Custom Jutsu Submission - III

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Howard

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(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. 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. □
(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 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 made of inorganic chemical cells which 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. This is similar to the metal used in Kubikiribōchō but instead of reconstructing when in contact with the iron found in blood it rebuilds and reforms merely through contact with chakra. Something trivial about the metal is that it can change it's color or size dependent upon the user and their chakra system as every shinobi has different chakra. If the wielder shape-shifts for any reason the weapon changes shape with them.

Right Arm of the Giant - This guard 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 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 infusing their punches with the chakra similar to Chakra Enhanced Strength but the user won't have to focus on the chakra level. 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 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. 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 guard has unnoticeable spikes protruding from the tips that have the potential to slowly release liquid poison like hypodermic needles. They can passively create multiple torrents of poison to spray out up to mid range. This has the potential to poison an individual. This guard focuses more upon the toxic heavy metal aspect of the metal. It has the potential to poison anyone touched by it excluding the user. It does this by releasing poisonous heavy metal into the air that when breathed in or when it touches the skin 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 acting as a tearing agent. 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. The turn following their mental acuity becomes slowed with them being unable to form rational thoughts at a fast pace. Their reactions and speed are slowed by three ranks. 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. This ability is A rank and deals appropriate damage. Additionally this ability can be imparted upon any poison technique the user creates and has the potential to increase the strength, size and rank of the technique. This is because the user will lace into the poison technique 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. This ability can be used four times per battle, with a one turn cool down.


Declined: reword this to be much more succinct. That can be done, in part, by making use of traditional chakra metal imbued with your unique chakra signature and poison ninjutsu. It behooves you to stick with either things found in the real world or fictitious things that are already part of the Naruto series. That is, assuming, the "malleable toxic heavy metal" isn't a real thing. Also, please extricate all the restrictions from the description paragraphs and use notes instead.





(Senpo/Senninka: Muku Sanmai) - Sage Arts/Sage Transformation: Pure Samadhi
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A ( +20 chakra per turn during Sage Mode )
Damage: NA
Description: Sage Transformation clansmen passively absorb natural energy as a biological function they need not think about this, regulate it or even acknowledge it however and with training in Sage Mode they learn to control this flow of energy as any Sage Mode user does gaining an intuitive and beneficial control over this biological function and a new found control over their temperamental and erratic bipolar episodes. They also don't have to ever worry about turning to stone if their chakra becomes unbalanced instead only becoming angry and possibly losing themselves to a rage.
Unlike most Sage Mode users Sage Transformation clansmen do not need to be still to meditate or clear their mind to enter Sage Mode they must just regulate and control the natural energy flowing into their body at all times able to instigate Sage Mode while moving not requiring the one turn of stillness. This state mimics the teachings of Yoga, Tai Chi (neigong and qigong), and Taoism predominantly influenced by wu wei (effortless action) all revolve around meditative states that don't require stillness only control of the body and the flow of energy therein through motion. This is best summarized in the sense that beings that are wholly in harmony with natural energy can behave in a completely natural, uncontrived way acting as they naturally would, moving, acting and fighting without effort.
After instigating Sage Mode the Sage Transformation clansmen continues to absorb natural energy all throughout it's duration needing to balance it with their chakra to create senjutsu chakra by doing this they gain additional chakra beyond just that given by initiating Sage Mode as each turn more senjutsu chakra is created. They also naturally gain an additional two turns to their Sage Mode usage as they have a way to continually draw in natural energy while moving extending the time they are able to be in Sage Mode. They also do not suffer the exhaustion phase brought on after Sage Mode ends because they constantly draw in natural energy thus this has the same effect as dispersing a clone right before or after Sage Mode times out. This ability happens in the same time frame as the instigation of Sage Mode and is passive because it isn't something the Sage Transformation clansmen has to use chakra to do. Using it during Sage Mode increases the turn limit by two turns.
Note: Must be used in unison with the instigation of Sage Mode or during it
Note: Can only be used twice per battle or conflict, with a three turn cool down
(Senpo/Senninka: Muku Sanmai) - Sage Arts/Sage Transformation: Pure Samadhi
Type: Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: NA
Description: Sage Transformation clansmen passively absorb natural energy as a biological function and with training in Sage Mode they learn to control this flow of energy gaining an intuitive control over this function They also don't have to ever worry about turning to stone if their chakra becomes unbalanced instead only becoming angry and possibly losing themselves to a rage thus with sufficient training, meditation and mental reflection they can learn how to better themselves physically and spiritually by accepting exactly who and what they are biologically and psychologically.
Unlike most Sage Mode users Sage Transformation clansmen must learn to meditate and clear their mind while moving thus to enter Sage Mode they have to learn to regulate and control the natural energy flowing into their body at all times. This makes them able to instigate Sage Mode while moving not requiring the one turn of stillness. This state mimics the teachings of Yoga, Tai Chi, and Taoism predominantly influenced by wu wei which all revolve around meditative states that don't require stillness only control of the body and the flow of energy therein through motion. This is best summarized in the sense that beings that are wholly in harmony with natural energy such as what a Sage Transformation user can accomplish can behave in a completely natural, uncontrived way doing as they naturally would, moving, acting and fighting without effort.
Instantly the user is able to instigate Sage Mode converting 10% of their chakra to senjutsu chakra by forcefully merging the natural energy with their own chakra through their Sage Transformation. Even after this the Sage Transformation clansmen continues to absorb trace amounts of natural energy all throughout it's duration as it erratically and forcefully creates senjutsu chakra balancing it with their own chakra by doing this they gain additional senjutsu chakra beyond just that given by initiating Sage Mode as each turn more senjutsu chakra is created. Each turn for four turns an additional 5% of their chakra is forcefully converted into senjutsu chakra even while moving thus extending the time they are able to be in Sage Mode. Sage Transformation at it's most basic is a way of attaining Sage Mode, using a bodily reaction exhibited by members of Jūgo's clan this technique it just a state of mind allowing for the automation of the entire Sage Mode process.
Note: Must be used in unison with the instigation of Sage Mode and upon the first turn 10% of the users chakra is converted to senjutsu chakra this takes the place of the 10% usually instigated by entering Sage Mode. Then for the next four turns on each turn 5% of the users chakra is converted to senjutsu chakra for the potential to convert 30% of their chakra into senjutsu chakra.
Note: This technique can only be used once per battle and only alongside Imperfect Sage Mode. However it can be used for any form of Imperfect Sage Mode. While in use the user is unable to use any other Sage Art Techniques and they are also unable to transfer this senjutsu chakra to another being as it will cause uncontrollable transformations similar to a curse seal if given to anyone else.








Referencing the below technique as a sort of parent technique to prove that the premise is not only possible but something I've done before.



(Senpo/Senninka: Illidari no Kokonotsu no Toku) - Sage Art/Sage Transformation: Nine Virtues of the Illidari
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (+20 to extend miasma)
Damage: 80
Description: The Nine Virtues of the Illidari is the antithesis of the calm meditation and dedication required for Sage Mode. It is something only a Sage Transformation clansman who has trained in Sage Mode can hope to achieve it is rage, anger and instinct personified into a state of mind that allows the user to completely clear their mind of any thought as one would when meditating and modifies their Sage Mode aura. Meditation revolves around finding a form of enlightenment by bypassing the human consciousness and attuning to the nature around you, with Sage Mode it's the process by which the user begins drawing in the natural energy around them. This technique performs a similar action with a berserker like feral rage more akin to the animals found in nature these animals meld with nature in a very different way, they hunt and kill, they fight and intimidate for example wolves, bears, coyotes, lions, tigers etc.
This technique allows the Sage Transformation clansmen to control and use the natural energy by surrounding their body in a dense shell of natural energy corrupted by their intense rage, hate and anger masking their presence in a dark nearly vanta black aura of corrupted natural energy akin to the chakra released when a Curse Mark user activates and uses the Senjutsu chakra obtained from their mark. To do this the user would need to release natural energy from every pore of their body as they do this it becomes solidified into a corrupted form surrounding their body in darkness masking the presence of chakra making them meld into the natural energy aura all throughout the world making them invisible to chakra sensing, sharingan, and byakugan they can however still be seen by the naked eye due to the visible natural energy just sensing through chakra is jammed. The Sharingan, and chakra sensing aren't able to pierce through this veil and only those who have trained in natural energy are able to perceive the veil of natural energy as anything other than a dark black cloud of impenetrable mist that surrounds the user completely.
This aura works as a corrupted version of the basic cloak given by Sage Mode, but is a more solid and intense variation that needs extra focus and power put into it to keep the solid aspects of it. It works as a defensive aura that blocks various types of attacks stopping them from making direct contact with the user instead making contact with the natural energy shell that surrounds their body being able to stop A rank elemental ninjutsu and below completely and stalemating an elemental S rank attack once. The aura can also defend from S rank taijutsu, kenjutsu or weapon based ninjutsu and will be stalemated by a Forbidden ranked variation of any of these. The aura can be fed more natural energy to extend this aura out like the Hiding in Mist technique creating a massive black miasma that masks the users presence even further as they visually slip into this miasma and the arms and legs of the aura can be extended to attack from a distance. It can be done passive on the turn of creation or once per turn at the cost of a move slot. Due to the natural energy being released from their body at all times they are able to sense everything inside of the miasma differentiating chakra sources, people, techniques and animals. The miasma harms anything that is inside of it excluding the user and can fill an entire battlefield. This can only be used by a Sage Transformation clansmen who knows Sage Mode.
Note: Must be in a form of Sage Mode to activate and can be used twice
Note: Lasts as long as the remaining form of Sage Mode or until the aura is broken through damage
Note: The miasma cannot be blown away by wind as it's a form of corrupted natural energy




□ Declined. This needs to be shortened, first of all. This can all be explained in a much shorter way, its basically an aura that not only masks you to Sharingan users and what not, but acts as a defense. Can only be used once, and the aura needs to have a shorter duration due to its many abilities. Nice technique though, reminds me of Mad Enhancement but with Sage Energy. □
(Senpo/Senninka: Illidari no Kokonotsu no Toku) - Sage Art/Sage Transformation: Nine Virtues of the Illidari
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (+20 to extend miasma)
Damage: 80
Description: This technique allows a Sage Transformation clansmen to control and use the natural energy they obtain when in Sage Mode by surrounding their body in a dense shell of natural energy corrupted by their intense rage, hate and anger masking their presence in a dark nearly vanta black aura of corrupted natural energy akin to the chakra released by a Curse Mark recipient. To do this the user would need to release natural energy from every pore of their body as they do this it becomes solidified into a corrupted form surrounding their body in darkness masking the presence of chakra making them meld into the natural energy aura all throughout the world making them invisible to chakra sensing, sharingan, and byakugan they can however still be seen by the naked eye due to the visible natural energy just sensing through chakra is jammed. Only those who have trained in natural energy are able to perceive the veil of natural energy as anything other than a dark black cloud of impenetrable mist. The miasma cannot be blown away by wind as it's a form of corrupted natural energy.
This aura works as a corrupted version of the basic cloak given by Sage Mode, but is a more solid variation. It works as a defensive aura that blocks various types of attacks stopping them from making direct contact with the user instead making contact with the natural energy shell that surrounds their body being able to stop A rank elemental ninjutsu and below completely and stalemating an elemental S rank attack once. The aura can also defend from S rank taijutsu, kenjutsu or weapon based ninjutsu and will be stalemated by a Forbidden ranked variation of any of these. The aura can be fed more natural energy to extend this aura out like the Hiding in Mist technique creating a massive black miasma that masks the users presence even further as they visually slip into this miasma and the arms and legs of the aura can be extended to attack from a distance sort of like how a Sage Transformation clansmen can extend their arms and legs. Due to the natural energy being released from their body at all times they are able to sense everything inside of the miasma differentiating chakra sources, people, techniques and animals. The miasma harms anything that is inside of it excluding the user and can fill an entire battlefield. This can only be used by a Sage Transformation clansmen who knows Sage Mode.
Note: Must be in a form of Sage Mode to activate and can be used once
Note: Lasts four turns.


Approved: but omitted the "or until Sage Mode ends whichever happens first" bit.

 
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Summoning Animal: Vampire Squid | Kōmoridako
Scroll Owner: Skorm
Other Users who have signed contract: TBA
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
Description and Background: N/A
The vampire squids are one of the oldest deep-sea creatures that are living today and shares body attributes of both a squid and an octopus. However, unlike octopuses, vampire squids lack inc sacks and uses another type of defensive system. A vampire squid can be either blood-red or black in its pigmentation. They are very agile and have a very high rate of overall sensibility. When agitated, they shoot out a bioluminescent mucus that contains a seemingly unlimited amount of blue lights that will fool away their alleged predator. This mucus can shine for several minutes and lets the vampire squids swim away to safety. Along with this, like most squids, the vampire squids have very strong beaks they use to eat their food with. The tentacles are also equipped with light-producing organs (like the rest of their body) in which they can produce flashing blue lights that lasts for a fraction of a second or for several minutes. This system is used to disorient threats and causes nausea and blindness. They also use this system when they are the predator by surrounding their prey with the mucus of infinite light, only to show up where the prey least suspect them to come from.

The squids move through the waters by using their fins as a pair of wings that they flap just like a bird. The eyes of the squid are the largest in the whole animal kingdom by its body ratio(10% of their body length) and are red or blue in color. Vampire squids also have suction cups that they use to grab hold of objects. On the back of their heads, the vampire squids have an extra pair of eyes that also can generate luminosity. Squids in general have a more primitive way of hearing and this is applied to the vampire squid as well. This type of hearing differs from ours in the way that they sense the motion generated by sound waves, instead of detecting the changes in pressure associated with sound waves, like we do.

Signers of the contract are bound to their summoning tattoo:
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Contract Approved & Added: do take note that the latter half of this submission was omitted. There wasn't any need to include that RP background context in the contract; instead, compile such info in a post ideally within the contract signer thread. Also, far too many contract "passives" were attempted and ergo, also excised. It is still feasible to submit contract-wide ninjutsu to achieve some of the things desired but for sure, this submission had too much.


(Sangurasuiyaringu: Torento & Shinjitsu) - Sanguine Earrings: Torrent & Truth
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sanguine Earrings are a fabled pair of earrings having a legendary status among the Yamanaka clan with special talent for the wind release. Being made by a mysterious metal, with two markings on each earring. Both of them shares the Yamanaka clan symbol. Only a Yamanaka can utilize these pair of earrings, but they can't use them unless chosen. Each earring contains it's unique power that boosts the wielders prowess in battle;

[瀬] Torrent - An earring made for the users of the wind release and variations of it. This earring will let the wielder infuse their techniques with additional chakra and increase the damage potential of a technique. Not only this, but the user will now be able to passively render all wind-based ninjutsu invisible due to winds natural benefit of refracting light. All elements that shares the wind element(Ce's, Ae's etc) will be able to be performed with an additional +20 damage output due to the power of the earring and the additional chakra given to the user. The user can also use the power to increase a jutsus rank up to one above its original four times per encounter. (This is redundant since you already specify a power boost of +20 As a demand of using this earring, the wielder needs to have exceptional devotion of the wind release and thus needs to have it as their specialty when the appropriate rank is met. The user can also create torrents of wind-based techniques outside their own body and thus free them from being their own source of the wind technique.

[真] Truth - Is a earring that is infused with Yin chakra (Careful). It's main purpose is to enhance the wielders abilities to counter non-physical aggression while at the same time boost the users own. It unlocks the ability of performing the traditional Kai release up to forbidden rank at the cost of not being able to use it ever again in battle against the same opponent (Nice idea, however the very few Forbidden Rank Gen that exist are specialized and usually require specialized methods of release so this wouldn't be a good catch-all for forbidden level genjutsu should you ever run into it). All genjutsus casted upon the wielder will thus be able to be released by that mean, this also includes other Yin releases such as the Yamanakas own techniques albeit it's not necessary to break free from them using Kai (need to re-word this, it sounds kind of messy. I get you want to be able to break away from Yin Release techniques and higher tier genjutsu. You'll need to word it better. Considering this is Yamanaka, I will consider this as a low level Yin Release deterrent as long as genjutsu is also a specialty within the bio.). On the opposite side, the wielder of this earring will gain enhanced chakra sensory and performance when using Yin based ninjutsu. Four time per battle the wielder gains the ability to passively enhance their Yin-based technique(such as genjutsu for example) to an additional rank. Whilst not given an additional rank up, the user passively has their Yin jutsus dealing an additional +20 damage. The user can also use the power to increase a jutsus rank up to one above its original four times per encounter. Stated before that the Yamanaka is granted an enhanced chakra sensory, they can sense chakra even deeper and albeit not being able to fully predict a move that their opponent will do the wielder grants a x4 boost to their reaction speeds instead of the traditional x2 for regular chakra sensors. Chakra sensory must of course be activated for this to have any effect at all.

Note: The powers of the earrings are passive and doesn't need a move to activate. However, when used they must be stated in the opening post of a battle.
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Can only be taught by Skorm.

✪ Decline ✪

I'd recommend using "spiritual techniques" rather than Yin just so I don't instinctively render this as a Yin Release weapon in my head like I started to. Would also recommend centering this on your spiritual/yamanaka side and nix the wind side. Personally, this kinda seems like too much of a cram.

(Taiton: Kabaru) Typhoon Style: Cabal
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Cabal is a jutsu that manifests on the destructive capabilities of the typhoon release. The user will channel a great amount of typhoon chakra in the ground and summon a gigantic typhoon under their target. This typhoon will "eat" up the ground underneath and look like a huge power-drill that completely shreds the ground underneath. When a target falls in, they face a barrage of jagged rocks and the brute force of the typhoon, which in turn will toss the target into the ground walls like a ragdoll. The typhoon can also be extended upon by reaching well beyond the ground level and "drag" the target down to the pit by forming a large typhoon around the pits perimeter. The size of the pit can vary greatly, from a meter across to 30. The reach of the typhoons suction ability above the pit will extend to mid-range from the pits perimiter and after that, have little to no effect.

Note: Can only be taught by Skorm.

□ Declined. This needs hand seals, first of all. Also, turn limit, usage limit? It's A rank, restrict this please. Also, up to Mid range only. □

Revamped CW;

(Sangurasuiyaringu: Furakkusu & Shinjitsu) - Sanguine Earrings: Flux & Truth
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sanguine Earrings are a fabled pair of earrings having a legendary status among the Yamanaka clan. Being made by a mysterious metal, with two markings on each earring. Both of them shares the Yamanaka clan symbol. Only a Yamanaka can utilize these earrings, but they can't use them unless chosen. Each earring contains it's unique power that boosts the wielders prowess in battle;

[溶] Flux - An earring made for the users of an unusually strong connection to the spiritual realm. This earring works like the mind-body-switch technique but it's designed to counter foreign chakra that is influencing the wielder negatively(i.e genjutsu). When any genjutsu or other mind-influencing technique is cast upon the wielder of this earring, their consciousness gets swapped and inserted into the earring where it remains un-affected by foreign chakra. The earring then sends out an equal amount of the users chakra into their chakra system to restore their chakra flow. The wielders consciousness then gets swapped back as their chakra system is restored to normal. Doing this costs a move and the user cannot have their consciousness elsewhere on the field when using this perk. Even though their consciousness is in the earring, the wielder doesn't become immobilized due to the connection between the two.

This is convoluted genjutsu break. You could achieve the same result by injecting foreign chakra or simply using kai. By switching your consciousness twice between the earring and the user, you'd waste more time breaking the jutsu and the opponent could attack you in the mean time.

Suggestion; split your consciousness in two and let one remain dormant in the earring. When you're put in genjutsu, swap consciousness' between the earring and the body. This will work once per battle and allow you to even use this against high grade gen like Yin or Forbidden like you were looking for. Obviously you'll need to come up with drawbacks for splitting your consciousness in two, but this is far more useful.


[真] Truth - The earring that is meant for aggressive Yamanaka users. Unlike Flux, Truth works to increase the potential of a Yamanaka in battle. The earring enhances spiritual, genjutsu, Yamanaka and Yin techniques by either one rank or +20 damage passively. A Yamanaka also gains one more spiritual rank in battle prior to their initial one based on their ninja rank(an S-class Yamana becomes Sannin in terms of Yamanaka holding/casting). This makes the wielder of this earring that much more a force to be reckoned with. All potential wielders needs to have genjutsu and/or Yin-release as their specialty in order to have the damage potential increased to said field. Otherwise it only affects the Yamanaka abilities.

Note: The powers of the earrings are passive and doesn't need a move to activate(with the exception of Flux's ability to cleanse genjutsu). However, must be stated in the opening post of a battle.
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Can only be used by Skorm.

☷ Declined ☷

(Taiton: Kabaru) Typhoon Style: Cabal
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Cabal is a jutsu that manifests on the destructive capabilities of the typhoon release. The user will channel a great amount of typhoon chakra in the ground by performing three handseals. This summons a gigantic typhoon under their target. This typhoon will "eat" up the ground underneath and look like a huge power-drill that completely shreds the ground underneath. When a target falls in, they face a barrage of jagged rocks and the brute force of the typhoon, which in turn will toss the target into the ground walls like a ragdoll. The typhoon can also be extended upon by reaching well beyond the ground level and "drag" the target down to the pit by forming a large typhoon around the pits perimeter. The size of the pit can vary greatly, from a meter across to 30. The reach of the typhoons suction ability above the pit will extend to mid-range from the pits perimiter and after that, have little to no effect.

Note: Usable 4 times per battle, a 2 turn cool-down between uses is required.
Note: Can only be taught by Skorm.



Declined

This goes against the rule forbidding techniques that can cause harm to manifest within the target's immediate short-ranged vicinity. If you create a typhoon directly under a stationary target it would damage them instantly along with the ground. Overall, the concept just doesn't mesh well with how this ability works.




(Yamanaka: Taken) - Yamanaka Style: The Taken

Type: Supplementary
Rank: A
Range: N/A(Genjutsu mid-range)
Chakra: 20
Damage: N/A
Description: The taken is a summoning/clone jutsu that manifests the spiritual abilities of the Yamanaka clan. When a Yamanaka(in battle or intel) has gathered enough information about their target(via mind-switch-body for instance) they can create up to four spiritual beings known as the taken. These beings are made purely out of spiritual chakra and will take the form of people, summons or otherwise living creatures from the targets past or present. This could be family members, senseis, summoning contracts etc. None of the taken will by any means have any of the abilities of the individuals but will have a conscious link with the Yamanaka. The means of the technique is that it confuses the target to the point of him/her/it not wanting to destroy the taken since they have taken the shape of one of their relatives or otherwise. (In our meta, this is unrealistic since you cannot powerplay an opponent's bio and the opponent can decide what their character does) Battle-wise, a taken can perform any spiritual jutsu the Yamanaka knows(this includes Yamanaka abilities and genjutsu). If a taken swaps consciousness with a target, the Yamanaka themselves aren't affected by the negatives of the technique and the targets mind gets swapped into the takens body. If that happens, the body of the taken will auto-lock itself, preventing the swapped consciousness from moving, however they can use chakra up to A rank. The clones are made up of A ranked spiritual chakra and can only be destroyed by A ranked ninjutsu or higher in that regard.
As spiritual entities, the taken are able to use a unique genjutsu that they will inflict on a target(spending a move). This genjutsu makes the taken appear differently, having a black/white aura and disappear/reappear completely random through space and time. However, this is just a genjutsu and is not what really happens. Instead, the taken will remain the same form as when they were created and move normally. The genjutsu can be used once per taken entity and affects up to mid-range. This genjutsu can never be used by the Yamanaka though, it's completely restricted towards the taken entities.

Note: Can only summon up to four taken per battle and up to two per usage. Requires a two-turn cooldown.
Note: Can only be used by Yamanaka's who have seen into the mind of their target at some point(could be before battle or in it).
Note: Can only be taught by Skorm.

☷ Declined ☷
There is too much going on here. First you can't influence your opponent's actions just by having these spiritual entities replicate those close to them. Therefore everything that this technique is and tries to acomplish can be done with clones, with the exception of the genjutsu and the locking mechanism that you try to implement when one of these entities switch bodies with a target. The genjutsu/locking mechanism should be the focus of the technique and not creating clones. Try to make those work in the jutsu.
 
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RuckenTM

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Approved Contact Summon Related to CW: [ ]

(Metamateriaru no kōgaku meisai to shinigami sukaru) — Reaper Skull with a Metamaterial Optical Camouflage
Type: Weapon
Rank: N/a
Range: N/a
Chakra Cost: N/a (-10 to sustain per turn)
Damage Points: N/a (-5 to User's health per Elemental Ninjutsu used)
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered from the maker, meanwhile its also referred as to many names; the exceptional Reaper's skull, the mantle of Death’s hair, and Inter-divisional Camouflage. Besides the endless nicknames, it’s called the "light distortion camouflage" the reaper skull of the dead's calling by the creator whom simplified to MOC. Made by a Uchiha prodigy, the suit’s highly unfathomable and contemporary superior mechanisms couldn't be taught but, rather only be made.

The whole cape can only be accessed, when the user places on the skeleton mask with red eyepieces (still capable of allowing the opponent to see their eyes). When placed on, it draws chakra from them immediately activating its ninjutsu and wears down onto the user with a dark optical camouflage mantle coating around them from head to toe. This cloak is created from scales of the personal snake contact summon of the Uchiha: Obi, due to those natural scales that happened to have microscopic uneven textures which would normally act with the light to act as an complex camouflage mechanism. Using those scales, the Uchiha can conform to irregularly shaped objects and render them invisible in wavelengths of light. The scattering the incoming light using a very thin metamaterial – a material whose physical structure, rather than its chemical composition, allow it to manipulate light making them partially or fully invisible to the naked eye whenever they want. Usually, when light bounces off a three-dimensional object, the light is scattered and the wavefront gets distorted, which is what allows us to see the object’s angles and curves. The new and improved cloak is covered with nanoantennas made by tiny material blocks of different sizes that can counteract that distortion, making it seem to an observer like the light is coming from a flat surface. A cloak made out of this metamaterial scales, just 80 nanometers thick, with the same cloak, it could be used, theoretically, to also perform the opposite feat: turning a two-dimensional image into a three-dimensional one, for that's only what is within its range. Because of the substances its made of absorbing optical wavelengths of light, they actually do make what they’re covering seem darker than their surroundings, which can be a dead giveaway.

Once they place on the mask and the red glowing will appear then after, which symbolizes the activation. This suit is powered with the chakra of the user, as they're powering the whole skull and cloak with it. Through the skull mask's eyepieces, the user will be able to see levels of concentrations of chakra in an object or person with colors, similar to that of infrared vision. This allows the user to perceive layers of chakras as they'll be able to tell the amount of chakra within the preceded area. Meaning, if they're in a chakra fog, they'll be to tell the amount of chakra within a given place in time; i.e just like when you close your eyes and have a someone flash a flashlight right past you. Users also through observation and making an hypothesis, they'll be able to predict the chakra power rank of the jutsu.

These lenses however only “see” chakra as it radiates off of an object. It may “see” the chakra coming from a house, but it can’t see into the house because the lenses picks up the house’s exterior chakra-thermal concentrations first. In fact, the thermal imaging doesn’t even see through glass because the glass has its own chakra-thermal concentrations (if any). Chakra-thermal concentrations can't "see" through clothing. This is although, if, for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses and indicate to user that someone may be carrying a chakra item.

While this skull is powered with the chakra of the user's cerebral, nervous system, the stress with the chakra flow of their body is under a major strain of control. This leaves the user feeling so disengaged from your surroundings, that they wonder whether or not they're actually in their body. This effect is so powerful that they'll be experiencing a state of mind which is like they're actually someone else, watching their body walk through life, while they're like-floating in it much like a ghost trapped in a body of another.

The point of that is to present the idea of how it would appear within the body of the user. While the flow of their chakra would be manipulated by the mask to follow strictly, that any fluctuation of their chakra would not be feasible. Being in that state has its advantage, for the user becomes immune to Genjutsu equal to or below S-ranks. Sadly, this still toils, their health as this makes the user unable to mold effectively an advanced form of chakra control (elemental ninjutsu), that entails to defining one's chakras into an innate of any-kind of chakra nature without harming themselves mentally (as if like they're suffering from severe migraine headaches). For whenever that happens, the mask releases a cooling steam from the skull, this helps remove the sweat within the mask.

Note The attire is flame Resistant clothing, but is NOT fire proof. The whole attire is quite durable and extremely hard to rip apart/ breaking of the skull. The color scale will be as like the Infrared vision, for enormous chakra amount of concentration in an object to less amounts.

Notice Costs 1 move slot: to remove the mask (stop sustaining it) which ultimately ends the weapon to being active, Or when to activate the weapon (wear it), while also to becoming invisible, and finally activating /deactivating inferred vision (due to the fact Doijutsu users will be hindering themselves from peeking into their opponents chakra system while inferred vision is active).

Note While as they're invisible, their chakra within the cloak happens to influence their scent, changing it to the any-type as that of the field surrounding the them. Additionally, the cloak prevents the user from being detected by sound, for it hinders the opponent's by coating the user in the chakra that muffles short-range sounds/ movement from them.

Analogy:
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When perceived through the eyes of a Doijutsu user, they'll be able to see that their opponent's chakra follow is irregular as of someone within a Genjutsu. Farther to complicate things for the opponent is that they'll be two forms of colors if that user has through the sharingan. However, when forming elemental ninjutsu that user will see a straggle within their chakra flow as through their going against a natural flow of their chakra.​
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As they're in stress, even when casted a Genjutsu upon or after an elemental jutsu, This action will always occur as long as they have the skull on.​

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Whenever they can to choose they can appear/disappear on will, However, it seems to hold a delay and if the opponent is a doijutsu user this is rendered more-less a waste of a move.

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What the users see through the chakra-thermal concentration lenses, it appears as their area's chakra is displayed not as like the sharingan vision.​

Declined: with this CJ being over 1,000 words in length, I deem it still too long for further input.

Approved Contact Summon Related to CW: [ ]

(Metamateriaru no Kōgaku Meisai to Shinigami Sukaru) — Reaper Skull with a Metamaterial Optical Camouflage
Type:
Weapon
Rank: N/A
Range: Short
Chakra Cost: N/A (-5 Per Turn)
Damage Points: N/A (-5 to User per Elemental Ninjutsu Used)
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered, and made only by the Uchiha prodigy. The suit is highly complex and its contemporary superior mechanisms cannot be taught. The skeleton mask contains red translucent lenses (allowing eye contact between individuals). When placed on the user, the rest of the hooded cape appears along with a dark gray, tattered coating. This cloak is created from molten scales of Obi, the personal snake contact summon of the Uchiha. The skull mask immediately draws chakra from the user when worn. The glowing red lends symbolizes the weapon's activation. Additionally, the user suddenly dons a dark optical camouflage mantle coating from head to toe. The coating possesses unique natural scales with an uneven microscopic weave, which allows for a complex camouflage mechanism. The attire is flame/wind resistant (B-rank and below), but is NOT fire proof. The whole attire is quite durable and extremely hard to rip apart. Even the skull is very difficult to break.

Coating — The scales of the coat passively scatter incoming/reflect light, allowing it to manipulate light from passing. This allows the user to conform irregular shaped objects and render them partially or fully invisible to the naked eye. This can make three-dimensional things also make things appear flat. This control can be used, theoretically, to perform the opposite feat, allowing for turning two-dimensional images into three-dimensional ones and making impressively deceptive mirages. This can only be done within it's range. At closer ranges, the weapon makes whatever it's camouflaging appear darker than their surroundings, acting as a dead giveaway to the concealment. The camouflage feature also hides scent to match the surrounding area and muffles short-range sound around the user.

Lens — The user will be able to see passively chakra through the red lenses, in what appears to be like chakra infrared vision. They'll be to tell the amount of chakra within that given place in time. Users also, through observation, can make a hypothesis to accurately predict the strength/rank of a jutsu. These lenses, however, only see chakra as it radiates off of an object (which can be used to track). This means it doesn't allow the user to see through thick exteriors; if for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses, and indicate to user that someone may be carrying a chakra item.

Skull — The M.O.C is powered with the user's cerebral chakra, and the user’s nervous system becomes under great stress. Their entire chakra flow is regulated against change through this skull set up. This leaves the user feeling so disengaged from their surroundings that they wonder whether or not they're actually in their body. This out-of-body effect is so powerful that they'll be experiencing a state of mind which is like they're actually someone else, watching their body walk through life, while they're like-floating in it much like a ghost trapped in a body of another. Being in that state has its advantages though, for the user becomes immune to Genjutsu up to and equaling an S-Rank. Sadly, this toils the user's health, making them suffer from severe migraine headaches. Additionally, whenever the user executes elemental ninjutsu, the mask releases a cooling steam from the skull, this helps remove the sweat within the mask, in an attempt to ease headaches.

Note: Wearing/Removing the mask takes 1 move slot
Note: Dojutsu users will hinder themselves from using specific chakra vision skills, while active.

Declined: Firstly, remove some of the coding in the "analogy" section beneath the spoiler.

"-No submission that uses font or formatting alterations such as underline, bold, allignement, color, size, spoilers, etc will be checked. The only exception is that you are allowed to Bold or underline the title of each technique you submitt and you can use spoilers for videos or images you need to post for references."

Besides that, there is entirely too much going on here. Firstly, how do concealment scales make you smell like your environment? Remove that.

"This can make three-dimensional things also make things appear flat. This control can be used, theoretically, to perform the opposite feat, allowing for turning two-dimensional images into three-dimensional ones and making impressively deceptive mirages."

You need to explain this more as well, what exactly does this accomplish? Does it decrease the opponent's tracking? Make it harder to follow movements? Etc.

Finally, the genjutsu immunity won't be approved. It's not only poorly explained, but the restriction you placed on it is also entirely cosmetic.


Analogy:
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When perceived through the eyes of a Doijutsu user, they'll be able to see that their opponent's chakra follow is irregular as of someone within a Genjutsu. Farther to complicate things for the opponent is that they'll be two forms of colors if that user has through the sharingan. However, when forming elemental ninjutsu that user will see a straggle within their chakra flow as through their going against a natural flow of their chakra.​
You must be registered for see images


As they're in stress, even when casted a Genjutsu upon or after an elemental jutsu, This action will always occur as long as they have the skull on.​

You must be registered for see images


Whenever they can to choose they can appear/disappear on will, However, it seems to hold a delay and if the opponent is a doijutsu user this is rendered more-less a waste of a move.

You must be registered for see images



What the users see through the chakra-thermal concentration lenses, it appears as their area's chakra is displayed not as like the sharingan vision.​
 
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Smirk

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(Raiton/Taijutsu: Raiton Shougeki)Raidens Shock
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: (+20 to taijutsu)
Description:*The user continuously releases rapid spurts of electrical chakra throughout their entire body, in which manifests and appears as if the user has small lightning bolts that radiates from varies parts of their body, this aids their taijutsu with any contact to a target, the electricity will shock the opponent causing their affected area to tighten(stunning them momentarily similar to a stun gun) while adding the stress of being hit with raiton to the opponents body.

-Note: Lasts for four Turns
-Note: Must wait Three turns to reuse after deactivation
-Note: Usable Thrice per Battle
-Note: The user may not use any Water and Earth techs above B rank while this Jutsu is active.
-Only taught by Smirk

☷ Declined ☷
This is basically like the canon technique Zeus but with the attempt to boost your tai. Not all that original.

(Bakuton Kouro)Blast Runners
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: The user utilizes the releasing force of their Bakuton chakra from their hands and/or feet to temporarily boost their movement speeds by strategically directing small blasts, to evade, attack and/or launch (themselves to greater heights).

-Note: Requires a one turn cool down between uses.
-Note: Users current speed is doubled only for the moment this jutsu is being used.
-Only taught by Smirk

☷ Approved /w Edits ☷
 
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Sasori

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(Teikoku guntai) Sealing Arts: Voodoo Queen’s Gift
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20 to activate seal
Damage Points: N/A
Description: A unique type of seal that activates upon foreign chakra being inserted inside of the user’s chakra system. The Voodoo Queen’s Gift is a sealing technique that comes in the form of miniature doll that can be worn as a necklace. Similar to the First Hokage’s necklace which was able to imbue an object with a sealing technique. In this case too, the user will have imbued a sealing technique inside of their “Voodoo doll”. Upon activation of foreign chakra being inserted inside of the user’s body, primarily genjutsu, the doll will open its eyes in response to it. The eyes of the doll will glow a crimson red color upon activation and will begin to seal off a portion of the user’s chakra. The crimson glow of the doll will also appear physically so anyone could know that it is activating, but the image of the eyes will also appear inside of the user’s head. The image of the eyes is purely cosmetic to the user. Once activated a portion of the chakra flowing inside of the user will be absorbed into the doll. Any chakra that has entered inside of the doll will become purified in a seal and all remnants of it being the user’s chakra will be wiped away from the it. When inside of the doll, the chakra will transform into that of raw chakra or chakra unknown to the user. Immediately, after the chakra has been sealed inside of the doll, it begins to release the chakra back into the user and by doing so, will allow for the user to surge their chakra system and release the use of any genjutsu bar Mangekyo level.

Notes: Can only be used four times
Notes: Must be stated in the user's biography.

□ Declined. This could possibly work better as an ability of a CW, than a seal. □

(Teikoku guntai) Sealing Arts: Head of the Demon
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: This is a sealing technique that will act as many abstract Fuinjutsu do, and will be imbued inside of the user with no real physical form. This seal activates passively and only when a physical substance is at least ten meters around the user. Head of Demon will have no effect on any technique that is purely energy based. The purpose of the seal is to inform the user of any physical based attacks or hidden adversaries that will try to make their ways towards the user in a stealth like manner. This applies to techniques such as Hidden in Camouflage which makes it difficult for the user to see the opponent coming, and also to underground techniques which can potentially offer a surprise attack to the user. Essentially, all physical entities will cause its activation. Also, Head of the Demon plays mainly upon fact that Fuinjutsu is capable of sealing physical and abstract things even noises. Once activated, the seal will inform the user of the seal of the incoming attacks by producing a low hissing sound noise similar to that of a gust of wind. The noise that the user hears will only increase when the attack is near and decrease when it farther away. This noise that the user hears is only in their head so it offers no real ailment in hearing. When this technique is activated, the user will mainly rely on their sense of hearing in order to figure out which direction it appears that the sound is originating from. If the opposing technique consists of of multiple projectiles or attacks then the noise will appear to be originating from all of them which might make it more difficult for the user to realize where the attacks are coming from specifically, but they will know that there are attacks from all angles or at least the ones where the attack is coming from.

Note: Can only be used four times
Note: Lasts until the physical attacks disappears or is out of range
Note: Must be stated in the user’s biography.

□ Declined. This is basically just a passive version of Barrier: Dome Method Formation, which also tells you via sound, instead of sensing. □

Completely remade as CW
(Teikoku guntai) Forgotten Diadem
Type: Weapon
Rank: S

Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: This is a unique weapon that the user will wear around their necks giving them a special bond with it. This weapon takes the form of several voodoo dolls that have been made in the form of an accessory and has a special bond between the user. The necklace takes the form of two distinct Fuinjutsu related abilities that occur when certain requirements have been met. This weapon is similar to the First Hokage’s necklace which was able to imbue objects with a sealing technique. In this case, too, the user will have imbued a sealing technique inside of their “Voodoo doll”. The necklace has two distinct abilities and once activated, the eyes of the voodoo will proceed to glow a crimson color.

The first ability of the necklace activates upon foreign chakra being inserted inside of the user’s chakra system. Upon activation of foreign chakra being inserted inside of the user’s body, primarily genjutsu, the doll will open its eyes in response to it. The eyes of the doll will glow a crimson red color upon activation and will begin to seal off a portion of the user’s chakra. The crimson glow of the doll will also appear physically so anyone could know that it is activating. Once activated a portion of the chakra flowing inside of the user will be absorbed into the doll. Any chakra that has entered inside of the doll will become "purified" in a seal and all remnants of it being the user’s chakra signature will be wiped away from it. When inside of the doll, the chakra will transform into that of raw chakra. Immediately, after the chakra has been sealed inside of the doll, it begins to release the chakra back into the user and by doing so, will allow for the user to essentially insert a foreign chakra into their chakra system and release the use of any genjutsu bar Mangekyo level. This ability of the doll is only able to be used three times with a chakra drainage of twenty points being taken from the user and costs a move. The process of sealing and unsealing the chakra has pretty quickly.

The next ability of the weapon is passive in nature (with an upkeep of 5 chakra per turn) and serves almost as a guide for the user. Upon detecting foreign chakra being present anywhere up to eight meter radius away from the user, the necklace will activate. The necklace will perform its ritual of glowing its eyes and begin to passively absorb fifteen chakra points from the user. Once this is done, the doll will begin to vibrate sporadically as it responds to the foreign chakra. In a matter of seconds, the collection of dolls on the user’s neck will begin to point in the direction of the foreign chakra. If there is only one source of the chakra then only one doll will point in that direction, but if there are multiple sources of the chakra around the user then the collection of voodoo dolls around the user’s neck will begin to point in the direction of each foreign chakra and even if a bit ambiguous at times it will give the user a general idea of where the attack is coming from. The dolls involved in the detection can continue to do so for a price of five chakra points each turn and will only stop once the foreign chakra that activated it is dispersed or out of range. Let it be noted, that the dolls cannot respond to any new foreign chakra while it is already activated in response to one. This ability also can only be used three times with a turn cool down.


Automatically Declined


You must be Kage ranked to submit a second CW. VM me if you intend on dropping your first CW and I'll come back to this.


Approved: edits are in pink.



(Teikoku guntai) Sealing Arts: Zephyr Push
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user will first apply this seal onto the ground anywhere five meters around them or place it somewhere further away in order to surprise an enemy. If applicable to the user they can also apply it as a seal on any of their accessories or clothing. This is a seal designated to activate when the user is faced with an opponent moving two times the user’s base speed and they enter within short range on the seal. Once the opponent enters within range, a transparent spherical barrier emits from the seal. This barrier spans up to five meters around the user or seal who is at the center of it. The barrier acts based on a property seen previously with Multiple Infinite Embraces known as pressure and force. When targets were placed under Multiple Infinite Embraces they were placed under tremendous pressure that immobilizes them. With this barrier, however, the user will be able to spring forth a barrier that is capable of affecting objects and people with tremendous force. Essentially, any opponent or attack moving faster than the user can track will be affected by this barrier. In essence, the barrier will apply a tremendous force onto the purpose and prevent them from moving briefly. Unlike Multiple Infinite Embraces, the seal does not drain chakra and does not last more than one turn. The barrier serves only to slow the opponent down and will release the opponent once they have slowed and usually once they have, they will have lost any momentum they had picked and will simply be left standing at most.

Note: Can only be used four times with a turn cool down


Declined

This has been done before.


(Teikoku guntai) Water Style/Sealing Arts: The Avaricious Parasite
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 (-50 chakra each turn from opponent)
Damage Points: 60
Description: This is a sealing designed to be used against barriers that serve to entrap the user and drain them of their chakra. By releasing chakra into a seal that will be near the user, the seal will release a small amount of water. The thing that is special about this water is that it has the innate ability to absorb chakra similar to how it was show in the anime. While the seal is pouring water out of it the water will still be attached to the seal simply meaning that the two will be linked. Onto the purpose of the water, when the water is released it will move towards the location of a barrier that is up to ten meters away. Once in contact with the barrier, the water and seal will begin to siphon chakra from the barrier. However, instead of just weakening the barrier the water and the seal will begin to eat away at the enemy’s chakra. It is possible for the user to target the opponent through this because barriers like Multiple Infinite Embraces are able to absorb chakra from the victim and send it into the user. Essentially, the barrier is used as a channel or a medium to send chakra from one point to another. So in this case, the user will take advantage of that channel and begin to forcefully drain the opponent of their chakra. In some cases, such as with Multiple Infinite Embraces, the opponent having their chakra drained is enough to disrupt the barrier because said barrier is able to be dispelled whenever the user is attacked. While the barrier is being drained of its chakra, it will essentially prevent said barrier from working at one hundred percent which just means that over a period of time the barrier will be weakened and destroyed, but the immediate effects however is that the effects of the barrier will be cut in half. For example, if a barrier originally drains a target of 100 hundred chakra points, it instead will only drain the user of 50 chakra points. This also means that if a barrier originally restricts a target to only using A-rank and below jutsu they will now be able to only use S-rank and below jutsu. The Avaricious Parasite also serves the purpose of creating two channels which will be linked to the opponent. The first channel serves the purpose of draining the opponent of their chakra. The second channel, however, is created in order to send the user’s chakra into the opponent's body. This chakra comes from the seal and the water itself. By sending chakra into the opponent, this will cause them to enter a paralysis state similar to what Kisame has done in the anime. How much the opponent is paralyzed is dependent on the barrier the water effects; for example, if the barrier is used on A-rank or below barriers then it will cause the opponent to experience a full body paralysis that is difficult to overcome, but if it is being used on a S-rank barrier then opponent will only be limited to moving their body a lot which equates to them being unable to perform above four hand seals. Let it be noted, that if the barrier being used requires the user to be focused, this paralysis or chakra drainage could cause them to experience trouble do so leading to the barrier being dissolved. This jutsu also allows for the water present to grow to larger quantities while it is attached to the barrier. Upon being attached to the barrier for just a small period of time the water will grow exponentially and will allow the user to manipulate it to drain more of the opponents chakra which just means that for each turn active the barrier’s effects will be halved each turn and the opponent will be drained of fifty additional chakra points each turn. When dealing with A-rank and below barriers, it is possible for the user to manipulate the water to overpower the barrier and destroy it the turn the water was released, but if doing so, the channels connecting the user to the opponent are broken. However, when dealing with S-rank barriers the user must wait for one full turn before the water has enough strength to crush the barrier. The seal is also self operated which just means that while the water is in place the user is free to use chakra natures other than water release, but will cost a move each turn its active.

Note: Can only be used thrice with a two turn cool down.
Note: Works on barriers up to S-rank.
Note: Can stay active for up to four turns.


Declined
I see what you're trying to do here and appreciate the creativity, but the reasoning behind it is flawed, and wouldn't work. "It is possible for the user to target the opponent through this because barriers like Multiple Infinite Embraces are able to absorb chakra from the victim and send it into the user." If I'm understanding it correctly, you use this as the premise behind being able to connect to the target and drain them of their chakra/paralyze them as the water touches the targeted barrier, but at the end of the day this is being done through a seal, not a barrier, which is what has been canonically shown to attain the effects you're going for here as you referenced. You wouldn't be able to reverse the process through a barrier that isn't yours.​

 
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Kai NB

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(Yashido) — Lucky Rice Paddy
Type: Offensive/Supplementary
Rank: D-C
Range: Short
Chakra Cost: 10 - 15
Damage Points: 20 - 30 (-10 Per Turn Until Healed)
Description: The taijutsu technique is an advanced application of the standard chakra control used in the Wall Climbing and Water Surface Walking skills, passed down from master to disciple by the Yashido group. The technique utilizes the same principle, having the user focus a release of chakra from their chakra points in a constant stream to stick adhere to any surface. More chakra is released than the typical skills to reach further down into the surface. As a result, when the user pulls back, they can forcefully tear away whatever they are in contact with. This can be used to dismantle armor in quick succession, tear away flesh to the bone, scar tissue, etc. Additionally, it can also be used more precisely to have buried objects placed below a surface rise to the top and be extracted. This can be used to remove blades stuck inside the user's body or to pull away specific objects hidden in a pile. Elemental affinities can also be incorporated to increase the strength, but chakra cost will likewise increase as well. Given the nature of this technique, it can be applied incredibly quickly, and as simple as it takes users to use their chakra to climb walls and walk on water.

Note: Can only be taught by Kai
Note: Non-Elemental Usage is D-Rank & Elemental Usage is C-Rank

♪ Approved: You aren't able to use other jutsus while this is in use, regardless of its simplicity. ♪
Updating

(Chakura no Monshō) — Chakra Coat of Arms
Type: Offensive/Defensive/Supplementary
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage Points: 30 - 80
Description: This technique is not considered Ninjutsu, but is more closely categorized under Taijutsu/Bukijutsu as it is an advanced application of chakra control which coats a layer of chakra from the user's tenketsu to enhance the capabilities of purely physical martial arts. Typically, shinobi are unable to use their Taijutsu/Bukijutsu prowess effectively against opponents that utilize Ninjutsu. Given that the foundation of Ninjutsu is through chakra manipulation though, martial arts can be utilized to combat against these chakra based attacks by coating the user's strikes in chakra, thereby allowing them to reflect or even hold Ninjutsu attacks without the need to defend with their own Ninjutsu. [SUP][ ][ ][ ][/SUP] Obviously, the same effect can occur when dealing with non-chakra based physical interaction. It is also important to note that the user is not physically making contact with the opposing chakra/non-chakra based attack. There is a small gap, which helps to prevent damage from burns or electrocution. [SUP][ ][ ][/SUP] Due to the high level of chakra control, this is makes the coating on par with Element Ninjutsu of the same rank. Also, as this a mere application of charka manipulation, and not Ninjutsu, this is an especially effective tool for Taijutsu Specialists and Samurai. The applications of this form of chakra control both start the same way by balancing the opposing force with fixed chakra control to "hold" it in place. This stage is referred to as (Kyoka) Permission. This "hold" can last an instant or longer depending on the user, where the user will reject or accept the opposing force.

(Kyozetsu) RejectionAfter the initial hold, the user will "deny" the opposing force and send it away from himself. Using the momentum of their body in conjunction with Taijutsu/Bukijutsu, the user can effectively deflect an incoming attack with their body. Since this technique does not neutralize or weaken opposing forces in any way, it can not actually destroy an opposing technique. This would mean that aside from it's direction, the technique will remain the same, but aimed somewhere else. [SUP][ ][/SUP] The degree to which a user can deflect is dependent on their output of chakra. In order to accurately reflect an attack back at an opponent or in the user's desired direction, the user must overpower the incoming strike. Merely matching the same strength/rank will only allow the user to deflect the attack harmlessly away from.

(Ukeire) AcceptanceAfter the initial hold, the user will "allow" the opposing force and bring it towards himself. This essentially causes a super-tight grip with chakra control. The user can then forcefully tear away whatever they are in contact with from it's foundation. This can be used to dismantle armor in quick succession, tear away flesh to the bone, prevent an opponent from pulling back their weapon, etc. Additionally, it can also be used more precisely to have buried objects placed below a surface rise to the top and be extracted. This can be used to remove blades stuck inside the user's body or to pull away specific objects hidden in a pile. This can also be used against chakra based Ninjutsu, allowing the user to literally pull the chakra out of a technique. For example, the user can pull the chakra from an earth wall, causing it to crumble. However, the user must use the same amount of chakra as the opposing technique to cancel it out. This does not allow the user to absorb chakra however, merely expel it out. The rate at which chakra is expelled is not entirely quick, which makes it so this technique can only effectively be used on stationary attacks relative to the user and ineffective to head-on projectiles or streams.

Despite being an application of chakra control, the user can not mould or otherwise focus their chakra for other techniques whilst doing so. This is somewhat mitigated by the fact that the technique can be applied very quickly and as simply as it takes shinobi to walk on walls/water. Elemental affinities can also be incorporated to increase the strength, coating their strikes with said element, which still follows standard strengths and weaknesses. The level by which a user can use this technique is dependent on their rank. Jounin can use C-Rank, S-Class can use B-Rank, Sannin can use A-Rank, and Kage can use S-Rank.

Note: Can only be taught by Kai
Note: Can only be used by Taijutsu/Kenjutsu Specialist
Note: Bios with standard chakra control can only use this technique from their hands, feet, and weapons
Note: Bios with advanced chakra control (Hyuga, Med Nin, CES, etc.) can use this technique from any of their tenketsu

Declined: This goes beyond the realms of an update, it’s an entirely new technique. Also, the fact that the chakra control is precise wouldn’t make this neutral to elemental techniques, as there’s no advanced manipulation of shape (like Rasengan or Rotation). And, finally, this technique reads a LOT like a Gentle Fist tech.

(Taijutsu: Shōgekiha Hogo) — Body Art: Shockwave Protection
Type: Supplementary/Offesnive/Defensive
Rank: A

Range: Short
Chakra Cost: N/A
Damage Points: 60 OR +1 Rank (If Combined to Taijutsu Tech)
Description: Shōgekiha Hogo is a defensive Taijutsu technique that emphasizes the fact that the greatest offense comes from a strong defense. As the user is assailed by some manner of projectile, such as ranged Elemental Ninjutsu, which are typically very troublesome for Taijutsu users, the user can react and perform what appears to be a standard standard strike, whether it be a punch, kick, slashing motion, etc. While this is indeed a basic physical motion with no modifiers, the user exerts far more force with this strike than they would for a normal one. This results in a protective layer of wind pressure as the sheer strength of the punch collides with the air, which, upon the user's fist making contact with the incoming projectile, disperses it away from both the user's fist, and their body as a whole, negating it entirely. For example, if the user were to perform this technique against a generic fireball or lightning attack, as the strike connects, instead of enveloping and overwhelming the user's form in, the attack dissipates from are instead safely diverted around the user's form, thanks to the flow of air around insulating and scattering the attack away from the user's form. As this technique focuses on increasing force and speed to create the wind pressure effect, this technique can be applied to normal Taijutsu techniques as well to create the effect the same effect. Due to the purely physical nature of this technique, and it's usage of natural air currents, not Wind Release Chakra, this technique is able to affect, and negate techniques up to an equivalent Rank, similar to the interactions of the "(Konoha Ryūjin) Leaf Dragon God".

Note: Can only be used once per turn
Note: Can only be used by Taijutsu Specialists or Bios with advanced Taijutsu skills (EIG, CES, SHB, etc.)
Note: Taijutsu Masters are able to perform this technique passively, no longer counting towards a move per turn

□ Declined, similar to existing techniques. □
(Taijutsu/Bukijutsu: Kusari no Shōgekiha) — Body/Weapon Art: Shockwave Chains
Type: Supplementary/Offesnive/Defensive
Rank: A

Range: Short - Long
Chakra Cost: N/A
Damage Points: 60 OR +1 Rank (If Combined to Tai/Buki Tech)
Description: Kusari no Shōgekiha is a technique designed to enhance the potential of Taijutsu. The technique is focused on the idea of Kinetic Linking, a trait usable effectively only by true martial artists, and taking it to the next level. Kinetic Linking, or Kinetic Chains, allow users to impart so much force by expertly minimizing either distance covered and/or time elapsed, through proper body positioning. This positioning is dependent on lining up their Kinetic Chain, which is an assembly of rigid bodies connected by joints in some way. So true martial artists are able to use their own body as an assembly of kinetic chains to start momentum from the ground, translating motion in their feet and thighs to their torso, into their arms, and all the way to the end point, such as a punch. In this way, master martial artists can use punch with "more than just their fist." The most famous use of Kinetic Linking in proper effect is in the "One-Inch Punch". This is technique is what allows the One-Inch Punch to be as strong as a normal wound up punch.

Taking this idea and augmenting it through the user's entire body, or applying it to normal Taijutsu/Bukijutsu techniques, the user can produce a layer of wind to increase the range of their attacks or defend from incoming assaults,
such as ranged Elemental Ninjutsu, which are typically very troublesome for Taijutsu users, so the user can react and perform what appears to be a standard standard strike, whether it be a punch, kick, slashing motion, etc. While this is indeed a basic physical motion with no modifiers, the user exerts far more force with this strike than they would for a normal one, as a result of perfect body form with Kinetic Linking. This results in a protective layer of wind pressure, short-range from the user, as the sheer strength of the punch collides with the air, which, upon the user's fist making contact with the incoming projectile, disperses it away from both the user's fist, and their body as a whole, negating it entirely. [SUP][ ][/SUP] For example, if the user were to perform this technique against a generic fireball or lightning attack, as the strike connects, instead of enveloping and overwhelming the user's form in, the attack dissipates and are instead safely diverted around the user's form, thanks to the flow of air insulating and scattering the attack away from the user's form. Additionally, the user can use this excellent body form to perform a regular strike and release a linear blast of concussive air pressure that goes up to long-range. This would mean a simple punch can be performed, but the force of the strike would follow the path of the punch through the air until it impacts the target. [SUP][ ][/SUP] The wave that is released is purely air pressure, and it cannot be controlled after release to change directions. A good comparison for this technique is the Slicing Crimson Wave Kenjutsu technique, though made of air waves and not chakra.

As this technique focuses on increasing force and speed to create the wind pressure effect, this technique can be applied to normal Taijutsu techniques as well to create the same effect. Due to the purely physical nature of this technique, and it's usage of natural air currents, not Wind Release Chakra, this technique is able to affect, and negate techniques up to an equivalent Rank, similar to the interactions of the "(Konoha Ryūjin) Leaf Dragon God".

Note: Can only be used once per turn
Note: Can only be used by Taijutsu Specialists or Bios with advanced Taijutsu skills (EIG, CES, SHB, etc.)
Note: Taijutsu Masters are able to perform this technique passively, no longer counting towards a move per turn

Declined: Clashes with Daemon's pending CFS, the act of using physical strikes to generate wind currents similar to Leaf Dragon God. Additionally, I think this also clashes with one of Reborn's techniques though I can’t recall its name.
 
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Zatanna

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Raiton: Kanadzuchi no Kyōju Konton | Lightning Release: Hammer of Professor Chaos
Type: Offensive/Defensive
Rank: S
Range: Short (Long)
Chakra: 40
Damage: 80
Description:
The user forms 3 seals and focuses raiton chakra into their hand, releasing and using shape manipulation to form a large 2 handed hammer, comprised completely out of lightning chakra. This hammer while being completely manoeuvrable and light, still has the momentum and weight behind it of a heavier hammer weapon. Being perfectly balanced, the user can swing and throw the hammer around as if it were almost nothing at all. Each strike of the Hammer deals 80 damage, letting out a small frontward facing electrical explosion. Should the user choose, they can compress the hammer's chakra completely into the tip of the maul, and slam it down onto the ground sending 1 S-rank>2 A-rank>4 B-rank>8 C-rank>16 D-rank bolts out racing along the ground at the cost of losing the weapon.
Notes:
-Can only be used twice per battle
-Lasts for 3 turns
-Two turn cooldown inbetween each expirey

□ Declined. Two hammers, each are A rank so a strike by one hammer would be 40 damage. Lasts for 2 turns. Edit those in. □

Hattori Hanzo
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: N/A (-10 per turn)
Damage: 80
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. (simply cosmetic, doesnt actually give the user any sensing or any abilities)
Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. they provide the user immunity to B rank blunt force and slashing damage, simply cutting the cloth but unable to cut or punch through the chakra reinforced steel. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (fig. 2) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage.
Passively once per turn, the user can do a pirouette spinning on the spot sending out a barrage of these shuriken, dealing 80 damage. As this does not cost chakra this can be done passively without a time frame slot taken.
Fig. 1
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Fig. 2
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□ Its basically approvable, but the last technique can't be passive and not cost chakra. How does it do 80 damage if its not chakra fueled? And if its passive, it needs a limit as to how many times it can be done. □
Raiton: Kanadzuchi no Kyōju Konton | Lightning Release: Hammer of Professor Chaos
Type: Offensive/Defensive
Rank: S
Range: Short (Long)
Chakra: 40
Damage: 80
Description:
The user forms 3 seals and focuses raiton chakra into their hand, releasing and using shape manipulation to form 2 large hammers, comprised completely out of lightning chakra. These hammers while being completely manoeuvrable and light, still has the momentum and weight behind it of a heavier hammer weapon. Being perfectly balanced, the user can swing and throw the hammer around as if it were almost nothing at all. Each strike of the Hammer deals 40 damage, letting out a small frontward facing electrical explosion. Should the user choose, they can compress the hammer's chakra completely into the tip of the maul, and slam it down onto the ground sending 1 S-rank>2 A-rank>4 B-rank>8 C-rank>16 D-rank bolts out racing along the ground at the cost of losing the weapon.
Notes:
-Can only be used twice per battle
-Lasts for 2 turns
-Two turn cooldown inbetween each expirey

Hattori Hanzo
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: N/A (-10 per turn)
Damage: N/A
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. (simply cosmetic, doesnt actually give the user any sensing or any abilities)
Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. they provide the user immunity to B rank blunt force and slashing damage, simply cutting the cloth but unable to cut or punch through the chakra reinforced steel. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (fig. 2) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage.
Within the same timeframe once per turn, the user can channel the same elemental chakra along side the current attack they are doing, and do a pirouette spinning on the spot sending out a barrage of these elementally enhanced shuriken, at the cost of 40 chakra and dealing 80 damage; this can only be used twice per battle.
Fig. 1
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Fig. 2
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Kamishiro no Hana | White paper Flower
Type: Supplementary
Rank: E
Range: N/A
Chakra: 10 (per technique)
Damage: N/A
Description:
This special type of paper is similar to the same paper trainee ninja use to discover their primary elemental affinity. However the primary difference with this is that the paper is thicker, creating a stronger bond between the fibres, and thus does not disintegrate when channelling the users elemental chakra through it. When placed in the biography of a paper user, it allows the bio to use this special kind of paper that allows them to channel elemental chakra through the paper. This paper cannot be substituted for elemental attacks, such as using paper for a Katon or Doton etc type attack, but simlpy allows the user to create elemental attacks out of paper. By using a paper ninjutsu technique, and then at the extra cost of 20 chakra per technique, the user can passively change the nature of the chakra controlling the paper into a specific element, creating a thin elemental cover on the paper.
Notes:
-Must be placed in users bio and start of battle
-Coating a paper ninjutsu in elemental chakra costs an extra 20 chakra per technique
-Counts towards one of the users three moves per turn


Zatanna's CJ checks (04/10/2018):


Mudo checks:
¤ All Approved, with edits ¤
 
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Onii Chan

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(Idainaruken Gekkō) Moonlight Greatsword
Type: Weapon
Rank: S
Range: Short - Long (163 cm, 64 inches in length)
Chakra: 30 - 40 (A-ranked Slicer: 30CP / S-ranked Ultimate: 40CP)
Damage: 60 - Lethal
Description: '' This sword, one of the rare dragon weapons, came from the tail of Seath the Scaleless, the pale white dragon who betrayed his own."

"Seath is the grandfather of sorcery, and this sword is imbued with his magic, which shall be unleashed as a wave of moonlight."


A sword of magnificent glory, said to have been from the days of old before even the tree of chakra had even emerged from a seed. A era unknown, said to have been inhabited by deities and dragons. Origin unknown to this Greatsword, however was masterly crafted with a careful yet complex design of steel that cannot be stolen. The handle wrapped with a twin dragon design seemingly crafted by black steel alongside the guard that extends both ways towards the sides. Meanwhile the blade design is almost similarly, a twin dragon design that is shaped inwards with a straight sharp fashion to make it viable in battle. In its base form its of black coloration from pommel to tip of the blade; almost of charcoal design if not black steel. When going into its Moonlight mode the pommel up to the guard turns gold then a sudden burst of Celestial like Chakra will develop around the blade to form a more wider and bulky blade made of what would seem to be a solidified Chakra essence. The Moonlight mode's blade is rather questionable in nature, a odd substance that looks similar to that of chakra, however it is speculated that it may be the same element of the Gudōdama for a hard shell and then within rests a heavy supply of chakra that makes the blade glow in a teal/celestial coloration.

Abilities
The Moonlight Greatsword in its base form is a regular greatsword made of black steel with no unique abilities other than being a greatsword in length and fashion. In the Moonlight mode the wielder can eject/project/shoot wave slicers of chakra sharp enough to cut through A-ranked earth techniques or anything of solidarity. These chakra slicers are limited in range, being only able to reach up to medium range barely and to cast these slicers require a long winded thrust/swing of the sword itself. The chakra slicer will do 60 damage to the adversary and cannot be lethal, however deactivating Moonlight mode the base form of the blade will always be near lethal if not causing massive limb damage. The base form of the blade cannot cut through jutsu nor defend against them, however has a more damaging output than the Moonlight mode does, meanwhile the Moonlight mode has the viability to counter jutsu thus its attacks cannot be lethal. A ''ultimate attack'' can be performed by readying the Moonlight mode blade for a few seconds more before thrusting/swinging the blade outwards that'll create a S-ranked chakra slicer that'll reach long range and do S-ranked DMG with a regular S-ranked chakra cost.

Declined: Okay, the premise is alright but you cannot have the sheathe created of a material "speculated to be the same element as a Gudodama". I realize it's cosmetic, but it still can't be approved. Just say that the sheathe is made of some black metallic material, and remove references to the truth seeking balls. The abilities are alright, albeit generic. Honestly, as it is, I'd allow you to add another ability or passive to the sword so that it's more unique. Because, as it is now, it doesn't actually do much (though if you really want it that badly, just PM me and I'll remove the Gudodama part and approve this).

(Zanzō Bunshin) - Teleportation Art: Afterimage Clone
Type: Supplementary
Rank: A - S
Range: Medium - Long
Chakra: 40
Damage: N/A
Description: This technique is utilized with the Afterimage technique but doesn't require the user to perform it prior to this one, moving around in a specific area (A ranked: medium range | S ranked: Long range) after performing a series of hand seals: Tiger → Dog → Rat the afterimages will act like static Kage Bunshins with illusion properties. These clones are mere permanent projections of the user's afterimage therefore the user may switch between them at will which will only take mere seconds to perform alongside running; acting like a dodge tactic. This technique is considered Ninjutsu, only performed by Shisui Uchiha but isn't the only shinobi that can use it in battle with the same skill.
➟ 5 afterimages max
➟ Shisui Uchiha bios can make 10 afterimage clones
➟ This technique is susceptible to Dojutsu users, being able to determine the precise position of the user

Declined: The canon after image technique was never released. Customs based on it aren't allowed atm.
 
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Katon: Vasavi Shakti - Fire Release: O’ Sun, Abide to Death
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will perform 3 handseals, and by releasing a large amount of ash from their body, or by drawing in surrounding ash, whether natural, inert, or from a technique of some sort, they will shape it into the form of a humongous spear, longer than the average human male is tall, with an appearance so exquisite that it could be likened to a work of art that could only be gifted by the gods themselves. The spear can be used in all ways that a typical spear or lance could be used, though when met by ordinary weapons, they would be instantly shattered, and when met with techniques, it will interact with them whilst respecting the S&W scheme of Fire Release. The ash is constantly heated, so that it is lent extra cutting and piercing ability when used in battle. This quality also ties into the weapon’s ultimate attack. By suddenly spiking the heat of the ash itself to ridiculous levels, the user will concentrate Fire Release into the spear, causing it to glow a light crimson. Once complete, it is released as a huge blast or beam of insanely volatile and potent Fire Release that, upon colliding with an enemy or their technique, or any obstruction, it will erupt in a mid-range blast, incinerating anything that is unable to withstand its terrifying heat. It is released as an attack of A-Rank strength, due to the level of Fire Release that is channeled into the spear. Alternatively, as the beam attack is released, part of the ash that composes the spear itself can be poured into it as it surges towards its target, imbuing it with the extra strength necessary for it to reach its full power of S-Rank. This blast will easily scorch and destroy the surrounding terrain of an entire landmark, leaving only desolate remains and craters where it impacted. This S-Rank variant can only be used once per turn. Needless to say, should the user not have the adequate protection necessary, they too will be caught within this technique, as will anybody else. Should the latter usage of the beam attack be used in the NW or WSE equivalent, any described terrain in the landmark will essentially be erased due to the technique destroying it. Using either variation of the beam attack costs one of the user’s move slots.

⇒ Lasts 4 turns unless dispelled prior, forcibly or otherwise
⇒ Usable twice per battle

¤ Declined, I'm not sure how ash has "cutting and piercing" abilities. It's like a pseudo solid at best. This technique will also produce the ash needed for it to work, not other jutsu sources. The "A" rank part needs to be S rank and the NW note needs to be as well. ¤

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Katon: Brahmastra Kundala / Fire Release: O' Brahma, Curse Me
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This technique has two methods of being performed. The first involves the user simply coating a held weapon, such as a shuriken, kunai or sword, in ash. The second usage instead requires handseals, and is used in situations where the user doesn’t have a weapon on them to use, or cannot apply the jutsu to their present weaponry for any reason. By performing 3 handseals, the user will create a construct of ash, being a maximum of 3 meters in length and width. When the weapon is thrown or collides with another object, or any other event occurs which will produce friction, will cause the Fire Release chakra within the weapon to activate, setting it alight with the flames of Fire Release. When the coated weapon is thrown, the weapon will erupt in a short-range blast of highly intense flames upon collision with any object, target, or surface. This ignition allows it to play on par with other Ninjutsu, particularly large-scale techniques. Blasts are always angled away from the user so as to prevent them from being injured. When interacting with other techniques, the clash follows the S&W of Fire Release.

⇒ Coatings and constructs last for 3 turns
⇒ Usable 5x per battle

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¤ Approved, made edits and reworded parts for clarity. ¤

Resubmitting:

Meiton: Warakia no Yoru - Dark Release: Night of Wallachia
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A (same as chosen technique)
Description: A passive jutsu that is similar in nature to Dark Release: The Philosopher’s Stone, though serves to be its inverse. Through this jutsu, the user is able to apply Dark Release techniques and their individual features and effects to their own body, effectively transforming themselves into an altered form of the technique in question. This jutsu is mainly intended to be used with techniques that are familiars, and are not attached to the user themselves already, or merely projectile attacks. As such, techniques that are originally armors or appendages bound to the user, cannot be used with this technique. When this jutsu is used, the user’s body will take on the properties of a chosen Dark technique. For example, should the user choose a technique that is composed of the element’s signature purple flames, their body will become cloaked in that substance. Likewise, should the technique be composed of tangible Dark chakra, the body will be cloaked by it. Furthermore, this jutsu will also adapt any special features of a chosen technique, e.g. Dark Release: Corruption of Necromancy, where the user will also possess the tentacled creature in its entirety as part of the cloaking they adopt when using this jutsu. Effectively, this jutsu can be summarised into 2 parts; the cloaking and the unique features of the chosen Dark Release jutsu. Any Dark Release jutsu chosen to be used as part of Night of Wallachia retains its original strength and rank, and follows the same descriptions and restrictions as if it were used as the standalone technique. It should be noted that the Dark Release cloaking and the jutsu that is to be adapted to the user’s body are one in the same, meaning that the cloaking of the body is simply a medium through which any given Dark Release technique can take form in, with the unique features and effects of specific Dark Release jutsu manifesting as part of the cloaking. As an example, an S-Rank familiar will instead create an S-Rank cloaking and possess whatever unique features exist in the original technique (e.g. tentacles, wings, etc.). When any given Dark Release technique is used through Night of Wallachia, another technique cannot be used through it until the current technique is dispelled, forcibly or otherwise. The jutsu being used as part of Night of Wallachia must be mentioned in the user’s move as a reference, and usages of those techniques counts towards their usage limit and is bound by their restrictions as described. Whilst this technique is in use, due to its nature, the user is only capable of utilising Dark Release and its composite nature releases.

⇒ Usable 3x per battle

□ Declined. You have to link techniques that you reference in techniques to make it a bit easier for us (otherwise I have to go look for that technique now ;-; ). Cause now all these references are made, and I am IN THE DARK (pun intended). □
Meiton: Warakia no Yoru - Dark Release: Night of Wallachia
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A (same as chosen technique)
Description: A passive jutsu that is similar in nature to , in the sense of applying specific traits of Dark Release jutsu to specific mediums. In the case of this technique, the application is done to the body. This effectively confers upon the user the individual features and effects of a chosen Dark Release jutsu, transforming themselves into an altered, humanoid form of the technique in question. This jutsu is mainly intended to be used with release-type Dark Release techniques. As such, techniques that are originally armors or appendages bound to the user make this technique's usage unnecessary. Should the user choose a technique that is composed of the element’s signature purple flames, their body will become cloaked in that substance. Likewise, should the technique be composed of tangible Dark chakra, the body will be cloaked by it. Furthermore, this jutsu will also adapt any special features of a chosen technique, e.g. , where the user will also possess a particular form of their choosing as part of the cloaking they adopt when using this jutsu. Effectively, this jutsu can be summarised into 2 parts; the cloaking and the unique features of the chosen Dark Release jutsu. Any Dark Release jutsu chosen to be used as part of Night of Wallachia retains its original strength and rank, and follows the same descriptions and restrictions as if it were used as the standalone technique. It should be noted that the Dark Release cloaking and the jutsu that is to be adapted to the user’s body are one in the same, meaning that the cloaking of the body is simply a medium through which any given Dark Release technique can take form in, with the unique features and effects of specific Dark Release jutsu manifesting as part of the cloaking. As an example, an S-Rank familiar will instead create an S-Rank cloaking and possess whatever unique features exist in the original technique (e.g. tentacles, wings, etc.). When any Dark Release technique is used through Night of Wallachia, another technique cannot be used through it until the current technique is dispelled, forcibly or otherwise. The jutsu being manifested through Night of Wallachia must be mentioned in the user’s move as a reference, but does not count as an additional move with the usage of this jutsu. Whilst this technique is in use, due to its nature, the user is only capable of utilising Dark Release and its composite nature releases.

⇒ Usable 3x per battle
 
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Alyx

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(Katon: Saigo no Ankooru ) Fire Release: Last Encore
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+ 10 Infusion)
Damage Points: N/A
Description: Last Encore 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. However regardless of its passive nature; it can only be used four times per battle with a cool down of two turns between each use.

Permission to resubmit:

□ Declined. Despite the interesting wording used, this technique can't be passive and also needs to be done within Short-Mid range of you. Nice technique though. □



(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 that would need to be breathed in as it won't pass the lipid bylayer of the skin itself 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 tactile, visual and auditory stimulation leading to the mixing of sensory modalities including sight, sound and touch, and psychological introspection that may lead to great elation, fear, or illumination.
This is due to the fact that it increases the complexity of brain activity in essence increasing the areas of the brain that revolve around the imagination and visualization. Meaning the poison basically tricks the brain into perceiving the imagination as real in the form of hallucinations. This is caused when the poison passes the blood brain barrier, where it can then activate receptor sites in the brain namely the ones that revolve around serotonin usage. It creates this increase because it binds itself to the 5-htp receptor sites, the same sites as serotonin. The poison is able to bind itself at a higher rate, and the body adapts to this by increasing the number of 5-htp receptor sites, making better use of natural serotonin levels which is the "mood" neurotransmitter of the body. It also effects the specific portion of the brain called the Default Mode Network dramatically compromising it the DMN is associated with the ego and the sense of self. This is basically like hitting a reset switch on that portion of the brain when effected by the poison it basically shuts down then after the psychedelic experience it comes back stronger than before. During the time when it is compromised it is weakened creating the emotional responses mentioned above. 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. This genjutsu can be either visual or auditory and pain and feeling can be linked into these genjutsu as it mixes the sensory modalities meaning sight, hearing and pain are all intertwined. 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 as mentioned above including the Default Mode Network. The opponent is unable to see their opponent at this point as they are left in a sort of nearly catatonic state. They will need some form of additional sensing akin to chakra sensing or something not related to sound, or sight to perceive the user past this portion. Their reactions are heavily restricted halving them as well as halving their speed. This is due to the fact that their perception of the world and thus their balance and their natural bodily kinesis is hindered severely from the vivid and surreal hallucinations. The floating sensation also forces them to no longer feel the ground below them intensifying this loss of balance and kinesis. 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. Due to the way pain is controlled and manipulated through the use of the poison linking it to the other senses, pain isn't a viable method to break this genjutsu needing a proper surge or foreign source to do so.

□ Pending. Leaving for Vex. □
(Katon: Saigo no Ankooru ) Fire Release: Last Encore
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+ 10 Infusion)
Damage Points: N/A
Description: Last Encore 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 an instantaneous one activated within the same timeframe of another - 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. However regardless of its instant nature; it can only be used four times per battle with a cool down of two turns between each use while the ash source must be within a short to mid range distance of the user.

Declined: I'm not approving a technique that allows you to form energy (mass-less) based techniques out of ash (matter based substance).

(Fugaku Sanjūroku-kei) Thirty-six Views of Mount Fuji
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sanjūroku-kei is a rather uniquely designed weapon, specifically for that of the artist named Foreigner in order to enhance her art in the heat of a battle. It takes the form primarily as giant paint brush - but it has the passive ability of being able to shift it's form into a vastly smaller brush when needed. Depsite this, the shaft and bristles of the brush are light weight - allowing her to wield her weapon with ease while also being made of indestructible material but lacks the means of being able defend against ranked jutsu. It can however deflect freeform bases techniques such as freeform taijutsu, kenjutsu etc.

Art of Nature - The true nature of the brush comes in when Inoūi attempts to draw a work of art utilizing the brush, through the use of ink tattoos or even when using them from the scroll. The brush will siphon a minor amount of chakra from her through physical contact and take that, pushing the extra chakra into the user's ink based techniques increasing the offensive power of jutsu - passively increasing the rank by one or +20 to S ranks and above. Techniques that have no damage value will then instead gain +20 defensive power instead thus allowing her works of art to be sturdier in clashes. This is a passive ability and requires no input from the user but does require the brush to be in physical contact or within one meter of the owner in order to be utilized.

Heart of Imagery - Is another passive skill that works in tandem with the ink brush as it acts as a sort of beacon. This allows it to leak out chakra into the area up to long range, allowing the user a unique form of sensory as it allows them to detect any sort of ink source within the area as well as anything that is near the ink (within close range proximity). While this is passively activated - it drains the user of - 5 per turn to sustain.
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Utilizing second CW slot gained at Kage Rank

Approved: Cool CW.
 
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Geezus

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Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-100 per clone)
Damage: N/A
Description: Developed as a advanced variant of the Shadow Clone technique, the Nara clan's manipulation of shadows created the concept for the Shadow Imitation Clone technique. The user begins by concentrating chakra into their shadow and preforming three hand seals. Chakra is fed into the user's shadow which is imitating the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional intangible shadows of the user imparting 100 chakra each. These literal shadow clones move separate from the user and move as fast as the user can sprint. The silhouette clones are able blend into other shadows to hide a surmount a surprise attack from an opponent's blindside or bind the opponent in place and manipulate their movements. The shadowy clones also move without a sound and are able to materialize into a 3 dimensional afterimage to confuse the enemy into believing it is the user. Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. The clones can also preform the Shadow Techniques, using their bodies as a source. However unlike the parent technique, these clones are only capable of preforming shadow manipulation techniques up to A-rank.
Note:
(Only usable by Nara Clan members)
(Counts towards the user's total clones per battle)
(Only up to 4 shadows can be created at a time.)

□ Declined. The technique is almost ready for approval, however, 4 clones is too much and they need a turn limit as to how long they are on the field. Blending into shadows and forming into 3D silhouettes also needs to cost a move. □
Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: -100 per clone
Damage: N/A
Description: Developed as an advanced variant of the Shadow Clone technique, the Nara Clan's manipulation of shadows created the concept for the Shadow Imitation Clone technique. The user begins by concentrating chakra into their shadow while preforming three hand seals (Ram-Hare-Dragon). Chakra is fed into the user's shadow which is imitating the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional intangible shadows of the user imparting 100 chakra each. This technique may be preformed within the same time frame of another shadow technique, and upon creation, or while in use, the clones may stay upon the ground like normal shadows or manifest themselves above ground depending on the needs of the user. These literal shadow clones move separate from the user and move as fast as the user can sprint or faster depending on the time of day (being twice as fast at dusk and dawn). The silhouette clones are capable of blending into other shadows to hide and surmount a surprise attack from an opponent's blindside or bind the opponent in place and manipulate their movements counting towards the user's move count. The shadowy clones also move without producing sound and are able to materialize into a solid 3 dimensional form with up to steel like quality counting towards the user's total move count. This allows them to confuse the enemy by making them believe it's the user and/or preform the user's known taijutsu, kenjutsu, or other physical based non-elemental attacks while giving them the binding properties of the shadow and granting said techniques an additional +10 damage due to the hardness. The shadow/user retains complete control over this, and can make all or only part of their body solidify allowing things to pass through them, or blocked entirely (only effective on ninja tools/weapons/physical attacks). Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. The clones can also preform Shadow Techniques, using their bodies as a source. However unlike the parent technique, these clones are only capable of preforming shadow manipulation and physical based non elemental techniques up to A-rank.
Note:
-Only usable by Nara Clan biographies.
-Counts towards the user's total clones per battle.
-Only up to 3 "shadow clones" can be created at a time.
-As with all Nara techniques, Nara clan members have a sensory link at all times with these clones.
-Each clone last three turns, at the end of these turns or if they are destroyed prematurely the clone's unused chakra is returned to the user.

Jiton - Jihikō | Magnet Release - Magnetic Flight
Type:
Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20 (+10 per turn)
Damage: N/A
Description: Using the Magnet Release chakra and a half-tiger seal the user produces a repulsive force between the user and the earth's natural magnetic field. By controlling these forces, the user is able to achieve flight allowing them to go very long distances at varying speed for long amounts of time when traveling. In battle, the user is restricted to short intervals due to the amount of concentration and chakra required to maintain the technique.
Note:
-Last a max of 3 turns.
-Usable twice per battle, must wait two turns between usage
-Only usable by Magnet Release specialists.


Declined: the core concept of this has been DNR by Scorps in the past. And for the particulars of a magnet release move to be altered, contact with a medium must be maintained. In short, sustained flight isn't actually going to fly.


Jiton - Jiryoku no Tate | Magnet Release - Shield of Magnetism
Type:
Defensive/Supplmentary
Rank: B/A/S
Range: Short/Mid/Long
Chakra: Dependent on Rank (passive drains -5 chakra per turn)
Damage: N/A
Description: This technique is applied to the user bio, or posted at the beginning of a battle and has a passive and active effect. Those who have the ability to use the Magnet Release will constantly exude a small magnetic field around them due to the special quality of their chakra. This field surrounds the user like a barrier and is constantly active as long as the user has chakra. That being said, by consciously manipulating the magnetic field composing the barrier, the user can change both its shape and density to increase its defensive output. Due to the density of the magnetic field produced, the user will be protected from harm automatically. The barrier can repel physical attacks, such as taijutsu, as well as weaponry, and — with a change in magnetic charge depending on the situation — is completely resistant to both other forms of magnetic techniques, as well as electrical maneuvers below B-rank. This technique also will apply a magnetic charge to the user's own weaponry when thrown allowing them to be controlled after being thrown through the usage of other Magnet Release techniques. By controlling the barrier with their hands, therefore willingly, the user can strengthen a certain area of the shield to reinforce it. With further added chakra the barrier can be expanded to protect large areas and can be used to defend the user against several things. This large scale variation cannot be maintained long, however, due to increased chakra consumption. The true danger in this ability, however, lies in its secondary trait. Anything or anyone who directly comes into contact with the barrier becomes magnetized, thereby leaving them open to a counter attack from the user's arsenal of magnetic techniques.
Note:
-The passive application can only resist up to B-rank techniques, the user will need to apply more chakra to defend against higher-ranked techniques counting towards the user's move count.
-Only usable by Magnet Release specialists.
-S rank version only usable once per battle reaching to long range.
-A rank version usable two times per battle reaching to mid range.


Auto-Declined: please conclude your magnet release training before submitting CJ for the field beyond B-rank.

 
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Korra.

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Bio with paper, snakes, poison, fuuin


(Fuinjutsu: Kizutsuita Hīrā) - Sealing Technique: Wounded Healer
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A ( heals 60 damage, or an A ranks worth ) ( +20 damage to poison techniques )
Description: Wounded Healer is a two symbol seal used to seal away a small amount of poison chakra and a small amount of medical chakra creating two symbols side by side on the body so when they're read together "Wounded Healer" can be read. The two symbol seal itself isn't air tight so to speak and works similarly to the Eight Trigrams Sealing Style allowing small traces of the sealed chakra to seep into the body from the seal passively infusing the users body with it after the trigger is instigated. This trigger is damage to the body. First the symbol is the kanji for wounded 創 in which poison chakra is sealed away when damage is taken the symbol infuses the users blood with trace amounts of poison and lasts for three turns any blood lost evaporates instantly creating a short range mist of A rank poison needing similarly ranked wind to blow it away. This releases poison anytime blood is drawn that can be proliferated or used further creating a jet of acidic poison that melts flesh upon contact. This poison only works mildly on the user and only on open wounds as they are partially immune to it and just has the potential to close those wounds similar to cauterization however on opponents it has enough potential to melt flesh to the bone if contact is made. Through a mental command the user is able to break the symbol and release all of the poison chakra channeling it through their body and using it to empower a poison technique. This makes the technique stronger, and more dangerous imparting a sort of acidic nature to any poison technique granting a rank and twenty damage up to A rank.
The second symbol is the kanji for healer 癒 and slowly releases medical chakra into the body similar to the wounded symbol it has the potential to close wounds but it does this in a more refined way genuinely healing the wounds similar to Medical Mode healing twenty damage per turn for three turns after damage is taken. It also has the potential to mend bones, and heal organs being able to heal in a much more precise and definite way. It additionally makes the user immune to genjutsu temporarily for those three turns as the medical chakra seeps into the chakra pathway system spiking the chakra each turn. It also nullifies any foreign poison or substance in the body curing poisoning, purging the body of foreign substances excluding the users own chakra or poison. This symbol can be broken as well releasing all of the chakra at once either healing sixty damage to the user all at once or being channeled into an ally or patient to heal sixty damage on someone else. The user can obviously choose what level of damage they want the seal to activate on and the healing ability has the potential to heal damage as it happens before it has a chance to cause severe damage negating either A rank damage ( boosted or not ) or sixty damage points worth working on even S and Forbidden ranks reducing the damage in which a user takes instantly.
Note: Triggering a symbol is passive, however breaking the symbol costs a move
Note: Only one symbol can be activated at a time and each symbol can only be activated once per battle


Declined: "medical chakra" with the intent of healing means this ought to be submitted in the med CJ thread, no?


(Dokuton: Furui Kami) - Poison Release: Stomach of C'thun
Rank: A
Type: Supplementary
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A ( +20 to infused technique )
Description: By using this technique the user forces chakra into a poison technique either one that has already been used or one they are using at the moment and drastically reduces the pH of the poison to a point that it becomes a superacid. A superacid is an acidic substance that has a pH in the negatives namely in excess of -12. This grants the poison the ability to dissolve solid objects that it comes into contact with quickly and easily. For example it would be able to dissolve things such as earth, steel, bubblegum, paper, sand, flesh, bone, muscle, etc being strong to any solid substance while being diluted by things such as water, or other such liquids while being neutral to energy based elements such as lightning and fire. This allows liquid and gaseous poison to become strong to earth and solid substances while becoming weak to water or liquid substances. If the poison comes into contact with human or animal flesh it will dissolve it with relative ease being able to cause even forth degree burns melting away flesh all the way to the bone.
The technique itself has no offensive use as it cannot be used to produce poison directly only manipulate existing poison or poison the user is creating in the moment happening in the same time frame as another technique. It works up to A rank granting a rank and +20 damage to the altered technique. It can also be used on S rank techniques to lower the pH of a technique but doesn't directly increase it's strength only adjusting it's natural strengths and weaknesses.
Note: Can be used four times per battle with a two turn cool down.


Declind: infringes not only on the Acid CE, but also the Boil AE as it allows for adjustments to pH level.


(Origami Fuinjutsu: Kami no Megami no Shukufuku) - Paper Sealing Technique: Paper Goddess' Blessing
Type: Supplementary
Rank: A
Range: Short - Long (Seal on self, effects on summons all the way to long)
Chakra: 30 (-10 every time it activates)
Damage: N/A ( +20 damage to summoning ninjutsu and summons )
Description: Using her Fuuinjutsu and Paper abilities, Korra created a seal on her body to make her using summons and their ninjutsu in conjunction with her KG. The seal automatically activates whenever the user uses ninjutsu from their summoning contract or actually summons a creature from a summoning contract they signed. The creatures they summon are filled with the user's elemental KG making it were if the creature gets cut or sliced or destroyed the creature's body will release the user's KG. Being a paper user the animals will be filled with paper so when the animal is cut in half the animals body will release a source of paper short range of where the animal got damage. The seal passively activates by its self so the user never needs to focus on it. Being a snake user when Korra uses this her snakes from jutsus like Hidden Multiple Snake Hands will be more deadly as her snakes could potential be more deadly as the snakes may release a bigger paper source for her across the field. The amount of the elemental KG is determined by the size of the animal as bigger sized animals will be able to store more of a source of the selected elemental. Even though this was created for Paper Ninjutsu that seal can be modified for other animals and other elemental KGs as long as it follows logic like no Swift Release or Doujutsus.
Note: Must be placed on a users bio or posted in the beginning of a match
Note: The seal passively activates when the user summons an animal or uses its ninjutsu
Note: The seal can only be used once in a move even if the user does multiple animal ninjutsu
Seal looks like
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Declined: I was going to approve this, but it won't be usable with any other KG besides paper, sorry.

(Shikoku Gekijō no Shoki no Dansu) - Initial Dance of Shikigami
Rank: B
Type: Supplementary
Range: Self
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A
Description: A lesser but still useful version of Dance of Shikigami. Instead of turning the whole body into sheets of paper the user can control it to a certain area of their body like just their chest or an arm or a leg. By doing this the user can still use other jutsus besides just paper but can't do any paper jutsus that still require Dance of Shikigami to be activated. The user can keep this jutsu activated as long they still channel chakra into fueling the jutsu. While activated the user can have paper sheets flow from their body and multiply all the way into mid range giving them more of a source of paper and more paper to always reform body parts. The user cannot turn the whole body at the same time into paper with this jutsu as its a lower version of Dance of Shikigami.
Note: Must be taught by Korra
Note: Must know Paper Ninjutsu

Declined: This clashes heavily with L's Logia Fuuin.

(Origami Fuinjutsu: Kami no Megami no Shukufuku) - Paper Sealing Technique: Paper Goddess' Blessing
Type: Supplementary
Rank: A
Range: Short - Long (Seal on self, effects on summons all the way to long)
Chakra: 30 (-10 every time it activates)
Damage: N/A ( +20 damage to summoning ninjutsu and summons )
Description: Using her Fuuinjutsu and Paper abilities, Korra created a seal on her body to make her using summons and their ninjutsu in conjunction with her KG. The seal automatically activates whenever the user uses ninjutsu from their summoning contract or actually summons a creature from a summoning contract they signed. The creatures they summon are filled with paper sheets making it were if the creature gets cut or sliced or destroyed the creature's body will release the paper sheets. Being a paper user the animals will be filled with paper so when the animal is cut in half the animals body will release a source of paper short range of where the animal got damage. The seal passively activates by its self so the user never needs to focus on it. Being a snake user when Korra uses this her snakes from jutsus like Hidden Multiple Snake Hands will be more deadly as her snakes could potential be more deadly as the snakes may release a bigger paper source for her across the field. The amount of paper sheets is determined by the size of the animal as bigger sized animals will be able to store more of a source of the selected elemental. This can only be used with Paper Ninjutsu.
Note: Must be placed on a users bio or posted in the beginning of a match
Note: The seal passively activates when the user summons an animal or uses relevant contract ninjutsu
Note: The seal can only be used once in a move even if the user does multiple contract ninjutsu moves
Seal looks like
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✪ Approved ✪


(Dokuton: Funsai Suru) - Poison Release: Shatter
Rank: S
Type: Supplementary/Offensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: In essence a trap technique where the user sends moderate amounts of poison chakra into either the ground or air to the area near the opponent. The first variant can be done in close range through close quarters combat releasing the poison from the soles of the feet hiding them by having them burrow slightly into the ground or from a distance by channeling poison through the ground from the soles of the feet. Either way the aim is to create several ( one to eight ) small condensed bead sized orbs of poison to embed themselves in the ground around the opponent. Once done the user can either perform the seal of confrontation causing the poison to detonate or wait for the opponent to step upon the area where the poison is causing the beads to detonate in tandem. When they explode they release a mass of liquid or gaseous poison along with a strong explosion able to create a one meter crater. The poison rushes outward from the tiny bead proliferating itself into a massive amount of liquid or gaseous poison with the aim to strike anything or anyone in a short - mid range area.

Alternatively these beads can be released into the air through the hands where they will float in place until activated or touched where they will then explode doing what was mentioned above but this usage makes it easier to see and defend from. While underground they can only be perceived by chakra sensors or someone with an appropriate sensing ability to know they are traveling underground and they basically act like landmines as per their trap like nature. The poison doesn't have any lasting effects on it's own besides the ability to cause minor cell necrosis mimicking second degree burns. However it can be used with the users own custom poison or Med Toxin to alter the effectiveness of the technique.
Note: Can only be used twice per battle with a two turn cool down


Approved: edits annotated in pink and omitted the tripwire portion of the CJ.


(Sunēkusukēru Yōshi) - Snake Scale Paper Sheets
Rank: N/A
Type: Supplementary
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: These were special paper sheets created by Korra herself. The paper sheets are created by infusing snake scales with paper sheets making the paper more durable. Due to the durablity increase the paper sheets can break through ninja tools and give Paper Ninjutsu jutsus a boost in rank execpt for S rank and above. The sheets can allow the paper to infuse with elemental chakra making them more dangoerous. When infused with elemental chakra they sheets causes damage that relates to each of the elements. The When infusing chakra it last for 1 turn and requires a turn cool down before infusing a different nature. These sheets can be infused with otehr papers sheets and make other type of paper or tags the user has as durable as these.
Note: Requires a Paper bio
Note: Must know Snake Summonings
Note: Must be posted in teh user's bio or in the start of the battle

( Mudo Check ) Declined, do not resubmit. You already have Exploding Snake Tags that alter your normal paper sheets to suit your fighting style. This is just a bad attempt at stacking more passive boosts on them; one flat rank increase excluding S ranks, can break through ninja tools and it would allow you to infuse elemental chakra into them (Zatanna also submitted a technique for this a couple of posts before you) with no chakra cost or drawbacks?

(Dokuton: Itsutsu no doku no Te) - Poison Ninjutsu: Hand of Five Poisons
Type: Offensive
Rank: S - Forbidden
Range: Short - Mid ( depending upon variation )
Chakra: 40 - 50 ( -10 per turn for S rank usage )
Damage: 80 - 90 ( 20 to the user and destroys the hand )
Description: Based upon the principles of (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill, and partially inspired by (Raiton: Raikiri) - Lightning Release: Lightning Blade the Hand of Five Poisons is a technique where the user produces a very specific and strong poison for each one of their fingers. Then by cladding their hand in an aura of gaseous or liquid poison they can use that poison offensively in some way to attack or defend in close quarters.

The Sorrow - The index finger is able to produce a strong tearing agent creating a continuously refilling short range smog of aerosolized liquid compounds appearing to be a gas but not truly a gas. This substance is based on phenacyl chloride, dissolved in hydrocarbon solvents. The Sorrow works by irritating mucous membranes in the eyes, nose, mouth and lungs, and causes intense crying, sneezing, coughing, as well as difficulty breathing, pain in the eyes, and temporary blindness. All of this combined together cuts the poisoned individuals reactions in half. The symptoms are instantaneous upon exposure to the substance and last three turns per application.

The Fury - The middle finger can produce a highly flammable and ignitable liquid poison that works similar to a nerve agent. It causes blisters and burning of the eyes and lungs and causes symptoms similar to third degree burns upon any flesh it touches. It's usage is more direct than the Sorrow needing to be administered through a direct finger jab as it clads the hand in a liquid shroud of poison. However it's real usability comes in when used alongside a fire technique. It provides additional fuel and acts as a napalm when ignited meaning it will continuously burn until extinguished however like a grease fire it cannot be extinguished with simple water needing a wind and water combination or a water technique one rank higher. It can be used on A ranks and below to raise a fire techniques rank or alongside an S rank but only grants it 10 additional damage.

The End - The third finger creates a sure kill poison based on dendrotoxins. The only basic variation that can attack from afar. The user will hold out their third finger creating a pressurized drop of poison with the ability to snipe an opponent from a distance. The poison has enough force to enter the body puncturing flesh and bone before acting rapidly by blocking the exchange of positive and negative ions across the neuronal membrane. This leads to no nerve impulses, thereby paralyzing the nerves. This causes the heart and lungs as well as other various organs to slowly shut down over the next three turns. As a fail safe if spotted and defended against the user is able to perform the seal of confrontation proliferating the poison into a fair amount allowing it to play on par with similar elemental releases having the normal strengths and weaknesses of liquid poison.

The Fear - The pinky finger is able to produce a poison rich in dopamine and Corticotropin which is a peptide hormone involved in the stress response. When administered through a finger jab the poison enters the body causing the fear response. This causes the body to mimic the normal bodily responses to fear causing a change in hormone production causing a feeling similar to Killing Intent. When used alongside Killing Intent it creates a more solidified feeling of fear. This doesn't have much effect like the others and is more of a show of force. It causes damage to the body but is never really fatal.

The Pain - The thumb is able to produce a poison that mimics fasciculin a toxic protein that attacks sensory nerves and motor nerves causing neuropathic pain. Meaning pain that isn't exactly connected to an outside injury but instead injuries to the nerves themselves. This poison is administered by coating the thumbs in the poison and then causing it to create an aura that surrounds the entire hand by partially vaporizing the poison. The through a taijutsu action the user is able to increase the level of pain felt by applying the poison to the body. Once applied to the strike the poison will pass through the pores of the skin latching to the nerves of the body causing first a slight numbness that radiates from the point of contact out a few inches before inducing a strong abrupt rush of intense pain. This pain increases the rank of taijutsu techniques by one up to S rank with S ranks it increases the damage by ten.

The Boss - The culmination of everything above the Boss is the final variation a mixture of all of the poisons concentrated into a pressurized gaseous beam. It has the biological effects of each poison without any of their specific abilities. IE it has the tearing agent aspect of the Sorrow but cannot be used to create a cloud of poison. It has the blistering and burning properties of the Fury but cannot be used alongside a fire technique. As well as having the nerve impulse limiting abilities of the End, the fear creating properties of the Fear and the pain inducing properties of the Pain. However it is much easier to defend against due to it's more elaborate and showy execution. Upon it's usage the poison literally eats away at the users hand dissolving the flesh and bone, crudely cauterizing the wound dealing twenty damage to the user and taking away the ability to use hand seals and the hand.

Note: S rank can only be used twice with one poison per usage and a three turn cd
Note: Forbidden rank can only be used once and negates the ability to use it at S rank


Declined: first and foremost, this CJ is bereft of sufficient reason to accommodate five fundamentally different poisons in just this one alone. Partition them into separate CJ if resubmitted. And as for "The Boss," the bit about the poisons being "concentrated into a pressurized gaseous beam" doesn't align with either of the principles associated with the two canon moves being referenced and ergo, would also be a separate CJ as it stands now.

 
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Priest

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A completely different one

The Witch's Legacy ⇝ Majo no Isan
Type: Weapon
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description:
The Witch's Legacy was forged by the first witches coven, stolen by Medusa, one of the Gorgon's sisters and modified while she was in Ryuichi cave. Medusa studied it for years before making her own modification to it. The Witch's Legacy is a pair of silver colored bracelets which can be worn on both arms. It is composed of an hybrid of organic and inorganic material that are extremely rich in Jugo's genes and nature energy. Also, it is particularly very durable and impervious to foreign chakra infusion or control. Majo no Isan can not be directly used offensively. Each pair of "The Witch's Legacy" has its own unique name and abilities. Ar and Em are the physical and spiritual aspect of "The Witch's Legacy". While Em is the bracelet on the right arm, Ar is the bracelet on the left arm.

"Ar"
BThe Witch's Legacy is rich in nature energy and due to its composition of Jugo's dna, it continually absorbs nature energy from the surrounding and feeds it to the user. The user who has Jugo's dna and constantly saturated with natural energy would now have double the infusion due to those from Ar and Em. Ar takes the physical aspect of the natural energy while amplifying and refining it for specifics effects that only affects anything physical within the user. Ar would affect the user's strength and vigor, using natural energy to increase muscle tone and flexibility. It would also increase the user's bone density and physical balance. This would in turn, increase agility, speed, strength and endurance. The user's body speed and reaction would increase 2 folds, though the speed would not stack with other speed multipliers. The user's body would be able to take +20 more damage from physical attacks and his taijutsu gains +20 damage. An active ability of Ar however, is the ability to add "sage kata" to one's taijutsu by releasing a 1m aura of absorbed natural energy to surround the attacking limb, adding +20 to the Taijutsu attack. This would take a move slot though used in the timeframe of the taijutsu attack in question. Would leech 20 chakra from the user and can only be used once every 2 turns.

"Em"
Em takes the spiritual aspect of the natural energy while amplifying and refining it for specific within the user. Em would take some of the saturation of natural energy(20 per turn) and convert them to sage chakra, storing it within itself and would be added when the user enters sage mode. Alternatively instead of adding it to sage chakra pool, 20 chakra points can be deducted from Em to boost any ninjutsu technique of the user by one rank or +20 for S-rank and above. This can only be done once per turn. Once the user initiates sage mode however, this conversion could not be used to add sage chakra to the user again, however, the converted chakra could still boost ninjutsu. Conversion leeches 5 chakra per turn from the user's native chakra. Should the user absorb foreign chakra from an enemy, instead of going directly into the user, Em stores it. While the chakra is within Em, half of it would be corrupted, converted to sage chakra while the other half would remain normal chakra which can be collected into the user's innate chakra at any time. For example, if 50 chakra is absorbed, 25 would remain in Em as sage chakra while 25 would be absorbed into the user. Em's active ability is called "Soul Protect". With the constant saturation of natural energy, Em would cloak the user's innate chakra with nature chakra thus the user's native chakra would be temporarily hidden from chakra sensory. This is only truly hidden if it remains within the user or when channelling it for a technique. It would be sensed again once the chakra in question released towards the opponent. The senjutsu chakra also leaks to mid-range around the user, removing the user's body essence, masking any smell or pheromones the user could be exhuming via the manipulation of the immediate natural environment itself which includes air. However, nothing else can be done except from masking one's own smell. Soul protect lasts for 3 turns and won't be usable again 2 turns after. While soul protect is active, the user spends 15 chakra per turn. Activating soul protect counts as a move albeit the user could mold chakra for another technique at the same time. Lastly the user can't use "hiding with camouflage" technique while soul protect is active.

NOTE
Sage Kata and Soul Protect are active abilities of The Witch's Legacy and they follow their respective restrictions as mentioned.
Should anyone apart from Priest tries to wear the bracelets, it would siphon their entire chakra and lastly, petrify them.

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♪ Pending: Leaving for LoK ♪

□ Declined. This CW, has a bunch of abilities thrown in for the sake of it. For example, it enhances abilities without any real restrictions, usage limits and is a just mish-mash of several existing stand-alone customs. I don't see how this can be approved as a Custom Weapon as it is now, as the abilities aren't really unique and don't really flow well with what the weapons are. It tries to incorporate too much, and that makes it look like a mess. Not sure what to highlight, as to what can make it better. □

Removed Soul protect and added surge since its related to Em’s spiritual abilities.
Added several restrictions too


The Witch's Legacy ⇝ Majo no Isan
Type: Weapon
Rank: N/A
Range: Short
Chakra: N/A (-5 per turn)
Damage: N/A
Description:
The Witch's Legacy was forged by the first witches coven, stolen by Medusa, one of the Gorgon's sisters and modified while she was in Ryuichi cave. Medusa studied it for years before making her own modification to it. The Witch's Legacy is a pair of silver colored bracelets which can be worn on both arms. It is composed of an hybrid of organic and inorganic material that are extremely rich in Jugo's genes and nature energy. Also, it is particularly very durable and impervious to foreign chakra infusion or control. Majo no Isan can not be directly used offensively. Each pair of "The Witch's Legacy" has its own unique name and abilities. Ar and Em are the physical and spiritual aspect of "The Witch's Legacy". While Em is the bracelet on the right arm, Ar is the bracelet on the left arm.

"Ar"
The Witch's Legacy is rich in nature energy and due to its composition of Jugo's dna, it continually absorbs nature energy from the surrounding and feeds it to the user. The user who has Jugo's dna and constantly saturated with natural energy would now have double the infusion due to those from Ar and Em. Ar takes the physical aspect of the natural energy while amplifying and refining it for specifics effects that only affects anything physical within the user. Ar would affect the user's strength and vigor, using natural energy to increase muscle tone and flexibility. It would also increase the user's bone density and physical balance. This would in turn, increase agility, speed, strength and endurance. The user's body speed and reaction would increase 2 folds, though the speed would not stack with other speed multipliers. The user's taijutsu gains +20 damage. An active ability of Ar however, is the ability to add "sage kata" to one's taijutsu by releasing a 1m aura of absorbed natural energy to surround the attacking limb, adding +20 to the Taijutsu attack. This would take a move slot though used in the timeframe of the taijutsu attack in question. Would leech 20 chakra from the user and can only be used once every 2 turns. Having used Sake Kata, one would be unable to perform above A-rank taijutsu the next turn.

"Em"
Em takes the spiritual aspect of the natural energy while amplifying and refining it for specific within the user. Em would take some of the saturation of natural energy(20 per turn), gotten from the passive absorption of natural energy via Jugo’s DNA and convert them to refined sage chakra, storing it within itself and may be added when the user enters sage mode. Alternatively instead of adding it to sage chakra pool, 20 chakra points can be deducted from Em to boost any ninjutsu technique of the user by one rank or +20 for S-rank and above. This can only be done once in two turns. Once the user initiates sage mode however, sage chakra conversion could not be used to add sage chakra to the user again, however, the converted chakra could still boost ninjutsu. Conversion leeches 5 chakra per turn from the user's native chakra. Should the user absorb foreign chakra from an enemy, instead of going directly into the user, Em stores it. While the chakra is within Em, half of it would be corrupted, converted to sage chakra while the other half would remain normal chakra which can be collected into the user's innate chakra at any time. For example, if 50 chakra is absorbed, 25 would remain in Em as sage chakra while 25 would be absorbed into the user. Actively, Em can be used to break genjutsu up-to S-rank once every two turns. Instead of channelling the chakra to boost a ninjutsu, the chakra can be actively channelled into the chakra system, acting as a surge to free one from genjutsu and the likes. This would take a move slot though can be used in the same timeframe as another jutsu since the user is not directly using his chakra for the surge.

NOTE
Sage Kata and Surge are active abilities of The Witch's Legacy and they follow their respective restrictions as mentioned.
Should anyone apart from Priest tries to wear the bracelets, it would siphon their entire chakra and lastly, petrify them.

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Declined ☪​
Between the two bracelets, this one custom weapon provides the following: Passively doubles your speed and reaction time, increases taijutsu damage +20, and literally everything listed under Em barring the last two sentences are suggested to be a passive abilities. You can see what L was referring to in his previous check; it wasn't just for a lack of restrictions. Having two items doesn't mean you can have this many abilities between the two of them, this is still one custom weapon at the end of the day. Pick one passive to keep from each bracelet and remove the rest of the passives. We'll go from there.

 
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(Fuuton: Kugari no Odoro-Ju no Mai) Wind Release: Dance of the Man-Eating Briar Tree
Rank: A
Type: Offense/Defense
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: With this technique, the user can create a vast network of thorn-covered vines across the battlefield. The vines can also be created in the form of multiple “bushes” that cover the field in certain areas to make it easier for the user to move around the battlefield. The vines are composed entirely of highly-compressed wind and therefore more tangible than most other Fuuton techniques. This tangibility allows them to latch onto, injure, and restrict the moment of anyone who runs through the briar. The vines are created swiftly and in such a way that the wind is almost entirely transparent, but not completely invisible. This makes them difficult to see from more than 3 meters away. Likewise, the wind doesn’t make any noticeable sound upon forming, allowing the vines to go largely unnoticed until one gets close enough. This technique is designed in such a way that the faster one is moving, the more damage it deals and the harder it is to avoid. The damage to someone running at their normal, base speed would be minimal; a few minor cuts and scratches to the feet and ankles. One might even trip depending on how the technique is used. To someone moving at twice their normal speed, their feet would get tangled in the briar and the thorns would dig into and cause heavier damage to their legs. To someone moving three times their normal speed (or faster), their legs would be tangled to the point of complete mutilation and immobility. Because the user knows what patches of the ground are covered and which one’s aren’t, they can walk through the field with no difficulty, unlike their opponents. Besides this, the technique has a few other uses. After forming the briar field itself, should the user wish it, they can perform a series of three handseals in order to manipulate the vines and have them converge on and constrict the body of a chosen target(s). The user can also perform a different set of (3) handseals to manipulate the briar and have it act defensively by rising up and assimilating into a thick defensive wall. In either case, the wind will behave more aggressively and lose its stealth by generating noticeable rustling and howling sounds.

*This technique can only be used 4 times per battle and not on consecutive turns.
*The briar bushes cannot be formed within a 3 meter radius of the opponent unless they are within short range.

□ Declined. This technique is fine, but requires a turn limit for the bushes (or do they disappear if they aren't utilized?). Also, up to Mid range and an amount of bushes to be made. □

(Suberi Yasui no Mai) Dance of the Slippery Elm
Rank: S
Type: Offense/Supplementary
Range: Short - Long
Chakra Cost: 40 (-10 per turn)
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 bone-tree that erupts from the earth. The size of the tree is equal to the Great Stone Golem technique. Upon rising out of the ground, the tree will form five large bone branches and sprout multiple smaller offshoots along each one. The bones that compose the 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 stiff as ordinary bones or lash out like flexible whips. Normally the branches stick out in the air up to Mid-Range away from the tree. However, with its incredible size, the branches can be manipulated to lash out and attack a target in Long Range with the combined power of an S-Ranked technique. The user can control the branches remotely by manipulating the chakra they constantly feed into the tree. To support its wide-range of movement, the tree cements itself in the earth by spreading a network of large bone roots underground. The bone roots spread up to Mid-Range away from the tree trunk underground in every direction, preventing opponent’s from avoiding its attacks by escaping underground. 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 to lash out from within the bone tree. The tree is so large that it can even be used as a source of bone for other Kaguya techniques if the user desires, halving the chakra cost required for said techniques. However this only applies to bone techniques of A-Rank and below. The main purpose of this technique is to combat larger foes; the branches can be used to wrap around and constrict most boss-level summoning animals to simultaneously immobilize and gravely injure them. Once the turn limit is reached – if the tree has not already been destroyed – the tree will “wither” from a lack of chakra supply from the user. It cannot be manipulated in anyway thereafter.

*This technique can be used twice per battle and lasts 3 turns per use or until it’s destroyed.
*There can only be one active tree on the field at a time. The user must wait at least 1 turn after the tree expires (or is destroyed) to create another one.
*Each manipulation of the branches costs a move, separate from creating the tree itself.


□ Declined. Not sure what's with the large scale attacks these days ¬_¬. Nonetheless, the colored area, why does it halve the chakra? And why passively travel through it? Requires a move. And shorten this technique, you can also make the tree a bit smaller tbvh. □
Resubmitting:

(Fuuton: Kugari no Odoro-Ju no Mai) Wind Release: Dance of the Man-Eating Briar Tree
Rank: A
Type: Offense/Defense
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: With this technique, the user can create a vast network of thorn-covered vines across the battlefield. The vines can also take the form of up to 4 “bushes” that cover the field in certain areas to make it easier for the user to move around the battlefield. The vines are composed entirely of highly-compressed wind and therefore more tangible than most other Fuuton techniques. This tangibility allows them to latch onto, injure, and restrict the moment of anyone who runs through the briar. The vines are created swiftly and in such a way that the wind is almost entirely transparent, but not completely invisible. This makes them difficult to see from more than 3 meters away. Likewise, the wind doesn’t make any noticeable sound upon forming, allowing the vines to go largely unnoticed until one gets close enough. This technique is designed in such a way that the faster one is moving, the more damage it deals and the harder it is to avoid. The damage to someone running at their normal, base speed would be minimal; a few minor cuts and scratches to the feet and ankles. One might even trip depending on how the technique is used. To someone moving at twice their normal speed, their feet would get tangled in the briar and the thorns would dig into and cause heavier damage to their legs. To someone moving three times their normal speed (or faster), their legs would be tangled to the point of complete mutilation and immobility. Because the user knows what patches of the ground are covered and which one’s aren’t, they can walk through the field with no difficulty, unlike their opponents. Besides this, the technique has a few other uses. After forming the briar field itself, should the user wish it, they can perform a series of three handseals in order to manipulate the vines and have them converge on and constrict the body of a chosen target(s). The user can also perform a different set of (3) handseals to manipulate the briar and have it act defensively by rising up and assimilating into a thick defensive wall. In either case, the wind will behave more aggressively and lose its stealth by generating noticeable rustling and howling sounds.

*This technique can only be used 4 times per battle and lasts 3 turns per use, or until destroyed.
*The briar bushes cannot be formed within a 3 meter radius of the opponent unless they are within short range.

□ Approved. □

Removed all of the colored bits. As for the size - the entire purpose of this CJ is to use it against large foes like Summoning Animals and the Great Stone Golem. Sorry for leaving this note here, but I'm afraid that reducing the size would defeat the purpose. If that's a deal breaker, I'm fine with a Decline or DNR.

(Suberi Yasui no Mai) Dance of the Slippery Elm
Rank: S
Type: Offense
Range: Short - Long
Chakra Cost: 40 (-10 per turn)
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 bone-tree that erupts from the earth. The size of the tree is equal to the Great Stone Golem technique. Upon rising out of the ground, the tree will form five large bone branches and sprout multiple smaller offshoots along each one. The bones that compose the 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 stiff as ordinary bones or lash out like flexible whips. Normally the branches stick out in the air up to Mid-Range away from the tree. However, with its incredible size, the branches can be manipulated to lash out and attack a target in Long Range with the combined power of an S-Ranked technique. The user can control the branches remotely by manipulating the chakra they constantly feed into the tree. To support its wide-range of movement, the tree cements itself in the earth by spreading a network of large bone roots underground. The bone roots spread up to Mid-Range away from the tree trunk underground in every direction, preventing opponent’s from avoiding its attacks by escaping underground. The main purpose of this technique is to combat larger foes; the branches can be used to wrap around and constrict most boss-level summoning animals to simultaneously immobilize and gravely injure them. Once the turn limit is reached – if the tree has not already been destroyed – the tree will “wither” from a lack of chakra supply from the user. It cannot be manipulated in anyway thereafter.

*This technique can be used twice per battle and lasts 3 turns per use or until it’s destroyed.
*There can only be one active tree on the field at a time. The user must wait at least 1 turn after the tree expires (or is destroyed) to create another one.
*Each manipulation of the branches costs a move, separate from creating the tree itself.

□ Approved. □
 
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Skaaar

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( Senshingu no sōshin no Jutsu ) - Sensing Transmission Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra Cost: 15
Damage: N/A
Description: This technique involves the user and not more than two other persons (ally or not), clones, summonings, sentient beings (quasi, semi etc) to attain the full capabilities. A Yamanaka clan member will share a portion of his consciousness (like 1/4) or infiltrate the consciousness of another while having his sensory abilities active which in turn causes the user to transmit whatever they are able to sense naturally with other(s) of their choice. A decision which doesn't not hinder the parent "sensing" technique in any way on either parties. Though, it does not require much, it has a drawback of which the technique can only last for a maximum of four turns and can not be used on more than two others. The technique itself can not be used more than twice in a single aggressive encounter - requiring a two turn compulsory cool down after the first use. It works just like the normal and basic sensory technique, having it's flaws, drawbacks, strengths and advantages.

☷ DNR ☷
canon technique

( Mondai-jō no kokoro no Jutsu ) - The Mind over Matter Technique
Type: Supplementary/Offensive/Defensive
Rank: E - S
Range: Short - Long
Chakra Cost: 05 - 40
Damage: N/A
Description: This "Mind Over Matter Technique" is an exclusive variation of the 'Mind Body Disturbance Technique' that primarily targets objects/matters instead of living things/beings. Unlike most Yamanaka clan techniques, this is utilized through the use of hand gestures instead of the traditional signs. These hand gestures usually involves pointing at the object/matter (tools, weapons, solid creations basically matter) before pointing at the location the user wants it to move in (capable of intricate/irregular movements too) with the speed, force and accuracy dependent on the user's prowess. Another application involves the removal of the use of these hand gestures but its only available for Jounin and above ranks. The user manipulates their chakra into their mind and exploits his imagination to an extent where he creates an invisible spiritual link/connection between their mind and the target(s). With this link already active and running, all within the scope of the user's imaginations, the user is able to will these objects/matter(s) to do his bidding(s) without stress. This can be used to seize control over any object/matter within the user's sensing field be it his possession or the enemy's. As long as the user's consciousness is up and running, the technique is not inhibited in any way. Due to its complexity of use, each rank is only available to the corresponding rank class and it plays a factor in the object's control. [ For ex. B rank Mind over Matter is available for S-Jounins alone and can only affect "matter" of B rank and below ]. Though any rank is capable of affecting 'rank less' object(s)/matter(s). The E-C rank application can be used any how while the B rank application can be used five times per battle, the A rank application can be used four times and the S rank can only be used three times. The technique is able to affect up to two object(s) at once per each application.


Auto-Declined: due to an insufficient rank and training level. If S-Jōnin, then B-rank is the cap.


( Yamanaka/Magen : Mucuna Pruriens ) - Yamanaka/Demonic Illusion : Mucuna Pruriens
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage: N/A (40 mental damage)
Description: This is a tricky mind-fooling technique often utilized to achieve mischievous ends during normal Roleplaying conversations or battle-oriented encounters too. It is achieved via the blend of the Yamanaka's mind infiltrating actions and the traditional illusion process. This technique focuses primarily on deceiving the victim(s) nervous system and skin while capitalizing on their reactions if such deceit were real. By infiltrating the victim's mind with the user's chakra, the user would cause the victim to experience severe itching and unimaginable discomfort all over the body (or in specific parts) like they had been sprayed with "Mucuna Pruriens" - the Devil Bean Plant. The victim experiences the effect of the plant on a severe scale capable of driving them to total madness. The follow-up procedure (still in the same technique) would have the user utilize his Yamanaka clan ability and cause this feeling to dominate the victim's system for a long while. They are incapable of thinking straight, deciphering situations or any thoughts apart from scratching their body and getting rid of the substance on their bodies. This could lead to the victim tearing off their clothes in frustration or rolling on the floor in desperation and scratches around the skin could cause blood loss and pain. The technique could last a total of two turns and due to the confusion placed on the victim's system they would need two rank's higher than the technique to break free of the illusion/hold.

☷ DNR ☷
Similar premise exists, not a Yamanaka technique, just a genjutsu.
 
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Matt

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Katon: Kami wo Tsunagi Tomeyō / Fire Release: O Humans, Let Us Restrain The Gods
Type: Offensive / Defensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (-10 per turn)
Damage: 60 - 80
Description: Performing 3 handseals, the user will concentrate their Fire Release chakra into the earth around them in a 5 meter radius. From the ground, countless chains of tangible fire will sprout forth, rising long-range into the sky to form a defensive perimeter around the user which can prevent most forms of offense. The chains themselves are translucent, allowing the user to see through them and keep their eyes around the battlefield. The user can also manipulate these fiery chains, which all possess spear heads on the end of their lengths, to attack the enemy from where they spawned, surging towards the target and smashing into them, causing extreme lacerations and burns. This being said, the user has total control over the direction and purpose of the chains upon their creation. The user is able to attack and defend simultaneously with this technique, sending half of the chains to attack a target or several targets, whilst keeping the other half to surround them.
Notes:
Lasts 3 turns unless cancelled
Usable 3x per battle

¤ Approved with edits ¤

Katon: Karadoborugu II - Fire Release: Caladbolg II
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Forming a set of 2 seals, the user will gather a mass of fire in either of their hands, utilising shape manipulation to give it the form of a spiral-shaped sword. The user will fire it as a high-speed projectile, akin to an arrow, fired from a makeshift bow of fire, that soars towards its target, its highly condensed nature and tangibility giving it extreme piercing power, even coming into direct contact with the side of the makeshift arrow itself rather than the head will result in major laceration and burns. A unique aspect of this projectile is that the extreme gyration created as it moves through the air will draw in anything within a 5 meter radius around it. Consequently, an opponent that may attempt a late escape whilst the arrow is within 5 meters will have their attempts rendered useless, as the gyration will simply suction them closer to the projectile. The stimulated suction is strong enough to minorly distort the shape of solid objects the arrow approaches, such as weapons and techniques. Once it is hit by a technique or other means, or when the arrow hits its mark, it will explode as a massive maelstrom of violent fire currents that span a short-range radius from the point of impact, tearing apart anything caught within.
Notes
Usable 3x per battle

¤ Declined, the suction aspect is a decline. Not allowing that part. This is also just a reach around Sniper Arts. You first say sword then repeatedly refer to an arrow, which the described sword sounds like. ¤

Katon: Supiāzu Dan sukaisu no majo | Fire Release: Spears of the Witch of Dun Scaith
Type: Offensive
Rank: A-S Rank
Range: Short - Long
Chakra: 30-40
Damage: 60-80
Description:
The user begins by performing 3 handseals and gathering their Katon chakra either into the area around them or into their hands. Once this has been achieved the user manipulates that chakra to take something that resembles a solid form, like that of a spear. The user can create up to 10 spears in total (Rank split accordingly) in their surrounding area, floating around the user, and a max of 2 within their hands. If the user decides to create the spears in their hands the fire will not harm the user as it is their own chakra. These spears have a range of different abilities. The spears can be used in two different ways, to be used in hand to hand combat to combat other forms of weapons or can be thrown as projectiles towards something. The spears created around the user serve the purpose of restocking the user in case of disarmament or to be launched as a projectile. Using a mental command the user can send the floating spears towards a target, either one at a time or all at once, the user has complete control over where the spears go via mental commands or hand gestures and moves at the speed of a flying kunai. Once a spear has come into contact with something or is about to come into contact with something they can perform a single handseal and detonate the spear to cause a explosion that reaches up to short range from where the spear was detonated. The spears created into the user’s hand has a similar but also different usages. Spears created through this method are able to clash with solid objects they come into contact with and be capable of slicing through them. The user is capable of performing rapid actions with the spears as they feel almost weightless but still have enough weight behind them to provide cutting potential from the slightest movement. The final and potentially the most important ability of the spears created from this method is their usage when it comes to being launched as a projectile. The user takes on a stance in preparation of throwing the spear and releases more chakra into the spear itself (Causing it to become S-Rank). By doing this the flames emitting from the spear intensify and grow in size tremendously, so much it could potentially supply light burns to those standing close to the user, friend and foe alike. Once the spear has been supplied with more chakra, fire will begin to blast from behind the end of the spear and the user will launch it towards their designated target. The power behind the extra fire emitting from the spear causes the spear to be launched at a speed equivalent to the user’s base speed. The spear, moving at the speed it is moving at has tremendous penetration power and also raw power. Being able to break apart stone and rock before touching it. The spear once it’s thrown has a special characteristic, it aims for a singular chakra signature and nothing else, not finishing it’s attack until it has met it’s target or been destroyed in the process. The spear will follow it’s target as said earlier either until it meets it’s target or is destroyed before that can happen, if the spear does come into contact with it’s target it will immediately detonate, creating a tall explosion that reaches up to 7 meters from where the explosion initiated. The explosion is only triggered if the spear comes into contact with it’s target or is successfully destroyed.
Notes
Can only be used three times per battle.
Each usage of the spear whether it be the multiple spear ability or the singular costs towards the user’s moves per turn.
User needs to wait one full turn before creating more spears.

¤ Declined, this has been done before and resembles one of Scaze's customs as well as Mathias'. ¤
 
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Typhon

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Resubmitting:

Secret Jaguar Art: Were-Jaguar
(Hijaga-jutsu: Were-Jaguar)
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: 60 (-15 per turn)
Damage: +10 to Taijutsu, Wind and Water (and rain if applicable) (-15 to the user per turn)
Description: After years of training with Jaguars the user is taught a secret forbidden jutsu that allows them to access the power of the Jaguar. By summoning energy from a hidden idol that belongs to the Jaguar God Tezcatlipoca the user is able to transform into a were-jaguar. Their eyes become ovular and cat-like granting the ability to see clearly in pitch black conditions, their jaws grow stronger and their teeth become pointed. They grow a tail with spotted fur and their nails grow into razor sharp claws. The transformation grants the user increased strength close to that of a sage mode user. They also gain the passive Jaguar ability to hide their presence from non-senor type ninja. However, it takes a tremendous toll on the body and restricts the use of earth and fire elements. The technique will wear off after three turns and will leave the user exhausted.
~Can only be used once per battle.
~Must have signed a contract with the Jaguars and have been trained in its use.
~Lasts three turns once initiated.
~Gives the user a strength boost similar to, but slightly weaker than sage mode.
~Gives the user +10 damage to taijutsu, wind and water (and rain if applicable).
~The user loses the ability to use genjutsu, fire and earth elements.
~The user takes 15 damage every turn.
~The user is left exhausted when the technique wears off.
~Must be taught by Bahamut.
approved:

approved contract:

(Hijaga-jutsu: Were-Jaguar) - Secret Jaguar Art: Were-Jaguar
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: 45
Damage: +20 to Taijutsu and +15 to Wind, Water and Rain (-20 to user)
Description: After years of training with Jaguars the user is taught a secret forbidden jutsu that allows them to access the power of the Jaguar. By summoning energy from a hidden idol that belongs to the Jaguar God Tezcatlipoca the user is able to transform into a were-jaguar. Their eyes become ovular and cat-like granting the ability to see clearly in pitch black conditions, their jaws grow stronger and their teeth become pointed. They grow a tail with spotted fur and their nails grow into razor sharp claws. The transformation grants the user increased strength close to that of the chakra enhanced strength technique, resulting in an extra twenty points of damage to their taijutsu techniques. Their new eyesight and physical form also improves their tracking and reaction abilities, doubling the user's base stats for both. Like the jaguars of this contract, their presence becomes masked from non-sensor ninja, similar in effectiveness to the silent homicide technique. They can increase this even further through an A-rank technique to include chakra, heat, and sound sensing, however while this is active they cannot use any other techniques and it can only be active for one turn at a time, with cooldown of one turn between uses. While in this form the user sees a boost to their wind, water, and rain techniques, while fire or earth become more difficult to manipulate, and genjutsu becomes unusable all together. The physical changes put great strain on their body causing them damage each turn and leaving them exhausted when the technique wears off.
-Can only be used once per battle.
-Lasts a maximum of four turns.
-Cannot use genjutsu while active.
-User's fire and earth techniques cost 10 more chakra.
-User takes 20 damage.
-No techniques above A-rank for one turn after deactivation.
-No techniques above S-rank for two turns after deactivation.
-No taijutsu techniques above A-rank for two turns after deactivation.


Reworded most of it, made the abilities/restrictions more balanced (IMO). Added a new stealth ability to give it more of a connection to the contract.


Update Declined: hybrid modes are no longer being approved so this will remain as is.


(Kuchiyose no Jutsu: Pepita) - Summoning Technique: Pepita
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Pepita is a jaguar from the Nakukiurin (Crying Tree Rainforest) who holds the revered title of Spirit Guide. This title is given to the religious leader of the clan who performs the rituals to help the deceased pass safely over to the other side. This role requires a skilled user of illusions, which are triggered through the use of neon colored substance that covers her fur by making different patterns glow. Her signature illusion is named Dia de Muertos which causes the target to see their spirit leave their body, which is left behind in a frozen position, and take on an ethereal form. Usually the illusion is then used to show the person other spirits, particularly of loved ones, to help them pass over. However, Pepita can cause the target to see any number of nightmarish spirit beings should her intentions be malicious. This illusion can reach targets up to mid-range, is A-rank in strength, and is triggered by causing the yellow neon substance on her fur to glow brightly. As a Spirit Guide, she is greatly in tune with the spirits of other jaguars and the signers of the contract, making her capable of sensing disruptions in those people, though not others. She is able to free herself or others from genjutsu by causing her green markings to glow brightly, piercing through the illusion. This can be cast up to mid-range on a single target to dispel up to S-rank illusions, or on multiple people to dispel A-rank illusions as long as everyone is within eyesight. In addition to her skill with genjutsu, Pepita can use the wind element up to A-rank and maintains a constant set of wings. The wind of the wings are mixed with the same neon substance that coats her fur, giving them a more solid and bright appearance. Pepita can release her wind techniques from these wings giving them the same neon coloring, though this only has an aesthetic affect.
-Dia de Muertos can be used once per battle.
-Can only be summoned once.
-Lasts for a maximum of four turns.
-Appearance:
You must be registered for see images

Declined: to start, this contracted animal will not be able to use both genjutsu and wind release, even if the former is no more than a single unique illusion. And should it be chosen, then the bits that involve alterations to her markings will likely need to be omitted–it is bereft of an intuitive reason behind how it works. Lastly, if wind release is selected then the wings will require a rank.

 
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Leathercandle

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(Raiton: Sutōmumēru) Lightning Style: Storm Mail
Type: Supplementary / Defensive / Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 to objects/people who touch it (+10 to future lightning techniques)
Description: Storm Mail is the name of a lightning technique that amplifies the user’s lightning style techniques while acting as both a defense and offense. The user weaves four hand seals, and releases a full body surge of chakra, which takes the shape of rings of lightning. These rings surround the user from ankles to the top of their head, being an inch off of their body in all cases. Alternatively, the rings can manifest themselves up to short range around the user, where they will fly around rapidly, attempting to cut into anything before going to the user’s body. In this case, the rings return to the user’s body at whatever rank they would be after clashing with any techniques. The rings have a number of advanced applications that this technique utilizes. Because they do not cover the entire body, they are generally better suited to defending against taijutsu and kenjutsu than they are against ninjutsu, however, if a jutsu is not large enough scale, the armor can defend against it due to the spacing between each ring (a good example of this would be the canon technique “Water Style: Water Dragon Whip”). If something touches the armor/rings, it shocks them for 60 damage.

Once per turn, the user can infuse part of the strength of the armor into a lightning jutsu of their own, lowering the rank of the armor by one, and increasing the damage of the jutsu by 10 by transferring the chakra. Doing so costs a move, but can occur in the same timeframe as performing the jutsu. As the rank of the armor decreases from infusing chakra from it into techniques, the damage the armor does to people that touch it decreases to match that new rank (with boosts to the armor from other techniques applying afterwards).

Once per turn, the user can levitate off the ground up to ten meters in the air by charging the rings with an electrical field identical to the one in the canon technique “Lightning Style: Lightning Blades Levitation.” While levitating through the air, the user moves at their regular running speed, which is determined by their rank. The levitation effect can be released at any time by the user, and lasts two turns.

-Levitation can only occur / be utilized if the armor is at least C ranked.
-The levitation effect has a two turn cooldown after wearing off.
-Buffing the damage of a jutsu can be done once per turn, with a two turn cooldown.
-Storm Mail lasts five turns, unless released early.
-Can only be taught by Leathercandle.

□ Declined. Most of the technique is fine, but just a few things. Just limit how many times flight can occur (x times per fight within the period the armor lasts) or lessen the amount of turns the armor lasts in general as five is too much as it is. □


(Raiton: Kaminari no shukufuku) Lightning Style: Blessing of the Thunder
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (+10 to future lightning techniques)
Description: Blessing of the Thunder is a primarily defensive technique that can also be used offensively in certain situations, and has some supplementary applications. The user begins by expelling chakra from their body to create up to 4 circular saws of electricity around them, which rotate in whichever direction(s) the user so pleases. These saws can reach up to short range, and can be up to 5 inches thick. The primary purpose of these are to cut, slice, shock, and burn objects that they come into contact with. The user can release the original forms of the saws into unfocused electricity that expands outwards 360°, reaching up to mid range. Alternatively, the user can release the unfocused charge of electricity without the need for the saws prior, however this must be done with three hand seals. This unfocused electricity can paralyze non-lightning specialists, leaving them immobile for 2 turns before it wears off. The unfocused electricity gives off a charge that allows all other lightning techniques created using the same chakra as this one to have their electrons move around at much higher speeds than normal, increasing their cutting and slicing capabilities, and thus damage, for 2 turns. The rapid movement of electrons also occurs throughout the air, decreasing the damage of all earthen jutsu by 10 for 2 turns (including the user's) through weakening their structure.
-The user cannot perform lightning techniques above S ranked this turn
-This technique can be used 4 times per battle
-Must be taught by Leathercandle

□ Declined. The bolded part needs clarification. What is faster? I know it gets a +10 to the technique, but clarify what you mean with faster. And decreasing damage of Earth isn't the same as empowering the Lightning, while the Lightning technique is stronger, how does it hinder or weaken Earthen techniques? And that filler restriction as well. □
Resubmitting these two:

(Raiton: Sutōmumēru) Lightning Style: Storm Mail
Type: Supplementary / Defensive / Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 to objects/people who touch it (+10 to future lightning techniques)
Description: Storm Mail is the name of a lightning technique that amplifies the user’s lightning style techniques while acting as both a defense and offense. The user weaves four hand seals, and releases a full body surge of chakra, which takes the shape of rings of lightning. These rings surround the user from ankles to the top of their head, being an inch off of their body in all cases. Alternatively, the rings can manifest themselves up to short range around the user, where they will fly around rapidly, attempting to cut into anything before going to the user’s body. In this case, the rings return to the user’s body at whatever rank they would be after clashing with any techniques. The rings have a number of advanced applications that this technique utilizes. Because they do not cover the entire body, they are generally better suited to defending against taijutsu and kenjutsu than they are against ninjutsu, however, if a jutsu is not large enough scale, the armor can defend against it due to the spacing between each ring (a good example of this would be the canon technique “Water Style: Water Dragon Whip”). If something touches the armor/rings, it shocks them for 60 damage.

Once per turn, the user can infuse part of the strength of the armor into a lightning jutsu of their own, lowering the rank of the armor by one, and increasing the damage of the jutsu by 10 by transferring the chakra. Doing so costs a move, but can occur in the same timeframe as performing the jutsu. As the rank of the armor decreases from infusing chakra from it into techniques, the damage the armor does to people that touch it decreases to match that new rank (with boosts to the armor from other techniques applying afterwards).

Once per turn, the user can levitate off the ground up to ten meters in the air by charging the rings with an electrical field identical to the one in the canon technique “Lightning Style: Lightning Blades Levitation.” While levitating through the air, the user moves at their regular running speed, which is determined by their rank. The levitation effect can be released at any time by the user, and lasts two turns, with a maximum of two usages per usage of the jutsu.

-Levitation can only occur / be utilized if the armor is at least C ranked.
-The levitation effect has a two turn cooldown after wearing off.
-Buffing the damage of a jutsu can be done once per turn, with a two turn cooldown.
-Storm Mail lasts three turns, unless released early.
-Can only be taught by Leathercandle.

□ Approved. □

(Raiton: Kaminari no shukufuku) Lightning Style: Blessing of the Thunder
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (+10 to future lightning techniques)
Description: Blessing of the Thunder is a primarily defensive technique that can also be used offensively in certain situations, and has some supplementary applications. The user begins by expelling chakra from their body to create up to 4 circular saws of electricity around them, which rotate in whichever direction(s) the user so pleases. These saws can reach up to short range, and can be up to 5 inches thick. The primary purpose of these are to cut, slice, shock, and burn objects that they come into contact with. The user can release the original forms of the saws into unfocused electricity that expands outwards 360°, reaching up to mid range. Alternatively, the user can release the unfocused charge of electricity without the need for the saws prior, however this must be done with three hand seals. This unfocused electricity can paralyze non-lightning specialists, leaving them immobile for 2 turns before it wears off. The unfocused electricity gives off a charge that allows all other lightning techniques created using the same chakra as this one to have their electrons move around at much higher speeds than normal, increasing their cutting and slicing capabilities, and thus damage, for 2 turns. The increased movement speed of the electrons does not influence the speed of the technique, only the damage potential.
-The user cannot perform lightning techniques A ranked or above this turn
-This technique can be used 4 times per battle, with a turn cool-down between usages.
-Must be taught by Leathercandle

□ Approved. Edits made. □

(Katon: Asshukontorōru) Fire Style: Ash Control
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short - Mid
Chakra: 30/60
Damage: 60/80
Description: In the case of the S ranked version of this jutsu, the user begins by weaving two hand seals (in the case of the A ranked version, this is unnecessary, as it is possible to mold the chakra necessary without seals due to the smaller amount of it needed), and focusing their chakra in an area up to mid range away. This can also be done by slamming the user's foot or hand onto the earth for the A ranked version, or a hand seal and then contact with the ground for the S ranked version. The user can create shields, pillars, controllable beings, etc, made of ash up to mid range away. Creating a controllable being (an example of such a thing would be the Water Wolf canon jutsu) requires the user to continue feeding chakra into it, at a cost of 5 per turn, and they cannot mold chakra unless it is for a fire jutsu as long as it is maintained. The ash of these creations are compacted enough that they feel solid, yet still burn to the touch. Upon using this technique, the air up to mid range of the original location of the ash structure is left with a small amount of residue chakra, allowing the user to create pillars, spears, etc in freeform for 2 turns. These creations are significantly weaker than the A and S ranked ones, burning less intensely and being less compact.
-Can be used 4 times per fight
-Can only be taught by Leathercandle

(If the no hand seals bit for the A ranked version is a problem, I have no issue that being edited in by whoever checks this)

□ Declined. This clashes with several existing Ash techniques. □
 
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Ryóma

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(Inkupo: Shinjun) Ink Ninjutsu: Infiltration
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A (Chakra unusable for 4 turns)
Description: The user has a special type of ink which allows for the ink to absorb through things such as clothes and skin. Adding raw chakra into the ink source, prior to battle or on the spot, Gentle Fist users insert this raw chakra in such a way that it slightly alters the ink’s properties from a structure with it’s molecules bound tightly together, to an almost ‘fluffed out’, ‘spaced’ composition, so that each molecule in the ink is small enough to pass through tiny things instead of just passing over them. Since Hyūga are capable of inserting their chakra within a person’s body, this is possible for them. Once this chakra is added into the ink source, when in contact with the enemy, the ink enters the body via the Tenketsu, since its molecules are now tiny enough. Upon entering the enemy’s chakra system, the special ink mixes with the chakra, ruining the composition of the chakra, thus rendering it useless. The affected target will be unable to utilise their chakra for four turns until more chakra is produced, replacing their ink-tainted chakra. Once the ink is inside one’s body, it wreaks havoc, but the enemy can avoid this by not allowing the ink to enter in the first place. Also, this ink, when in contact with the user, will not harm him. This is because the user has a very thin layer of raw chakra on the outside of their skin, which is released at the same time the affected ink technique is released. So when the ink technique makes contact with this raw chakra on the user’s skin, it absorbs the chakra, recognising it as the same chakra within it, thus ruining the perfect chakra balance the user had previously added within it. This ruining of balance causes the ink to lose the previous effects, thus returning back into larger molecules, which are unable to go through the user’s skin. A non-Hyūga can also use this technique, but they require a Hyūga to insert their gentle fist chakra into this before being able to use it, and this won’t stop the ink from infiltrating their system as it won’t have their raw chakra in it. This technique can be applied to pre-drawn artworks, or can be infused into an artwork on the spot. This must be posted in the user's bio or at the start of battle.

Note: Can be used thrice per battle
Note: Requires a two turn cool down
Note: Can be coupled with an ink boost
Note: Can only be taught by Ryóma

□ Declined. It seems like I checked this technique before, and asked how it's possible for Ink to go into skin, why didn't you quote that?! o_O Unless I'm mistaken, and this technique is completely new and I checked an entirely different technique. □

(Hyouton: Suberi Yasui Hyōmen) Ice Release: Slippery Surface
Type: Supplementary | Defensive
Rank: B-Rank
Range: Short - Long
Chakra: 20 (-10 per turn to keep active)
Damage: N/A
Description: The user channels wind and water chakra in his feet, creating a thin layer of ice underneath his shoes. This allows for a slippery effect, allowing one to travel faster on different kinds of terrains. Although normal ninjas might slip and fall if they had ice on the bottom of their shoes, those of the Yuki clan can control this whilst being able to move fast in a fluid and elegant manner, given that they are experts in the field of Ice. The speed of the user is increased by 1.5 times their normal speed. But if it used on a snowy or icy terrain, the speed is increased by two times they user’s normal speed. Although it requires a move to activate, the user can perform other techniques after its activation, at the cost of spending ten chakra points per turn. This technique can be deactivated at a moments notice.

Note: Lasts for three turns
Note: Usable thrice per battle
Note: Can only be taught by Ryóma

□ Approved. □

(Inkupo: Hantaa no Geijutsu) Ink Arts: Art of the Hunter
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A*( +10 Infusion)
Damage: N/A
Description: A rather unique technique that naturally has no inherent offensive nor defensive power - but rather is a tool utilized by those who are capable of utilizing Ink Ninjutsu. This selective brand of ink is different from the others used, as it's intention is to capture the true essence of an animals predatory sense - in which the ink has the ability to form invisible works of art. This isn't to be confused with true invisibility but rather a contribution of the ink's ability to retract light away from it due to the translucent coloration and a minor infusion of chakra. Once the ink is used, the creation is formed, preventing the enemy from being able to see said work of art and thus is ideal for stealth attacks though it should be known that when within short range of the opponent, the creations cameo is easier to see due to distortions in the air or even from moving along the ground causing prints to appear etc.

The user is able to also apply this to his/her ink techniques within scrolls by simply having it pre-drawn or even conceal ink created tattoos on their body in which the user simply has to pay an extra infusion of chakra to "activate" the effect. Must be posted in user's bio or at the start of battle.

□ Declined. This needs a cue and a turn limit, not gonna go with it being passive and lasting indefinitely. □
 
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Heddohejjihogguāmā | Head Hedgehog Armor
Type: Weapon
Rank: S
Range: N/a
Chakra: N/A
Damage:
Description: Woven from the quill of a mythical resilient hedgehog said to have extraordinary powers that could rival a boss summon the H.H. Armor is a unique cw fashioned as a tunic, or close-fitting short coat, designed to aid shinobi of the Akimichi clan in battle through the incorporation of the tunic's features. Sleeved to the elbows and reaching to the user's knees, appearance wise the tunic is covered in numerous beautiful, tan and black sharp hedgehog quills with the Akimichi symbol branded in gold on the back. Specializing in the manipulation of the coats area of cover body-wise, and the extension and projection of its sharp needle-like quills, during battle the tunic and its numerous quills acts as an extension of an Akimichi user and is even able to increase in size proportionate them like any other item on an Akimichi's person. The combination of an Akimichi's secret techniques and/or basic taijutsu combined with the manipulation of the H.H. Armor joins to make a specialized form of close quarter combat that is more destructive in nature verses the normal, basic usages. Besides the usages that can be achieved through activation, users of the CW can also passively activate it's effects to a minor degree once per turn within the same time frame as another Akimichi/Taijutsu technique. Passive activation adds +10 chakra points to the Tai/Akimichi jutsu used in unison with, increasing its damage accordingly as the coating of needle-like quill further hardens and sharpens as the tunic stretches to encompass the entire limb(s) or abdomen before use thus boosting its effectiveness.
Quill Extension ( A rank ) | Short Range
A simple manipulation jutsu that can be activated after paying the appropriate chakra. Upon activation the quills of the H.H. Armor sharpen, harden, and extends outwards within a 5m radius puncturing all, except the user, within its grasps. It is best used as a follow up technique after attacking a target who may choose to block instead of evade. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Has a 1 turn cooldown with each use.

Quill Projection (A rank | Short-Long)
Yet another simple manipulation jutsu of the H.H. Armor but this technique requires a bit more focus and is triggered after paying the appropriate chakra. Upon activation 1-4 dense, sharpened quills of the tunic are fired off at high speeds in any linear direction aimed for with great accuracy in attempts to skewer the desired target(s). It is best used as a follow up technique after attacking a target who may choose to evade instead of block, and while in trajectory the quills move as fast as a lightning technique. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Has a 2 turn cooldown with each use and can be used 6 times per battle.

Human Hedgehog (S rank | -10 Chakra per turn | +20 to Tai/Akimichi)
The supreme use of its passive activation and also the main noted skill of the H.H. Armor is the advanced manipulation of the tunic in order to completely coat the body in the armors dangerous quills from head to toe. Offensive, defensive, and supplementary in nature the armor once activated protects the user from C rank and below physical damage due to its supremely dense nature, all quills becoming a dark black color, which also reflects the damage boosts given to the CQC fields listed. Akimichi's further benefit from the armor's advance activation because of the fact that the quills of the tunic extend an additional 1m from the body, also serving as its activation cue, which also slightly extends the range of expansion techniques accordingly. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Lasts for 5 turns upon activation ►Can be activated 2x per battle ►After 5 turns the user is hampered to B rank and below tai/akmichi/quill jutsu for the next 2 turns
Note: Use of any of the weapon's three abilities cost a move per turn.

¤ Approved with edits ¤


-Editing

(Senpo: Ken Kata) Sage Art: Blade Kata
Type: Offensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: Ken Kata, based off of the fighting style created by the toads of Mt. Myoboku called Frog Kata, is quite similar to its sister field in terms of positioning and using an aura of natural energy that surrounds and encapsulates the user's body while they perform close quarter combat. The difference being, unlike Frog Katta which utilizes this natural energy to amplify their taijutsu prowess, Blade Kata utilizes the encapsulating natural energy around the user to amplify the prowess to sage mode users who use kenjutsu. The user can use this aura as an extension of their sword(s) giving them longer reach within their kenjutsu even if they do not directly connect with its target. Sword slashes/thrusts that appear to have missed actually strike using the aura sending the opponents flying as they deal with the blunt damage, albeit, at a lower extent compared to the stronger Frog Kata.
NOTES
►Can be used 3x per battle
►Has 2 turn cooldown
Encapsulates sword and increases its dimensions by 2 meter

¤ Approved with edits ¤

Moeru Kemuri: Shinjitsu no sōsei-ki | Blazing Smoke: Truth Genesis
Type: Offensive | Supplementary
Rank: A
Range: Mid.-Long
Chakra: 30
Damage: 40 (+20 to Subsequent Lightning Jutsu)
Description: Blazing Smoke is a special ninjutsu art honed by few, that combines fire and smoke style ninjutsu together for devastating attacks. Initiated with 3 hand seals, the user breathes in deep and then release a large 5m fireball intertwined with streams of black smoke throughout its structure outwards at high speeds. Leaving a light, transparent trail of dark smoke behind as it traverses to its destination, the fireball carries physical properties and explodes outwards on contact delivering B ranked fire damage as it releases the thick, black smoke within outwards onto the field shrouding everything within its opaque grasp. The thick, dark smoke spreads rapidly as it encompasses an additional 10m outwards from the impact spot while carrying steamy burning particles within its realm that causes massive irritation to eyes, mouth, and the nose as long as one stays exposed to the deadly smoke. The smoke factor stays on the field for an additional turn at B ranked strength, and can be used as a source for additional smoke techniques as well as a factor of boosting lightning techniques by an additional amount due to the great conductivity from the particles within the shroud.
NOTES
►Can be used 3x per battle
►Has a 1 turn cool-down after Completion or Disruption
►Specialist of Smoke or Fire Style can Use this Tech with 1 Hand Seal

¤ Declined, Smoke Ninjutsu manipulates existing smoke, not create it at the same time as Fire Release. You need to rewrite this so the fire is created and smoke from it is manipulated. The lightning boost is a reach, issa no from me ¤
 
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