique, and offers no additional defense or power. Absorb Fusion is triggered upon the user's technique interacting with a certain kind of technique. Specifically, techniques that attempt to seal, absorb, or weaken the base technique through absorption, such as Fuuinjutsu, Dark Release, or the Preta Path of the Rinnegan. Upon interacting with these techniques, the barrier will become active, materializing into a tangible form comparable to that of Earth or Water. The triggered barrier effectively takes the place of the base technique, going through the absorption/sealing process in its stead and allowing the base technique to continue as it normally would. Though the barrier is A-ranked at base, it follows the same range and amount of chakra implanted for the base technique; this is to allow the barrier to be properly integrated into the base jutsu's form until it is triggered.

Note: Can only be used four times per battle with a cooldown of one turn in between
Note: No Fuuinjutsu above A-rank can be used in the same turn
Note: No Fuuinjutsu above S-rank can be used in the following turn

□ Declined. Similar to existing techniques. □

(Fuuinjutsu: Eremesuseishi)Sealing Arts: Hermeostasis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30(10 per turn)
Damage: N/A
Description: The user will form two handseals, releasing from their body a spherical barrier that expands up to mid-range in each direction. The barrier is intangible, carrying no physical form or physical properties, and thus doesn't physically clash with jutsu. As such, anything within or outside is capable of leaving and entering freely. The user is tethered to the barrier, and thus acts as the epicenter that the barrier follows should they move from the place they were in when the barrier was made. The barrier's only properties, aside from the aforementioned, is related to its capacity to detect any movement within its perimeter, which is then relayed back to the user due to his connection to the barrier. Whenever anything within the barrier moves at a speed above that of the user's, the barrier will "copy" this speed, instantly boosting the user's speed to match that entity's speed. This effect only applies so long as the entity remains within the barrier's perimeter.

Note: Can only be used twice per battle, lasting three turns each usage
Note: No Fuuinjutsu above A-rank in same turn
Note: No Fuuinjutsu above S-rank in the next turn

□ Declined, DNR. You weren't serious with this, were you? □

(Fuuin/Genjutsu: Ryūtai no Antei-sei)Sealing/Illusionary Arts: Fluid Stability
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30(-10 per turn)
Damage: N/A
Description: The user will form two handseals, releasing from their body a translucent orange barrier in the shape of a sphere. This barrier extends up to mid-range from the user's body in each direction, and carries no physical tangibility in of itself. As such, everything within the barrier is capable of moving around freely, and is able to enter and exit at will. The special trait of the barrier lies in the fact that it is saturated by the user's chakra, resting dormant within. This chakra remains invisible to the naked eye, as chakra naturally is, and serves two purposes. The first purpose is to dilute chakra sensing abilities; due to the user's chakra blanketing the area within the barrier's perimeter, abilities that rely on sensing chakra would be rendered ineffective for that area. The second is for the invocation of an external Genjutsu. Specifically, when a jutsu is used within the barrier, the user will be capable of using the chakra filling the barrier to cast an external illusion around the jutsu used. This external Genjutsu warps the physical features of the technique, allowing the user to disguise its features to their will in order to deceive or otherwise trick the opponent. This can include disguising the sound of a technique, changing its appearance to appear as another nature release, or even cloaking the technique(In the case of cloaking, the user must make an illusionary technique visibly appear somewhere within the barrier, which can also be disguised). This does not actually change the nature of the techniques(A Fire Release technique made to look like Water Release would not actually become a Water Release technique). The illusion, of course, only lasts for as long as the technique remains in the barrier's perimeter.

Note: Can only be used three times per battle, lasting for three turns each
Note: Warping the features of a technique counts as a move, but can be done alongside the usage of a jutsu in order to effectively use the technique
Note: Techniques that last more than one turn can be re-warped so long as it remains within the barrier's perimeter
Note: No Fuuin above A-rank in the same turn, no Fuuin above S-rank in the next

□ Declined, clashes with existing Genjutsu customs. □
 
Last edited by a moderator:

Smirk

Active member
Legendary
Joined
Mar 16, 2011
Messages
12,046
Kin
1,227💸
Kumi
1,950💴
Trait Points
0⚔️
(Mei Shinsou) illusionary Arts: Dark Lies from Darker Truths
Type: Genjutsu
Rank: A
Range: short-mid
Chakra: 30
Damage: N/A
Description: The user will raise their palm toward their opponents, revealing their dark mark seal on their palm as they activate it, causing it to quickly glow/flicker catching their opponents within range into a dark genjutsu which throws its victims into a trance like state as they gaze at the users dark seal, causing them to feel as if they are falling deep and deeper within themself. The flicker of the users dark mark is meant to catch the attention of whom ever is within range, activating the genjutsu, which the seal will appear to continuously glow, when in reality the dark seal is no longer glowing.

Note: upon activation of this technique the victims get caught in place immediately stopping their movement, while In the genjutsu the victims can feel themself falling making it appear as if they are being pushed further away from seeing out of their own eyes and moving their own body, as the victims vision becomes tunneled, narrowing in on the casters “glowing” dark mark in their palm.
Note: Must be a Dark release user
Note: useable 3x per battle(not consecutively)
Note: Taught by Belmod

Declined: You need to separate this from dark release lol. Make it so that your hand flickers or something and the light acts as the trigger for the gen.

(Meiton: Reikon Tacchi) Dark: Soul Toucher
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: +20 (passive to tai)
Description: An advanced version of draining touch, in which is performed through taijutsu. With precise timing Dark users are able to active their absorption seals and then cycle to their release seal, upon any contact between the users and the targets body, leaving muscle damaging blows to the target due to chakra being ripped out of their network and the small release blasts amplifying the damage of the users physical attacks. The technique is an assault on both the targets muscles and chakra, leaving affected ligaments feeling drained and severely weak.

Note: User may not perform inhaling Maw while this is active, doing so will deactivate this jutsu.
Note: Remains active for 5 turns or until deactivated.
Note: Drained chakra immediately transfers to the release seal. Users do not gain any chakra to their own network.
Note: Usable 3x per battle, must wait 3 turns after deactivation.
Note: Taught by Belmod

Declined, DNR: Clashes with Albel's Howling Dragon CFS.

(Doton) Xenomorph
Type: Attack
Rank: S
Range: Short-Long
Chakra: 40(-10 each active)
Damage: 80
Description: By performing two hand seals and releasing chakra into the Earth, the user will form up to two tall, skinny creatures(6ft long) with sharp rigid features and a 4ft long tail, capable of slicing through solid rock. These freeform creatures are capable of climbing various surfaces, they're capable of swimming and have a natural Earth affinity that allows them to quickly travel through the ground [similar to using an earth merge/phasing jutsu].
You must be registered for see images
Note: They move as fast as the user moves(x2 while merged with the Earth), must fully emerge to attack. Immune to Earth.
Note: Summoning one= S rank, summoning two= A rank each
Note: S rank is usable twice per battle, A ranks are usable thrice per battle[user may only use one rank variant], must wait 3 turns between uses.
Note: Taught by Belmod

Declined: Clashes with existing techs.
 
Last edited by a moderator:

Daemon

Legendary
Joined
Jul 12, 2009
Messages
18,724
Kin
1,754💸
Kumi
72,430💴
Trait Points
25⚔️
Awards
(Kunshu no chōju) – Monach's Tirade
Rank: N/A
Type: Supplementary
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Monarch's Tirade is a technique based around the steel release advanced element made by Kuvira, the Great Uniter after the successful formation of the Earth Empire. This technique was developed as a way for steel users and masters alike to enhance their craft and use various forms of steel to add a unique dynamic to their fighting style. Monarch's Tirade contains three different forms which the user of Steel Release may choose. These are called Oracle of Zaofu, Wall of Ba Sing Se, and Influence of Omashu

Wall of Ba Sing Se: Wall of Ba Sing Se is an appilcation of Monarch's Tirade that foms thick multilayered sheets of steel over all steel techniques the user creates, increasing their hardness, durability and damage output. This application of Monarch's Tirade passively adds +20 damage to the user's steel techniques. However the drawback is all steel techniques used by the user consume 20 more chakra.

Oracle of Zaofu: Oracle of Zaofu is the antithesis or counterpart to Wall of Ba Sing Se. Oracle of Zaofu allows the user to create steel techniques using thinner plated steel that normal. This allows the user to require less chakra to perform steel techniques. Each steel release technique used by the user will cost 20 less chakra but as a drawback would do 20 less damage. The lighter weight steel allows steel release techniques to also travel faster (up to a maximum of twice as fast as before). This style is excellent for Chakra conservation purposes.

Influence of Omashu: Influence of Omashu is an application of Monarch's Tirade that replaces the solid pieces of steel found in numerous steel techniques with flexible interwoven steel cables. These interwoven cables provide extreme flexability under pressure but maintain the tensile strength of steel allowing it to deal with more impact. As a result, the user's steel techniques recieve 20 less damage from interactions with physical elements.

Can only be used by steel release users. Steel release users may only pick one application and the application must be stated on the user's bio. Steel release Primary Specialists can choose up to two applications to be active on their bio but only one can be accessed per turn.


□ Declined, interesting technique but would work better as a CW of sorts. As a technique, it has several issues. Let me outline them, colored in orange. First bolded, that's not really a draw back for a +20 to all Steel techniques with no limit. Second, 2x speed indefinitely as well? Only drawback is that it does 20 less damage, okay so S rank will do 60 damage but will now be 2x speed. See the issue? And again, no limit. This is just the whole fight. Next, one where the steel is flexible, cool but only drawback is 20 less damage from physical interactions. This one is actually one that seemed alright, though would need a turn limit as well. Lastly, so two applications can be used, but only once per turn. Not really a restriction, actually this technique is just unnecessarily overdone and too powerful with barely any restrictions that are really restrictions. DNR. □

(Koton/Fuuinjutsu: Ījisu Buki ) – Steel Release/Sealing Technique: Aegis Armory
Rank: A
Type: Offensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This technique begins by the user stomping their foot on any surface converting the area front of their foot into steel. The conversion gradually progresses forward at an alarming rate (equivalent to the user's base speed) similar to how quickly a wave crashes on spreads onto a beach into long range. As the black steel spreads, dozens upon dozens of weaponry ranging from swords to spears axes etc are shot out of the growing field of steel towards the opponent's location covering a wide range. As the black steel infects and corrupts the surface, silver sealing formulas are distributed over the range. These formulas are generic unsealing formulas associated with fuuinjutsu that allow the user to unseal and release any technique(s)/object(s) they've previously sealed prior to the usage of this technique. This technique can be used even if the user hasn't sealed anything before usage. In this case, the seals for unsealing are left present on the battlefield until used by the user or disrupted by the opponent in some fashion. Also on creation of this technique, the user can choose not to unseal what they've sealed and can delay its release. When delaying the activation of the unsealing process, or activating it after this jutsu is performed, it counts as one move for that turn and this technique (as well as the techique/item released) has to be referenced. This technique also leaves behind a steel field that can be used as a source for other steel techniques. Steel techniques created from Aegis Armory gain the unsealing Kanji formula also. This technique can be used three times per battle with two turn cooldown in between usages.

□ Declined, need clarification on the sealing formulae. What can be released, and how many times? Can everything I sealed in the last 4 turns be unsealed at once, etc. Clarify. It also kind of feels thrown in there >,>. □

(Koton/Fuuinjutsu: Sei Senshi Kaosu Sorujā) – Steel Release/Sealing Technique: Black Luster Soldier, Sacred Soldier
Rank: S
Type:Supplementary
Range: Short-Mid
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: Black Luster Soldier, Sacred Soldier is a steel technique based on the technique Steel Release: Gallant Knight. Initially the opponent forms a singular handseal and forms a cluster of white and gold steel from the ground or pre existing source of steel to create a powerful warrior completely made of the finest steel. Sacred Soldier stands three meters tall with elegant white armor that resembles a bird. The soldier has a white broad sword that sits on his hilt and a white and gold shield that rests on his back. Much like Gallant Knight, Sacred Soldier is capable of using Taijutsu, Fuuinjutsu and Steel Release techniques(using his body as a source) up to and including S rank. Along the length of his sword, shield and entirety of his body he contains cyan blue kanji formulas on his body. Once per turn, costing a move, Sacred Soldier is capable of using his sword, shield, fists, entire body etc. to instantly shatter opponent's fuuinjutsu techniques up to A rank by violently injecting chakra into the barrier/kanji formula, scroll etc. A douple strength usage is possible by requires twice the amount of chakra as this technique allows. (Shattering an A rank or below fuuinjutsu will require 30 chakra, shattering an S rank fuuinjutsu will require 60 chakra).
This kanji formula can be triggered once Sacred Soldier comes in contact with these fuuinjutsu techniques. Steel techniques that originate from the body of Sacred Soldier also posses the kanji formulas that are on his bodice. Due to completely being made of steel, Sacred Soldier is highly durable and invulnerable to physical techniques like taijutsu, kenjutsu. However, he is vulnerable to lightning like other steel techniques due to strengths and weaknesses. His strengths also follow normal elemental strengths and weaknesses. Black Luster Soldier, Sacred Soldier can only be used two times per event. This technique lasts 4 turns. Only one Black Luster Soldier, Sacred Soldier can be on the battlefield at a time.
You must be registered for see images

□ Declined, I'm fine with most of the technique but the Knight itself can have the ability to inject chakra into seals upon contact, but not use Fuuinjutsu himself. I don't see a Steel creation being able to use Fuuinjutsu himself, the ability can stay but not the ability to use the skill in its entirety. Also, it can stay 3 turns. □

Pending: Leaving all for Negative Knight.
 
Last edited by a moderator:

Goetia

Active member
Supreme
Joined
Mar 12, 2014
Messages
34,486
Kin
3,218💸
Kumi
109,579💴
Trait Points
0⚔️
Shinryūō: Ritosuajimu, Dizasutā True King: Lithosagym, The Disaster
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn / -30 per regeneration)
Damage: 80
Description: The user will perform 4 handseals, and proceed to focus a large amount of chakra into the ground. A huge earthen creature will emerge from the ground, taking on the form of a 30 ft tall maned beast with 4 wings. It’s body is rife with large protrusions and sharp outgrowths that make it dangerous in close quarters, with only its forehead and snout being places where the user can situate themselves atop it. Within Lithosagym’s body lies a cavity, where a pulsing core of rock exists, that allows it to utilise all Earth Release techniques the user knows, in addition to the use of generic A-Rank rock and mud streams/projectiles, where projectiles fired from the spiky mane will instantly regenerate and replace themselves. The user can supplement this attack using their own Fire Release, by streaming it into an attack that Lithosagym uses, creating an S-Rank combo of ignited mud or rock that will prove deadly to whomsoever is caught in it. The most unique aspect of this jutsu is it’s unique link with the earth it is created from. So long as Lithosagym is in contact with the ground, even a single limb is sufficient, the user can use the earth itself as a source to regenerate any damage done to it, restoring it to its original strength (S-Rank), at the cost of a move. The user is also able to tap into Lithosagym as a medium through which to use Earth Release techniques, since it is entirely made of Earth Release itself, at the cost of a move, with chakra cost of jutsu being halved due to the source already existing and only an extent of manipulation being required. By channeling 5 chakra points per turn to their feet, the user is capable of standing atop Lithosagym during high speed movement or any other actions that would otherwise result in the user falling off from it. Upon deactivation, forcibly or otherwise, Lithosagym will rapidly fall apart and crumble into dust, leaving no time for others to use its remains. Additionally, the user’s Earth Release is limited A-Ranks and below for the remainder of that turn.

You must be registered for see images
⇒ This jutsu cannot be used as an earth source by enemies
⇒ Usable 2x per battle
⇒ Lasts 3 turns

Approved: made minor edit.

Shinryūō: Haimudaru, Iruminēta True King: Heimdallr, The Illuminator
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By stringing together a sequence of 4 handseals, the user will call forth a large bolt of lightning from the sky. Upon striking the ground, it will remain as a large mass of solid, pale electricity, in the shape of a 30 ft tall winged beast, with 3 heads and a single extremely long tail. It possesses a form of sentience that allows it to act both independently and at the command of the user. In the center of the familiar’s chest, lies a large golden-yellow orb of pulsating electricity, which acts as the core for its abilities. This orb is also special for another reason, which is that it is the very source of the familiar itself. This jutsu can be considered as 2 separate pieces combined into a single one; the inner core made of electricity, and the exterior “shell” of the familiar, which is generated by the core. This shell, which is made of electrical currents exhibiting an aspect of tangibility, is intended to protect the core, which is pure Lightning Release. As such, the strength of each separate piece, the shell and the core respectively, is effectively A-Rank. In order to eliminate this familiar, it is necessary to either blast through the shell and eliminate the core, or wait until the jutsu itself expires. Because of this electrical composition, Water techniques are unable to affect it, since Water merely acts as a conductor to Lightning and doesn’t inhibit any of its natural properties or power, unless the core itself is struck, which will result in its dissipation and the destruction of the familiar should the attack be of sufficient power. Heimdallr exhibits an extent of sentience that allows it to act with autonomy, though it can still follow the mental command of the user. Its Lightning Release core allows it to use generic A-Rank projectiles and streams of Lightning Release, as well as all Lightning Release that the user knows, including specialty-bound techniques. The trade-off is that, due to the core and shell being two separate pieces, the core can only create a single S-Rank Lightning Release jutsu per turn, whilst it is able to use as many A-Rank techniques of Lightning Release as it pleases. In addition, Heimdallr is able to lose its shape and transform itself into a smaller, compressed, bolt of pure Lightning Release, and in the essence of a thunderbolt, quickly shoot itself in any direction up to short-range, in order to evade attacks from an enemy, at the cost of a move. Being made of pure Lightning Release, the user is able to tap into its electrical composition and create Lightning techniques from it, though following the same restrictions for use as stated above (1 S-Rank per turn, unlimited A-Ranks), though still costing a move as stated with a halved chakra cost. Should the user wish to stand on Heimdallr, they must stream chakra equivalent to 5 points per turn to their feet so that they don’t fall from it. When Heimdallr deactivates, its entire body will simply dissipate, the electrical currents evaporating into the air. For the duration of the turn of deactivation, forcibly or otherwise, the user’s Lightning Release is confined to A-Rank and below.

You must be registered for see images
⇒ This jutsu cannot be used as a lightning source by enemies
⇒ Usable 2x per battle
⇒ Lasts 3 turns

Declined: First of all, you need to clarify that this is not natural lightning, and will not have the speed of natural lightning. Furthermore, you need to realize that this will still follow normal elemental S/Ws. Instead of summoning a lightning bolt, just create the familiar using lightning chakra or something.

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

You must be registered for see images

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

♪ Pending: Leaving for Negative Knight. ♪
The Hōgyoku
Type: Weapon
Rank: S
Range: N/A
Chakra: 40 (per transformation) / x amount (per chakra conversion) / 10 (per turn)
Damage: N/A
Description Born of a union between science and chakra, the Hōgyoku is, just like in the case of Samehada, a symbiotic organism, but different from any we have seen prior. This organism is trapped with a hardened, crystalline layer of itself, in a spherical shape, looking like a shining blue gem stone. This organism is implanted in the user’s chest, connected via medical ninjutsu to the different chakra network channels. The Hōgyoku was designed to read the chakra and aura of the user, their emotions and thoughts essentially. We have seen before that chakra has a very deep connection with the user’s emotional and mental state, thus, when the user requires or exhibits a desire for more power, this desire will become projected into the chakra itself, being read by the Hōgyoku. In response to this, the weapon will begin to forcibly modify and restructure the user’s structural and physical composition, with the user’s chakra serving as the fuel for this process. It is capable of growing at will, and since it is implanted directly into the user’s chakra system and body, it is able to travel through those mediums including the user’s blood vessels to every and any location on the body. The Hōgyoku is capable of creating a synthetic membrane that manifests itself by leaking out from the user’s skin and spreading over the user’s body. This creates a full-body covering that is capable of holding together the user’s body, e.g. skin and muscle tissue, should it be injured, though not healing them in any way. Because the Hōgyoku is bonded directly with the user, both the weapon and the user’s body have become accustomed to each other, which means that contact between injured tissues and the membrane covering will not result in infection or any debilitating effects. Upon the effects of the weapon actually occurring, it causes the user to undergo physical changes (eyes turning grey with purple sclera, longer hair). However, the true purpose of the weapon is not to directly protect the user, but in actuality, to bolster the abilities of Dark Release. Upon the completion of the transformation, the user becomes covered in a membrane that encapsulates their whole body, superficially akin to that of an armour, but much lighter and different in its very nature. Once the membrane is active, it seals off all openings to the user’s body, which will cover up wounds and other sensitive areas. The membrane itself possesses the ability to passively drain chakra from any energy-based techniques (e.g. Fire, Lightning, Wind etc.) that come into physical contact with it. Through this, the user is capable of passively draining chakra from anything possessing chakra, akin to the Draining Touch technique (doing so drains 20 points from the enemy at a 1:1 ratio; 20 normal chakra points → 20 Dark chakra points). The capacity for absorption of chakra through the Hōgyoku is equivalent in strength to an S-Rank absorption-type Dark Release technique (e.g. Ultimate Inhaling Maw). Besides it's absorption capabilities, the armour is immune to C-Rank and below techniques of a physical nature (e.g. Earth or Water). This also renders it immune to freeform and unranked damage such as the explosions from paper tags. Anything above the stated threshold or anything which exceeds the Hōgyoku's capacity for absorption will destroy the armour, neutralising it for the rest of the battle. It will be capable of taking one B-Rank technique (without the user sustaining harm to their body) but in doing so, the armour will be shattered. Though, once this occurs, the Hōgyoku will reflexively release an A-Rank shockwave that stretches to mid-range as a contingency mechanism, dealing major blunt force damage to anything hit by it. Similarly, due to the Hōgyoku being so closely connected with the user's chakra network, when detecting foreign chakra that enters the user's body (e.g. through Genjutsu), it will release this same blast in order to surge the user's chakra network and expel any foreign chakra or energies. Because of the symbiotic nature of the Hōgyoku, it requires sustenance in the form of chakra in order to function, draining small amounts from the user’s reserves. The user is also able to passively convert a part of his standard chakra reserves into Dark chakra reserves at a 1:1 ratio, with a maximum of 30 chakra points being able to be converted in a turn, whether or not a transformation is active. Based on the Hōgyoku’s natural ability to grow itself, replacing and creating new features on the body, the user is also able to create extra appendages on their body, at the cost of a move. The Hōgyoku will first read the desire of the user, which it will then act on by reshaping a part of the pre-existing membrane accordingly to create the shape or appendage the user desires. The user can create objects such as arms, tentacles, weapons, or even wings. In the case of wings, using them will require a move slot, with which they can fling themselves in any direction they desire over short-range distance. The Hōgyoku is also capable of lightening the chakra penalties of Dark Release usage, reducing all costs by half, which is accomplished by virtue of it being so closely intertwined with the user's chakra networks.

⇒ Creating an appendage(s) counts as a transformation when calculating chakra costs
⇒ Chakra converted through this technique into Dark Release counts as chakra attained through Inhaling Maw and Ultimate Inhaling Maw absorptions for techniques where it is a prerequisite
⇒ Chakra upkeep costs only apply whilst transformed
⇒ Transformations last indefinitely until forcibly or willingly deactivated
⇒ Can only be used by Goetia

Leaving for NK.
 
Last edited by a moderator:

Imperfect

Elite
Joined
Jan 24, 2013
Messages
9,883
Kin
2,726💸
Kumi
36,426💴
Trait Points
0⚔️
Awards
Resubmitting with permission from ReXii [SUP][ ][/SUP], also made edits to try and make them more succinct;

(Kingusugureibu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (Portal Creation/ Orbit) Short - Long (Projectile)
Chakra: 20 (Activation) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves directly from the far-flung Land, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, making their general shape identical to that of the weapon the user wishes to Summon. This is done due to the sheer scope of the available arsenal, requiring the user to shape the portal to take the same shape as the visualized weapon, with only that weapon capable of "fitting" through that portal, like cutting a key for a lock. Since these portals are composed entirely of the user's Chakra, they are practically weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their "arsenal" in this state. The number of Portals the user can maintain at any given time is limited to a max of 8, with the user able to freely manipulate the number of portals active. Because of it's massive scope, the user can draw from the virtually infinite arsenal the Land , summoning different styles of weapons from the same type of weapon (For example, in regards to summoning a sword, one has options such as a longsword, broadsword, rapier, katana, etc, for this one type of weapon, with other examples being lances, halberds, naginata, etc, for "polearm" type weapons, and so on). Once the user has selected and summoned their weapons, and have their "arsenal" orbiting their person, they can start to utilize these weapons in combat. Once they are brandished by the user or otherwise directly interacted with, the weapon is automatically summoned, being pulled through the S/T Portals the user creates. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, and the weapon reverts to it's previous state as a Summoning Portal in the shape of a weapon, and returns to orbiting the user with the rest of their arsenal. The only exception to this rule are projectiles utilized by ranged weaponry, for example arrows fired from a bow, or bolts loosed from a crossbow, which are unaffected by this limited range. The user can change the weapons they have currently "lined up" with this technique by "visualizing" a different weapon and moulding the portal to fit that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with in some other fashion. Finally, due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Elemental Chakra while this technique is active.

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

You must be registered for see images


You must be registered for see images

□ Declined, ReXii already made this with Fuuinjutsu. □

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


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

You must be registered for see images


You must be registered for see images

♪ Pending: NK got these. ♪

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

(Fūtessenjutsu: Gungi) Wind War Fan Technique: Council of War
Type: Supplementary/ Offensive/ Defensive
Rank: S-Rank
Range: Short - Long
Chakra: 40
Damage: 80 (10 per active Gunbai) or +20 (5 per pair of active Gunbai)
Description: Council of War is one of the most advanced Tessenjutsu created by the Uchiha for the purpose of enhancing their War Fan and Wind Release usage. To start the user must possess a Gunbai with a chain or link of some description. The user then wields the chain of their Gunbai in either hand, and performs the Seal of Confrontation with the other, gathering a large amount of Wind Release Chakra within the Gunbai's chain. Next the user performs multiple simultaneous Advanced changes in the Chakra's Shape, using the Chakra channelled into the chain to create new "links" that branch of from the existing links in the Gunbai's chain, like a key chain. As the user extends the length of branching paths in the chain, after they reach a certain distance, roughly a few feet for each link/ branch, they halt the creation of chains, and focus their Chakra on creating a Gunbai on the end of each chain. This process takes a few moments to achieve, as the user is dividing both their Chakra and their attention equally amongst these forming chains & Gunbai. Due to their advanced shape, the user can utilise this technique with other Jutsu, without requiring Chakra to sustain it. As a result, this technique can last for as long as the Gunbai created via this technique remain intact or unused.

S rank needs a turn limit and while you say it's advanced shape that takes quite a bit of control and chakra

(Sensen Fukoku) Declaration of War: The first application of this Jutsu is a simple and straightforward offensive, using all the Wind Release Gunbai to perform a massive generic ranged form of Wind Release, eg: a gust, blast, stream, arc of sharp Wind, etc. The user performs this by simply swinging their Gunbai in the desired direction and manner, allowing the user to perform a single potential attack from the wide and varied usages of Fan-Based Wind Release Jutsu. The damage, scale, ect, that this attack does is dependant on the number of the active Wind Release Chained Gunbai, resulting in 10 base damage for each, with a max of 80 damage. Naturally this usage, of any strength, uses one of the users 3 moves per turn, and can only be used once per turn.

This can be done with cannon techniques as i don't believe this is your cw? So once you form these gunbai made of chakra, escentially you can release wind jutsu based on a fan anyway through them. Or say you can use these as a medium for wind that requires a sword or a fan ect.

(Hojo Zōen) Auxiliary Reinforcements: Alternatively, the user can utilize these newly formed Gunbai to enhance existing Wind Jutsu that utilize a fan weapon for their creation, as each swing from the users Gunbai has much more power and force behind it, thanks to the existence of multiple Gunbai swinging in tandem with one another. This results in an increase of 5 damage for every 2 active Gunbai the user has, and a 25% increase to the Jutsu's size, to any Wind Jutsu the user performs with their Gunbai, excluding any of the usages of this technique. Due to it's entirely supplemental nature, this action is passive, and is activated within the same time frame as the Jutsu this one is supplementing. This usage is naturally weakened if the user expends Gunbai for other applications, and is always rounded down to the nearest even number, so even if the user has 7 Gunbai remaining, they only have 3 pairs, and thus only achieve +15 to their Fan Jutsu, etc.​

Get rid of % and stuff, if damage is increased i want a solid number, useage and limits.

(Ten no Sensō Odori) Heavenly War Dance: Also known as "Tenburenjin", the Continuously Dancing Heavenly Blade, this application allows the user to "fire" one of their Gunbai like a projectile, arcing their swing from left to right, or vice-versa, and releasing it at a high speed, rapidly spinning projectile, conceptually and visually similar to a Shuriken. Upon reaching the vicinity of their target, within 5m or less, the user performs the Seal of Confrontation, releasing a small pulse of Chakra (Requiring 5 Chakra) that remotely signals the projectile to explode outwards in all directions, shredding anything within 5m of the omnidirectional expanding sharp currents and arcs of the Wind. This usage requires one of the user's 3 moves per turn, can only be performed once every 3 turns, and is ranked as an A-Rank Long Range Wind Release Jutsu, with the appropriate Elemental strengths, weaknesses, interactions, etc.

This is nice and unique

(Senda Ni Modori) Return to Sender: Similarly to the previous usage, the user fires one of their Gunbai, this time with an overhead, or rising arc, causing the Gunbai to be fired at the target, this time on the opposite axis of rotation. And similarly to the previous usage, upon reaching the vicinity of the target, again, within 5m of the target, the user performs the Seal of Confrontation, releasing a pulse of Chakra (Requiring 5 Chakra) to cause the Gunbai to explode. This releases a powerful gust/ gale from one of the "faces" of the Gunbai. The intent is not to cut the opponent up, but to push them, or a projectile back, or negate an incoming Jutsu, etc. This requires one of the user's 3 moves per turn, can only be performed once every 3 turns, and is ranked as a B-Rank Long Range Wind Release Jutsu, with the appropriate Elemental strengths, weaknesses, interactions, etc.​

Nice also

Note: Can only be used twice per battle/ event, and the user must wait at least 3 turns between usages. Additionally, after this techniques usage ends, the user cannot perform Wind Release Jutsu above B-Rank for 2 turns.
Note: The user cannot perform this Jutsu if they have Gunbai left over from a previous usage.
Note: Can only be taught to, and used by, a Biography which possesses a Gunbai & chain.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Declined - drawbacks are fine just the notes within need fixing
(Kingusugureibu ♕ Busōko) Kingsglaive ♔ Armiger Arsenal
Type: Supplementary/ Offensive/ Defensive
Rank: B-Rank
Range: Short (Portal Creation/ Orbit) Short - Long (Projectile)
Chakra: 20 (Activation) 5 (Per Turn Active)
Damage: 5 - 40 (Depending on the severity of an injury)
Description: The user starts by performing the Seal of Confrontation, drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for a "Pact" they have with a distant, isolate Land engulfed in boundless armaments. However, instead of Summoning the weapons themselves directly from the far-flung Land, they create small Space/ Time Portals (similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals into that of the weapon the user wishes to Summon. This is done due to the sheer scope of the available arsenal, requiring the user to shape the portal to take the same shape as the visualized weapon, with only that weapon capable of "fitting" through that portal, like cutting a key for a lock. Since these portals are composed entirely of the user's Chakra, they are weightless, and their positioning can be controlled by the user at will, allowing the user complete control over their "arsenal" in this state. The number of Portals the user can maintain at any given time are limited to a max of 8, with the user able to freely manipulate the number of portals active. Because of it's massive scope, the user can draw from the virtually infinite arsenal the Land , summoning different styles of weapons from the same type of weapon (For example, in regards to summoning a sword, one has options such as a longsword, broadsword, rapier, falchion, katana, ninjato, etc, for this one type of weapon, with similar cases in other types, such as lances, halberds, partizen, naginata, etc, for "polearm" type weapons, and so on). Once the user has selected and summoned their weapons, and have their "arsenal" orbiting their person, they can start to utilize these weapons in combat. Once they are brandished by the user or otherwise directly interacted with, the weapon is automatically summoned, being pulled through the Portals the user creates. In the case of the user directly wielding the weapon, this allows them to use the weapon as though they were physically carrying and transporting it, however, as soon as the weapons leave the user's hand/ control, or leave a Short Range radius of the user, the Summoning is immediately undone, and the weapon reverts to it's previous state as a Portal in the shape of a weapon, and returns to orbiting the user with the rest of their arsenal. The only exception to this rule are projectiles utilized by ranged weaponry, for example arrows fired from a bow, or bolts loosed from a crossbow, which are unaffected by this limited range. The user can also change the weapons they have currently "lined up" with this technique by "visualizing" a different weapon and moulding the portal to fit that weapon, allowing them to switch between various weapons for radical changes in their combat style, however this can only be done on weapons that are not being directly interacted with. Finally, due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Elemental Chakra while this technique is active.

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

You must be registered for see images


You must be registered for see images

□ Declined. I'm sorry but I still don't see how it's different enough from the one ReXii has. □




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


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

You must be registered for see images


You must be registered for see images

□ Declined. Clashes with existing techniques. It won't change that this is similar to quite a few techniques. □




(Fūtessenjutsu: Gungi) Wind War Fan Technique: Council of War
Type: Supplementary/ Offensive/ Defensive
Rank: S-Rank
Range: Short (Short - Long for select usages)
Chakra: 40
Damage: 80 (10 per active Gunbai) or +20 (5 per pair of active Gunbai)
Description: Council of War is one of the most advanced Tessenjutsu created by the Uchiha for the purpose of enhancing their War Fan and Wind Release usage. To start the user must possess a Gunbai with a chain or link of some description. The user then wields the chain of their Gunbai in either hand, and performs the Seal of Confrontation with the other, gathering a large amount of Wind Release Chakra within the Gunbai's chain. Next the user performs multiple simultaneous Advanced changes in the Chakra's Shape, using the Chakra channelled into the chain to create new "links" that branch of from the existing links in the Gunbai's chain, like a key chain. As the user extends the length of branching paths in the chain, after they reach a certain distance, roughly a few feet for each link/ branch, they halt the creation of chains, and focus their Chakra on creating a Gunbai on the end of each chain. This process takes a few moments to achieve, as the user is dividing both their Chakra and their attention equally amongst these forming chains & Gunbai. Due to their advanced shape, the user can utilise this technique with other Jutsu, without requiring Chakra to sustain it, however, as a result, these Gunbai slowly fade away, completely disappearing at the end of the user's 6th turn after performing this technique. With the Gunbai formed and stabalized, the user can then go about utilizing them in a multitude of usages, which are as follows;

(Sensen Fukoku) Declaration of War: The first application of this Jutsu is a simple and straightforward offensive, using all the Wind Release Gunbai to perform a generic Wind Release projectile, eg: a gust, blast, stream, arc of sharp Wind, etc. The damage, scale, ect, of this application is dependant on the number of the active Wind Release Chained Gunbai, resulting in 10 base damage for each, with a max of 80 damage. Naturally this usage, of any strength, uses one of the users 3 moves per turn, and can only be used once per turn, however, this usage does not consume any of the Chakra Gunbai.

(Hojo Zōen) Auxiliary Reinforcements: Alternatively, the user can utilize these Gunbai to enhance existing fan-based Jutsu. As each swing from the users Gunbai has much more power and force behind it, thanks to the existence of multiple Gunbai swinging in tandem with one another, this results in an increase of 5 damage for every active pair of Gunbai the user has, and an increase to the Jutsu's range, up to Long Range, to any Wind Jutsu the user performs with their Gunbai, excluding usages of this technique. Due to it's entirely supplemental nature, this action is passive, and is activated within the same time frame as the reinforced technique. This usage is naturally weakened if the user expends Gunbai for other applications, and is always rounded down to the nearest even number, so even if the user has 7 Gunbai remaining, they only have 3 pairs, and thus only achieve +15 to their Fan Jutsu, etc.​

(Ten no Sensō Odori) Heavenly War Dance: Also known as "Tenburenjin", the Continuously Dancing Heavenly Blade, this application allows the user to "fire" one of their Gunbai like a projectile, arcing their swing from left to right, or vice-versa, and releasing it at a high speed, rapidly spinning projectile, conceptually and visually similar to a Shuriken. Upon reaching the vicinity of their target, within 5m or less, the user performs the Seal of Confrontation, releasing a small pulse of Chakra (Requiring 5 Chakra) that remotely signals the projectile to explode outwards in all directions, shredding anything within 5m of the omnidirectional expanding sharp currents and arcs of the Wind. This usage requires one of the user's 3 moves per turn, can only be performed once every turn, and is classified as an offensive A-Rank Long Range Wind Release Jutsu, with the appropriate Elemental strengths, weaknesses, interactions, etc.

(Senda Ni Modori) Return to Sender: Similarly to the previous usage, the user fires one of their Gunbai, this time with an overhead, or rising arc, causing the Gunbai to be fired at the target, this time on the opposite axis of rotation. And similarly to the previous usage, upon reaching the vicinity of the target, again, within 5m of the target, the user performs the Seal of Confrontation, releasing a pulse of Chakra (Requiring 5 Chakra) to cause the Gunbai to explode. This releases a powerful gust/ gale from one of the "faces" of the Gunbai. The intent is not to cut the opponent up, but to push them, or a projectile back, or negate an incoming Jutsu, etc. This requires one of the user's 3 moves per turn, can only be performed once every turn, and is classified as a defensive B-Rank Long Range Wind Release Jutsu, with the appropriate Elemental strengths, weaknesses, interactions, etc.​

Note: Can only be used twice per battle/ event, and the user must wait at least 4 turns between usages. Additionally, after this techniques usage ends, the user cannot perform Wind Release Jutsu above B-Rank for 2 turns.
Note: Can only used by a Biography which possesses a Gunbai w/ chain.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

□ Pending. Leaving for Vex/Pekoms/LoK. □
 
Last edited by a moderator:

Superlative

Active member
Elite
Joined
Jun 9, 2012
Messages
8,991
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Resubmitting:

(Suberi Yasui no Mai) - Dance of the Slippery Elm
Rank: S
Type: Offense/Defense
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: This is a technique unique to those of the Kaguya clan where the user will begin by slamming their hands on the ground and pooling their chakra in one desired area of the battlefield. With that area as the focal point, the user will create a giant, 60 meter tall bone-tree that erupts from the earth. Upon forming, the tree sprouts innumerable large "bone-branches" that grow in every which direction away from the tree trunk. The bones that comprise these branches are special in that they are all segmented and lined with thorny protrusions, similar to one's spine when using the Clematis Vine. Similar to the vine, the branches can be manipulated to stiffen and relax so that they can be as flexible as whips or as stiff as ordinary bones. The user can control the branches by channeling chakra through the tree and remotely-controlling them to move or even lash out like whips. With its incredible size, the branches can be used to extend all the way out to Long Range if desired. To support its size and wide range of movement, the trees cements itself in the earth by spreading a network of bone roots underground -- the bones spread up to Mid-Range away from the tree trunk underground. This multi-purpose technique was created for the sake of combating larger foes; the branches can be used to twist, wrap, and constrict around most boss-level summoning animals to simultaneously immobilize and gravely injure them. The branches can also be used in a more aggressive manner where they lash out like whips to form a flurry of powerful attacks with a combined power equivalent to an S-Rank technique.

*The tree itself can only be created once per battle.
*The user can only use one other technique in the same turn that the tree is created.
*The branches can be manipulated three times per battle, with each usage counting as one of the user's 3 allotted moves per turn. The user must post this technique as a reference every time it is used.
*The user must wait at least one turn in between each usage of the branches.
*The user can only use A Rank and below Kaguya jutsu in the turn following the use of the branches.


Declined - 60m is too high, why? Because 25m radius is long range, so even if an opponent said they were long range from you they'd be hit by this i mean, this is nearly three times the size of that. Not only that but it lasts forever which i wont allow. Scale size and use are too much. Even if you can use it once you can control it the entire fight
Resubmitting:

(Suberi Yasui no Mai) - Dance of the Slippery Elm
Rank: S
Type: Offense/Defense
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: This is a technique unique to those of the Kaguya clan where the user will begin by slamming their hands on the ground and pooling their chakra in one desired area of the battlefield. With that area as the focal point, the user will create a large 15 meter tall bone-tree that erupts from the earth. Upon forming, the tree sprouts innumerable large "bone-branches" that grow in every which direction away from the tree trunk. The bones that comprise these branches are special in that they are all segmented and lined with thorny protrusions, similar to one's spine when using the Clematis Vine. Similar to the vine, the branches can be manipulated to stiffen and relax so that they can be as flexible as whips or as stiff as ordinary bones. The user can control the branches by channeling chakra through the tree and controlling them remotely to move or even lash out like whips. With its incredible size, the branches can be used to extend all the way out to Long Range if desired. Just as the Kaguya are capable of doing with the Dance of the Young Ferns technique, the user is capable of passively fusing with and travelling throughout the entirety of the bone-tree. Likewise, the branches can be manipulated from within the tree if the user desires.To support its size and wide range of movement, the trees cements itself in the earth by spreading a network of bone roots underground -- the bones spread up to Mid-Range away from the tree trunk underground. This multi-purpose technique was created for the sake of combating larger foes; the branches can be used to twist, wrap, and constrict around most boss-level summoning animals to simultaneously immobilize and gravely injure them. The branches can also be used in a more aggressive manner where they lash out like whips to form a flurry of powerful attacks with a combined power equivalent to an S-Rank technique.

*The tree itself can only be created once per battle.
*The user can only use one other technique in the same turn that the tree is created.
*The branches can be manipulated 3 times per battle, with each use counting as one of the 3 allotted moves per turn.
*After using the branches 3 times (if it hasn't been destroyed before then), the tree remains on the battlefield completely idle and unable to be manipulated (similar to the bone spikes created by Dance of the Young Ferns).
*The user must wait at least one turn in between each usage of the branches.
*The user can only use A Rank and below Kaguya jutsu in the same turn as using the branches. The same goes for the following turn.

Declined: By member's request.
 
Last edited by a moderator:

Zatanna

Elite
Joined
Mar 2, 2012
Messages
8,683
Kin
4,926💸
Kumi
18,043💴
Trait Points
40⚔️
Seido Gummu | Precision Gum
Type: Supplementary/offensive/defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description:
After the user has channeled their chakra into the gum and begins to blow a bubble(s) they will additionally infuse inside an elemental chakra into the skin of the gum. Depending on the element infused, will produce different effects upon bursting the gum bubble
Lightning:
The bits of gum that are flying outwards are charged with lightning chakra and as such paralyse upon contact. Not enough to paralyse the whole body but simply the area they come into contact with.
Earth:
The bits of gum the fly outwards are hardened into chunks that are given the ability to become projectiles that can break through B ranked earth and below.
Wind:
This affects the smoke created from the explosion, covering the battlefield area up to mid range in thick smoke difficult to see through with the naked eye. (Restricts range to short while inside, can be blown away by B rank wind)
Fire;
Creates a firey explosion upon detonations, that ignites the gum into flaming projectiles. Additionally, it will ignite any wind jutsu, following the path of least resistance. (B ranked fire stream/ball)
Water:
Doubles the size of the gum flying out from the explosion, to the point where simply free form avoiding it isn't feesable. A jutsu/defence must be used.
Notes:
Each elemental projectile is B rank in strength and follows elemental S/W
Is done in same time frame as casting bubblegum ninjutsu
Can only infuse one element per jutsu


□ Pending. Leaving for Pekoms. □


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

Seido Gummu | Precision Gum
Type: Supplementary/offensive/defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description:
After the user has channeled their chakra into the gum and begins to blow a bubble(s) they will additionally infuse inside an elemental chakra into the skin of the gum. Depending on the element infused, will produce different effects upon bursting the gum bubble
Lightning:
The bits of gum that are flying outwards are charged with lightning chakra and as such paralyse upon contact. Not enough to paralyse the whole body but simply the area they come into contact with.
Earth:
The bits of gum the fly outwards are hardened into chunks that are given the ability to become projectiles that can break through B ranked earth and below.
Wind:
This affects the smoke created from the explosion, covering the battlefield area up to mid range in thick smoke difficult to see through with the naked eye. (Restricts range to short while inside, can be blown away by B rank wind)
Fire;
Creates a firey explosion upon detonations, that ignites the gum into flaming projectiles. Additionally, it will ignite any wind jutsu, following the path of least resistance. (B ranked fire stream/ball)
Water:
Increases the size of the gum adding +20 damage to the jutsu
Notes:
Each elemental projectile is B rank in strength and follows elemental S/W
Is done in same time frame as casting bubblegum ninjutsu
Can only infuse one element per jutsu

Approved: Remember, it still follows S/W and damage rules.

Katon: Hi no Ame | Fire technique: Rain of fire
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
After first making a set of three handseals, the user will gather fire chakra in their hand while holding a ninja tool and infuse it with fire chakra. After throwing the tool, the user will make a single seal to activate the technique where the ninja tool will the split into 5 other fire creations of the tool going towards the opponent in a pentagonal shape. Each fire tool creates a tiny explosion upon impact much like a paper bomb
Notes:
Can only be used once per turn
1 turn cool down inbetween

Approved

Doton: Puresha sufeera | Earth technique: Pressure Sphere
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
The user forms 3 seals and concentrates their chakra into the earth in the landscape and begins to manipulate it to rise create a large Venus fly trap like construction. The size can vary from a small tree to that of the larger earthen stone golem. As an enemy jutsu is coming towards the user, the earthen trap extends encompassing the incoming jutsu and tightly surrounding it as a sphere, locking out all light and oxygen, becoming a perfect spherical ball. Capable of countering incoming fire jutsu much more powerful, it removes the oxygen powering the flames.
Notes:
-can be used 3 times
-no other earth jutsu on same turn
-1 turn cool down in between.

Approved: Remember this still abides by normal S/Ws and damage rules.
 
Last edited by a moderator:

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Awards
(Taiton: Pirueetto) Typhoon Style: Pirouette
Type: Supplementary
Rank: D-C
Range: Short(Long reach)
Chakra: 10-15
Damage: N/A
Description: The user claps their hands together to summon a small typhoon under their feet. The typhoon will lift the user upwards while surrounding them in a thin layer of black winds. The purpose of the technique is to avoid ground-based techniques as well as debris. The maximum height of the typhoon is 10 meters if D-ranked and 30 meters if C-ranked. When the user releases their seal the typhoon breaks down and they will fall(or hopefully land). The top of the typhoon will have a thin layer of wind, creating a floor for the user to stand upon while using the typhoon to lift them up with. This floor rotates counteractive to the rotation of the typhoon, which means the user doesn't spin around him/herself. Due to shape-manipulation, the user can shape the typhoon their standing on to lean in certain degrees, being able to carry them to the other side of the battlefield very fast or jump over a gigantic summoning.

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

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

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

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

□ Approved. □

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

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

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

Typhoon training [ ]
Resubmitting;

(Taiton: Kuroi Kaze Bunshin) Typhoon Style: Black Wind Clone
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The user summons up to four shadow-clones that are made up by taiton chakra. These clones shares the same characteristics of the release form itself and thus are resistant to most physical attacks and kinetic energy as taiton is an energy itself. As a clone, they can perform any and all typhoon release jutsus the user knows + the basic wind element. As the jutsu itself is of B-rank, anything that B-rank taiton can handle, these clones can handle. Another unique feature to these clones are that they can turn invisible(passively) due to being made by the advanced element based on wind. Wind can refract light and make it unable for anyone to see the clones unless chakra sensing or dojutsu is used.
Note: Can only be taught by Skorm.

Approved: Nice job, just remember that if you divide these into four clones, then they'd be able to 'tank' less damage. Also, they'd still be able to be heard, and people would still see their foot prints and such.

(Taiton: Minakami taifū) Typhoon/Water Style: Water Typhoon
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40(+20 to suiton techniques)
Description: The user will focus their typhoon chakra into a body of water nearby(up to mid-range) and through shape-manipulation create a gigantic water typhoon. The mass of the water makes the typhoon even deadlier and through the capabilities of the typhoon release, it can shred through solid material like butter. This jutsu is meant to not only attack opponents but also create new water sources of the users liking. The water can dig itself down very deep and the only limit is the users imagination. The trail of the water typhoon will drench everything it leaves behind it.

Note: Requires water source or a conjunction with another water jutsu.
Note: Can only be taught by Skorm.

Approved: Edited slightly.

(Taiton: In'ei) Typhoon Style: Shadestep
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short-Mid(travel)
Chakra: 20
Damage: N/A
Description: The user will gather up typhoon chakra throughout their entire body and take the shape of their release. Their body will become dark wind and thus making the user invulnerable towards physical attacks and lightning whilst neutral to B-rank wind/fire. When the user move they will leave a trace of dark wind that takes the shape of the user, creating a trail of the users chakra shaped as a series of bodies to appear as they run. This will confuse the opponent
and make them wonder where user is. At this state however, the user cannot perform ninjutsu until they solidify, but due to the fact the user becomes relatively weight-less they become fast(1.5x faster). As wind, the user will be able to refract light, making them invisible to the naked eye.

Note: Can only be used 4 times per battle.
Note: Can only be taught by Skorm.

Approved: The invisibility is fine, but again signals of your movement would still be seen by the naked eye even if your physical body isn't. e.g distortions in air, the sound of a large amount of air moving, etc.
 
Last edited by a moderator:

Fomo

Active member
Legendary
Joined
Jul 16, 2008
Messages
10,360
Kin
84💸
Kumi
213💴
Trait Points
0⚔️
[イオン 時計 ] - Ion Tokei | Aeon Clock
Type: Supplementary
Rank: N/A
Range: Self
Chakra: [20 Each Turn]
Damage: None
Description: Aeon Clock is an advanced, seal-less, Jutsu that forsakes the Yamanaka’s Physical Prowess for the sake of unmatched mental prowess. Normally an individual relies on their brain to govern and direct their body. The ability to rule the body stems from the structure of the brain, which is composed of two hemispheres with their own specific responsibilities. In summary, the hemispheres are dedicated to the faculties’ such as processing information, visual and spatial recognition (which includes non-verbal stimuli), sequential cognitive patterning, and other small relevant tasks related to decision making faculties. Within a singular brain, the energy and effort spent is dedicated to maintaining these faculties as peak humanly levels. (None of this is necessary)

Aeon Clock in the hands of a Yamanaka requires chakra to circulate all chakra flow to their mind. The overflowing chakra allows the ninja to double the energy and efforts of the brain’s hemispheres, which normally work at 50% each, to a staggering 100% each. The result of this overflow results in complete comatose like state for the ninja’s body from the neck down, which limits the ninja to visually processing (hearing, smelling as well) reality around them in nigh infinite loops. These loops are based on what the ninja is perceiving, but they happen drastically faster than the actual act itself. To best illustrate this, the Yamanaka can witness the opponent cast a fireball that is sent towards them – the Yamanaka will perceive that and see the most likely result of said traveling fireball many times faster than normal.

Remember that for the loops to occur, the Yamanaka had to redirect their chakra to their minds which forfeits half the physical body's prowess that their individual body possessed. It is because of the overflow of chakra towards the brain, that the ninja is unable to perform Taijutsu, Kenjutsu, and Elemental Jutsu above B-Rank - Taijutsu, Kenjutsu, and Elemental Jutsu Requires an additional 20 Chakra Points - Taijutsu, Kenjutsu, and Elemental Jutsu Suffers a 20 Point Damage Reduction. If Aeon Clock is ever forcefully broken or abruptly ended, this occurs when the ninja hastily cancels the technique instead of waiting one turn to cool down, the Yamanaka will experience a severe wipe out resulting in loosing on cognitive – rational ability. No form of Jutsu can be performed. Genjutsu of any level is easily capable of invading the Yamanaka's mind considering the increase in the mental prowess leaves it more exposed. (This removes any Genjutsu Immunity the Ninja may have)

~ Note: Aeon Clock is causing a Yamanaka’s Mind to perform at an 100% increase, compared to an ordinary human mind, thus the ninja develops better efficiency in their chakra pool. The efficiency is represented by a 20 Point Chakra Reduction in Ninjutsu, Fuinjutsu, and Genjutsu - As well Jutsus of those Types' Maintenance Cost [Each Turn Jutsu Drains X Chakra] is Reduce by 20 Chakra Points. This efficiency boost stems from the fact that the strength of a Jutsu is dependent on the Chakra spent and Chakra consists of half Spiritual Energy (which derives from the Mind’s Conscious); thus, with the 100% increase of the Yamanaka’s Mind - the overall spiritual energy needed for a Jutsu has be shaved.

~ Note: Aeon Clock is causing a Yamanaka’s Mind to perform at an 100% increase, compared to an ordinary human mind, thus the ninja develops better efficiency in other Yamanaka Jutsu. This efficiency is represented by an increased in the rules of engagement for a Yamanaka: If a Yamanaka has activated the Aeon Clock Jutsu, the strength of their techniques increases considerably - targets drop in rank by 1 respective to where they ordinary would be against the Yamanaka - the only exception are ninjas that have activated Aeon Clock or possess active Yin Release.

~ Note: Aside from that increase, the environment around them is immediately memorized as well as the ninja's current mental and physical status (down to the smallest cells). This memory of the environment only pertains to what has been perceived prior to Aeon Clock activation. Despite this memorization, the Yamanaka can actively update their memory easily and rapidly whenever external occurrences are perceived. (This serves as evidence to the fact the Yamanaka’s increased mental state does not induce any sort of illusionary effects, just increased mental and visual prowess).

~ Note: Aeon Clock is causing a Yamanaka’s Mind to perform at an 100% increase, compared to an ordinary human mind, thus the ability to track is heightened many times. The Tracking Ability heightening is represented by the Ninja gaining a Bonus “x3 Multiplier” to their “Default Tracking Category”.

~Declined~
You're trying too hard to explain this with unnecessary context and not getting to the point of what the actual jutsu is. I read two paragraphs of nothing essentially. Consolidate this and make a concise point.



--------
--------​

[アンカー] - Ankā | Anchor
Type: Supplementary
Rank: D
Range: Self
Chakra: 10 Per Turn
Damage: None
Description: Anchor is a supplementary, seal-less, Jutsu that serves to aid the Yamanaka from mental invasion during the active use of the Aeon Clock technique. With the dramatic increase in their mental faculties, the ninja’s mental faculties have become easier than usual (the usual being a Yamanaka) to manipulate. One new ability granted to the Yamanaka upon activation of the Aeon Clock technique is the ability to manipulate the brain to mentally perceive and project the experience of seeing a totem on the battlefield. Despite any active changes to the Yamanaka’s perception of the environment, the totem mentally remains undisturbed due to it stemming from the ninja’s mind. The only time it is disturbed is when the ninja’s mind wills it or under Genjutsu that unintentionally ignores the totem.

~ Note: The Totem changes every turn, thus requires the user of this jutsu to constantly update each turn what object they are using as an anchor.

~ Note: The Totem is referred to as an Anchor because it serves to inform the Yamanaka that the reality they are experiencing is still under their control or at least free of their opponent's direct manipulation.

~ Note: This Jutsu does nothing to protect or prevent the Yamanaka from Genjutsu related attacks, all it does is inform the ninja that the genjutsu has occurred.

~ Note: This Jutsu doesn't consume time since its actually a skill applied to a technique used at the same time.

Declined

Get the first one approved first.
 
Last edited by a moderator:

Howard

Active member
Supreme
Joined
Aug 17, 2010
Messages
33,078
Kin
1,430💸
Kumi
4,464💴
Trait Points
0⚔️
Awards
Update:

(Senninka: Schwifty o Nyūshu) - Sage Transformation: Get Schwifty
Type: Supplementary
Rank: C - A
Range: Short
Chakra Cost: 15 - 30
Damage: ( heals 30 to 60 damage depending on wounds healed )
Description: Get Schwifty is an ability that allows a Sage Transformation clansmen to replace limbs, or appendages lost in battle and recover from similar severe damage such as crater-like wounds to the upper or lower body barring complete organ degeneration. The Sage Transformation clansman is able to produce muscle, flesh, nerves, bones and tendons but is unable to produce organs, however it can produce small amounts of organ tissue these cells only replace what was lost and cannot create different appendages ie; if an arm was lost and is being regenerated the user cannot produce a wing instead it has to be an arm with the same exact proportions and usability. They can also produce endothelial cells though to replace blood vessels that were severed or lost due to damage but are unable to replace the entire heart muscle itself if it is excessively damaged but can heal organs if they were merely bruised or harmed mildly they just cannot replace entire organs. This is based heavily on the ability that Juugo was shown to use that allowed him to enlarge his child sized body during his fight with A the Fourth Raikage. He was shown to be able to produce muscle, flesh, bone, tendons and nerves by entering a Complete Sage Transformation replacing the cells he had given to Sasuke to heal his wounds. The Sage Transformation clansmen can also reattach limbs by placing them against a wound and using this technique instead of growing an entirely new limb. This process is a lot like how a lizard can regrow a tail, or the African Spiny Mouse can regrow it's skin. The process is rather painful even though it is replacing what was lost and is able to break any genjutsu that can be broken through pain. This technique can be performed alongside most other Sage Transformation techniques happening in the same timeframe. By rejecting the new cells and providing them to a Curse Seal recipient or another Sage Transformation user the user is able to heal them in a similar fashion to healing their-self. This is because any Curse Seal user or Sage Transformation user is compatible with the Sage Transformation enzyme which grants the shape-shifting abilities.
Note: Can only be used twice per battle
Note: Cannot be used while in Complete Sage Transformation

♪ Approved: Really cool jutsu. ♪
(Senninka: Schwifty o Nyūshu) - Sage Transformation: Get Schwifty
Type: Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage: ( heals 30 to 80 damage depending on wounds healed )
Description: Get Schwifty is an ability that allows a Sage Transformation clansmen to replace limbs, or appendages lost in battle and recover from similar severe damage such as crater-like wounds to the upper or lower body barring complete organ degeneration. The Sage Transformation clansman is able to produce muscle, flesh, nerves, bones and tendons but is unable to produce organs, however it can produce small amounts of organ tissue these cells only replace what was lost and cannot create different appendages ie; if an arm was lost and is being regenerated the user cannot produce a wing instead it has to be an arm with the same exact proportions and usability. They can also produce endothelial cells though to replace blood vessels that were severed or lost due to damage but are unable to replace the entire heart muscle itself if it is excessively damaged but can heal organs if they were merely bruised or harmed mildly they just cannot replace entire organs. This is based heavily on the ability that Juugo was shown to use that allowed him to enlarge his child sized body during his fight with A the Fourth Raikage. He was shown to be able to produce muscle, flesh, bone, tendons and nerves by entering a Complete Sage Transformation replacing the cells he had given to Sasuke to heal his wounds. The Sage Transformation clansmen can also reattach limbs by placing them against a wound and using this technique instead of growing an entirely new limb. This process is a lot like how a lizard can regrow a tail, or the African Spiny Mouse can regrow it's skin. The process is rather painful even though it is replacing what was lost and is able to break any genjutsu that can be broken through pain. This technique can be performed alongside most other Sage Transformation techniques happening in the same timeframe. By rejecting the new cells and providing them to a Curse Seal recipient or another Sage Transformation user the user is able to heal them in a similar fashion to healing their-self. This is because any Curse Seal user or Sage Transformation user is compatible with the Sage Transformation enzyme which grants the shape-shifting abilities. Additionally in the same timeframe as damage being taken the user is able to heal their own body at a quick pace by replacing dead, or dying tissue as well as healing broken bones as they happen. This allows the Sage Transformation user to negate damage as it happens by either preemptively healing the body or replacing tissue as it is destroyed. This is an intensely painful process even moreso than the healing mentioned above. This is because the user takes the damage from the attack directly but is able to negate it in time to stop irreparable damage from being done. If S rank damage is healed or negated the user cannot enter Complete Sage Transformation for two turns.
Note: A rank or below can only be used twice per battle
Note: S rank version can only be used once per battle
Note: Cannot be used while in Complete Sage Transformation

□ Declined. Keep original. □

(Sono Niiro Ontou Te) The Red Right Hand and The Devil's Left
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80 (La Muerta) (+10 to punching techs excluding La Mueta)
Description: This weapon is mainly for defensive and offensive purposes in Short Range combat such as close range taijutsu. It's a set of multi-plated arm guards that run up the side of the wielder's arms leaving no visible skin. They are both form fitting thus able to block thrown objects such as Kunai and Shuriken quite easily but if they are connected to an Explosive tag of some sort the user must still deal with that as the Guard won't block the explosion or flash. The guards surround the wielder's arms and are made of two special types of metal both are quite malleable and versatile the metals have a special property; the metals are able absorb the wielder's chakra directly from his chakra reserves without his permission or consent storing it then infusing their punches with the chakra much to the same extent Sakura and Tsunade do but the user won't have to focus on the chakra level like Sakura and Tsunade, the Arm Guards do it for the wielder maintaining chakra flow from the user to the Guards. The punches are enough to crack bones and bruise and batter the body. The stored chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the finger tips and infuses into the wielder's punch/hand the chakra in no way forms a blast but absorbs into the part of the arm guard that covers the fingers and then into the user's hand. The punch is not so much driven by muscle power but by the chakra that is infused into the punch it can be accomplished with either fist. The user must make contact with the opponent however for the punch to effect the opponent if done so the punch is enough to shatter bones and bruise and bash internal organs. La Muerte is easily able to break multiple ribs in one shot and bruise and bash internal organs such as the lungs, heart, and stomach depending on where the punch lands if used properly this can make breathing much harder and put excess pressure on the internal organs making quick movements painful and in some cases almost impossible. La Muerte is comparable to an A rank attack as that is how much chakra is focused into the punch. The Arm Guard can also be used defensively to block Basic Taijutsu attacks up to B rank but can only be done 3 times per battle. La Muerte kind of resembles Jugo's CM punches in a way as well as Tsunade and Sakura's chakra infused punches. The blades on the guard are sharp enough to easily cut flesh and defend against sword strikes as well as kunai and other bladed weapons. They are both insulated and therefor make very bad conductors they can be imbued with a chakra nature however much like that of a sword or a kunai.

Finally the user can fully consent to the guards' absorption of his chakra, and instead of fighting against it let it devour vast amounts of chakra this lets the guards morph and twist taking over the user's body. The guard will extend taking over the user's upper body and shattering his mental state. At this point the user will grow mad with power unable to properly control himself relying completely on instinct. The guards begin to force chakra back into the user's body increasing his strength slightly (+5 to Taijutsu) and allowing him defense against most sword strikes and most taijutsu aimed at the upper body. This only lasts for 3 turns and after the user is completely exhausted unable to perform hand seals or use ninjutsu at all.

Notes:
-The guards are indestructible but this doesn't stop force from traveling through them and hitting/damaging the user
-La Muerte counts as a jutsu and can only be used 3 times never in the same turn
-Punches while wielding this weapon can easily break bones
-Blocking of Taijutsu attacks counts as a jutsu as only a jutsu can block a jutsu
-Can only be wielded by Howard
-The guards can be activated only once during the battle and deactivated once during the battle
-Can only be activated for a span of 6 turns another 3 turns are added if the user then consents to the chakra absorption process. This can only be used once.
-The user will not be able to use hand seals or Ninjutsu for 3 turns after the deactivation of the final chakra absorbsion process and will lose 15 damage points to taijutsu (-15) and 15 damage points to Ninjutsu (-15) leaving him excessively vulnerable.

 Approved 
Updating: Changed it almost completely so didn't bold.

(Furuburingu) - Fullbring
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80 ( La Muerte ) ( +20 to poison techniques )
Description: Fullbring is a set of gauntlets made of a special malleable toxic heavy metal that has the potential to absorb kinetic energy. It is normally liquid in nature similar in form and function to mercury with a more solid form when pulling upon the wielders chakra flow. It is like a permeable membrane allowing the users own chakra through but not others this is because it is a substance of inorganic chemical cells that closely mimic organic cells. These cells are unable to produce their own source of energy thus the wielder can create a symbiotic relationship between the wielder and the gauntlets that feed on and use the chakra of the wielder to act on the command and thoughts of the wielder. Without this relationship the gauntlets would just be metal gauntlets. This allows it to seemingly appear out of nowhere as long as it is carried with the wielder in someway as they are a liquid metal in their default form. It is a non-living, pseudo-symbiote with the wielder creating a link between the inorganic cells of the construct and their own chakra system allowing the inorganic cells to pull on it using it to repair and change shape at the will of the user having no true sentience. It is able to do this because it is a shape-memory alloy that "remembers" its original shape and when deformed or damaged returns to its pre-deformed shape when chakra is channeled into or through it. This is similar to the metal used in Kubikiribōchō but instead of reconstructing and rebuilding when in contact with the iron found in blood it rebuilds and reforms merely through contact with chakra. The guards don't have various forms though only being able to make minor changes to it's original form such as turning the fingertips into needles or creating bladed protuberances from the guards by siphoning off chakra and using it to change it's shape. Something trivial but special about the metal is that is has the innate functionally to change it's color or size dependent upon the user and their chakra system as every shinobi has a different chakra consistency, and color however this has no combat benefit or usability it just slightly changes the appearance slightly depending upon it's current wielder. If the wielder shape-shifts for any reason the weapon changes shape with them.

Right Arm of the Giant - Also known as the Red Right Hand the right arm guard is red and black in color and can take two forms a defensive form which appears as a large shield roughly half the size of the wielder or an attack form a form fitting arm guard with the ability to create needles or blades anywhere upon the guard. This guard focuses more heavily upon the defensive and shape-memory abilities of the alloy. This guard is great for defensive purposes in short range combat such as close range taijutsu with the ability to defend against most taijutsu passively within reason. It can passively defend against thrown objects such as kunai, shuriken or bladed weapons quite easily. The metal is also very good at absorbing and redirecting kinetic energy allowing it to absorb the force of explosive tags. The metal itself is able to absorb the wielder's chakra directly from his chakra reserves without his permission or consent storing it then infusing their punches with the chakra much to the same extent Sakura and Tsunade do but the user won't have to focus on the chakra level like Sakura or Tsunade. The guard itself does it for the wielder maintaining chakra flow from the user to the guard. The stored chakra can also be focused into one massive punch deemed "La Muerte" in which the chakra gathers at the finger tips and infuses into the wielder's punch the chakra in no way forms a blast but absorbs into the part of the arm guard that covers the fingers and then into the user's hand. The punch is not so much driven by muscle power but by the chakra that is infused into the punch. La Muerte is roughly an S rank attack dealing appropriate damage it counts as a technique and can only be used three times per battle but not in the same turn. It can cause destruction similar to Chakra Enhanced Strength with the potential to create massive craters with a short range diameter and destroy the ground with relative ease. The guard can also defend from a single S rank or similar damage twice per battle by forcing additional chakra into the guard while doing so even empowered techniques can be blocked by increasing the chakra cost by half that of the damage negated. Blocking a technique with Right Arm of the Giant counts as a technique but can be done alongside another technique in the same timeframe.

Left Arm of the Devil - The arm guard is white with a red stripe running down the length of the center. The fingertips have red diamond shaped marks on them with small almost unnoticeable spikes protruding from the tips that have the potential to slowly release liquid poison like hypodermic needles, by channeling chakra through them they can passively create multiple torrents of poison to spray out up to mid range. This is rankless and doesn't deal damage only having the potential to poison an individual sort of like how an animal can spit venom. A spike protrudes from the shoulder. and two more, resembling claws, extend over the wielder's chest. This is the more offensive of the two guards it focuses more upon the toxic heavy metal aspect of the metal. It has the potential to poison anyone touched by it excluding the user who due to their chakra connection is immune to this. It does this by releasing small flecks of poisonous heavy metal into the air that when breathed in or when it touches the skin it enters the bloodstream and eventually binds to neural pathways creating a mental imbalance in the body. It also sticks to mucous membranes in the nose, throat, eyes and lungs causing an intense burning sensation causing blinking, coughing and sneezing. The first thing a person will notice after being contaminated is their speech becomes slurred and their vision becomes blurred making seeing and speaking harder. This is almost akin to becoming drunk as inhibitions are also weakened this happens the turn a person is effected by the toxic metal. The turn following this their mental acuity becomes slowed with them being unable to form rational thoughts at a fast pace. They will notice a visible change in their thinking process as their reactions and speed are slowed by three ranks for this to work direct contact has to be made and is passive however once per turn three times per battle at the cost of a move the user can force the guard to create a short - mid range dust cloud of toxic heavy metal particles that disperses after two turns. This ability is A rank and deals appropriate damage. Additionally this ability can be imparted upon any poison technique the user creates or uses and has the potential to increase the strength, size and rank of the technique increasing the damage. This is because the user will lace into the poison technique a stream of the toxic heavy metal dust imparting the effects onto it further manipulating the poisonous effects of a specific technique or poison. This works up to A rank granting a rank and +20 damage to any poison technique, it counts as a move but is done in the same timeframe alongside the other technique. The poisonous symptoms can be imparted upon an S rank without the damage or rank increase. When done the poison technique will shimmer slightly due to the heavy metal toxicity. This ability can be used four times per battle, with a one turn cool down.


Reference for inorganic chemical cells: [ ]
Reference for shape memory alloys: [ ]

Declined: The description alone is over 1300 words, shorten this please.

□ Pending. Leaving for someone else. □

(Raiton: Akarui me o Mawasu) - Lightning Release: Turn Around Bright Eyes
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: N/A ( +5 per turn to activate and maintain )
Damage: N/A
Description: A rather deceptive technique created to annoy and abuse the natural instinct of genjutsu users to make and maintain direct eye contact with their prey. The user will send small amounts of lightning chakra to their eyes creating a strobe-light effect that creates bright flashes in a forward direction towards anyone or anything that tries to make direct eye contact with the user.
This technique can be activated passively since it can be countered merely by avoiding eye contact thus doesn't count as a moveslot. These flashing lights can cause mild seizures and blindness to an opponent due to their extremely bright effects causing hand seals to falter and jitter apart making it impossible to use hand seals for two turns after even just briefly looking at the lights for a moment. The blindness will also last for two turns if the opponent tries to look directly into the users eyes causing additional problems. If direct eye contact is tried to be maintained for more than a single turn at a time the opponent will enter into a full on seizure unable to control their body at all as it causes convulsions, where the body shakes uncontrollably and they fall to the ground. The seizures aren't just created by the strobe effect, the light carries with it small amounts of electrical energy that mimic natural signals in the brain. This energy is enough to after entering the body through the eyes cause Generalized Seizures by creating misinformation in the brain through electrical signals being miss communicated and confused. The bright lights only travel forward effecting people in front of the user allowing them to be unaffected by this. It can also be used to cosmetically make the eyes glow any color the user wishes, for whatever reason. This also makes it impossible for the opponent to make direct eye contact even if the opponent tries to stare through the light because of the light itself and the energy it carries. It can also be used as a medium for genjutsu if desired as it's sending chakra and electrical signals into the brain anyway already.
Note: This technique is passive and can be used in the same timeframe as another technique

♪ Declined: Seizures and such are a no. Just say that it would result in blindness for a turn or something lol. No to using it as a medium for genjutsu as well, that's pretty overpowered (especially when paired with gen outside of the usual parameters). ♪
(Raiton: Akarui me o Mawasu) - Lightning Release: Turn Around Bright Eyes
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: 5 ( to activate )
Damage: 10 ( per turn where eye contact is forced )
Description: A rather deceptive technique created to annoy and abuse the natural instinct of genjutsu users to make and maintain direct eye contact with their prey. The user will send a small amount of lightning chakra to their eyes creating a strobe-light effect that creates bright flashes in a forward direction towards anyone or anything that tries to make direct eye contact with the user.
This technique can be activated passively since it can be countered merely by avoiding eye contact thus doesn't count as a move slot. These flashing lights can cause blindness to an opponent due to their extremely bright effects by even just briefly looking at the lights for a moment. The blindness will last for a single turn if the opponent briefly makes eye contact causing visual problems that mimic snow blindness. The longer eye contact is tried to be forced the more damage to the cornea is done and the deceptive part is that the pain doesn't begin until the person looks away meaning they can do more damage to their eyes than they think they've done. If direct eye contact is tried to be maintained for more than a single turn at a time the opponent will cause irreparable damage to their eyes causing permanent damage to the eyes leading to permanent blindness meaning the light makes it physically impossible to stare into the users eyes even if the opponent tries to force eye contact. The pain after looking away from the lights are akin to having something stuck in the eyes like sand or dust and worsens the more exposure the opponent forces onto their-self capping off at a feeling similar to having glass in the eyes with an intense burning and stinging pain that causes the eyes to water and tear up. The bright lights only travel forward effecting people in front of the user allowing them to be unaffected by this and the user can see through the light as if it weren't there sort of like how if you shine a flashlight in someone else's face it doesn't effect you. It can also be used to cosmetically make the eyes glow any color the user wishes, for whatever reason. If a doujutsu user or chakra senseor tries to pierce through this light all they will see is a layer of chakra instead of the users eyes themselves making it impossible to instigate visual genjutsu. This is similar to the brill created by Snake Sage Mode users as it creates a layer in which chakra cannot travel to instigate visual genjutsu.
Note: This technique is passive and can be used in the same timeframe as another technique

Declined: Let me rephrase, damage to the corneas, retinas, etc, in such a manner, won't be approved. Especially at E or C rank, that's simply ridiculous. Immunity to visual genjutsu as well? Wew. There's way too much going on here, especially for a jutsu that's just a more focused version of the canon S rank lightning tech (illusion flash pillar, I think?). You need to tone this down severely, because right now this is simply unapprovable.

□ Pending. Leaving for Vex. □
 
Last edited by a moderator:
Status
Not open for further replies.
Top