Custom Jutsu Submission - III

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Xicer

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(Shakujo en Hiraishin) Shakujo of the Flying Thunder God
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Shakujo of the Flying Thunder God is a very unique weapon that cannot be utilized by most. Its shaft is approximately five feet long, and made of an incredibly dense metal, making it nearly impossible to destroy. There is a separation in the middle of the staff so that the user may break down the weapon into two instruments of equal length. The head of the staff would be a fixed ring with a sharp edge on the outside, made from the same material as the staff. It contains 10 rings, unique to this weapon compared to other shakujos shown to carry 6.

What makes this weapon special, however, are the rings themselves. Each bladed as if it were a ninja tool in itself, and each stamped with the seal of the Flying Thunder God. These rings can be used in lieu of other common functions of the seal, such as special kunai knives.

Note: Can only be wielded by Minato Namikaze and Tobirama Senju bios
Note: Can only be taught by Xicer






Approved, with edits

Weapons have to have a rank.

 
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Priest

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Sēji Taieki Suika no Jutsu - Sage Body Fluid Hydrification Technique
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40(-10 per turn)
Damage: N/A (80 for physical attack when solidified)
Description:
This is an advanced form of hozuki's hydrification technique, combined with Kabuto's signature body fluid shedding technique and Kabuto's jugo's dna make up. Kabuto is able to enter into an advanced and special hydrification state. The transformation is similar to the generic hydrification technique, albeit the liquefied form is made up of Kabuto's sensing inhibiting chakra infused body fluid and natural energy saturated liquefied Jugo cells. The user is able to at the same time or later on, passively transform his tools, weapons and anything he possesses, to assume the same form as him and can passively return them back to normal. While in this form, the user is immune to physical damage and is able to assume any shape, extend his form up to mid-range, while also able to harden/solidify his form at will. The user is able to the use their body as a source of water for water jutsus or jutsus that may require a water source, making them able to come out from any point of his body. Jutsus used from the user's water source would passively be augmented by the jugo cells contained in the user's anatomy. They would increase in offensive or defensive power with damage increase of +20 or requiring 20 more damage to overcome. Every jutsu released from the user's body would have chakra inhibiting properties like the body fluid shedding technique, thus every jutsu would have a trace of the user's innate chakra, which would continue to linger so far a trace of the jutsu is left, making doujutsu and chakra sensory unable to pinpoint the user from his chakra signature.
The embedded sage chakra makes the user not prone to lightning damage unless the lightning technique is higher in power than the user's form. This is due to the sage chakra from Jugo cells, removing every impurities present in the user's form which could be a source for easy conduction of electric current. The user is able to end this technique at will and return to his formal self. While in this form, the user would only be able to release from his body, jutsus that require water source, non-elemental jutsus and snake ninjutsu. The snake ninjutsus released from the user's body would take on the properties of the hydrification form at will though only if they are connected to the user and not released as a projectile.
- Techniques used from the user's form counts as moves as normal, except the technique itself states otherwise.
- 2x per battle
- Lasts while the user has chakra to fuel the jutsu though the cost of sustenance of the form doubles every 4 turns
- Only techniques that can originate from the user's body are those that require a water source, non-elemental techniques and snake ninjutsu.
-Only usable by Advanced Kabuto Bios.

□ Declined. I don't think you got it the last time, the part of Jugo's cells enhancing the techniques being done through you, whether coupled with Sage chakra or not, still retains the +20 damage to overcome, which was the initial issue. Getting the passive tools formation and reformation approved is already a bit tough, but to push in the added damage, and basically make it impossible to sense you, and use Snake techniques through you, makes it a bit more difficult to rectify and approve. This technique can be split into alone standing techniques, it's still trying too much. □
Removed:
-The boost
-The snake ninjutsu having to take on the fluid shedding properties. Dunno if I should remove snake completely since its part of non-elementals.
+ would make both into a standalone tech, should this be approved.

Sēji Taieki Suika no Jutsu - Sage Body Fluid Hydrification Technique
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40(-10 per turn)
Damage: N/A (80 for physical attack when solidified)
Description:
This is an advanced form of hozuki's hydrification technique, combined with Kabuto's signature body fluid shedding technique and Kabuto's jugo's dna make up. Kabuto is able to enter into an advanced and special hydrification state. The transformation is similar to the generic hydrification technique, albeit the liquefied form is made up of Kabuto's sensing inhibiting chakra infused body fluid and natural energy saturated liquefied Jugo cells. The user is able to at the same time or later on, passively transform his tools, weapons and anything he possesses, to assume the same form as him and can passively return them back to normal. While in this form, the user is immune to physical damage and is able to assume any shape, extend his form up to mid-range, while also able to harden/solidify his form at will. The user is able to the use their body as a source of water for water jutsus or jutsus that may require a water source, making them able to come out from any point of his body. Every jutsu released from the user's body would have chakra inhibiting properties like the body fluid shedding technique, thus every jutsu would have a trace of the user's innate chakra, which would continue to linger so far a trace of the jutsu is left, making doujutsu and chakra sensory unable to pinpoint the user from his chakra signature.
The embedded sage chakra makes the user not prone to lightning damage unless the lightning technique is higher in power than the user's form. This is due to the sage chakra from Jugo cells, removing every impurities present in the user's form which could be a source for easy conduction of electric current. The user is able to end this technique at will and return to his formal self. While in this form, the user would only be able to release from his body, jutsus that require water source, non-elemental jutsus and snake ninjutsu.
- Techniques used from the user's form counts as moves as normal, except the technique itself states otherwise.
- 2x per battle
- Lasts while the user has chakra to fuel the jutsu though the cost of sustenance of the form doubles every 4 turns
- Only techniques that can originate from the user's body are those that require a water source, non-elemental techniques and snake ninjutsu.
-Only usable by Advanced Kabuto Bios.

□ Declined. Almost approve-able, you just have restrict it better and also remove Snake Nin, and make sure other things used through this is not enhanced by the Jugo chakra (just make a note of it). Leave behind passive transformation of tools or being able to extend to mid range and harden/solidify at will. One of the two needs to go/cost a move. □



Pending

Leaving for L.


Updating
Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
She could grow to as long as 20 meters and as big as giant snakes. Unlike most orochimaru's snake that can wield the Kusanagi. Crona is also unable to use any traditional elemental ninjutsu, but to make up for this, she is constantly saturated with natural energy , a sage and able to use snake sage techniques, however, she can choose whether to let her innate nature chakra to interact with her summoner or not. While merged, she can only communicate telepathically with her summoner and she's able to give a very small portion of her nature energy to her summoner (20 per turn). This would not normally add any augmentation to the user nor would it increase the user's domestic or sage chakra but if the user is in sage mode or has a DNA make up to accept nature energy, the chakra would be used to boost the user's ninjutsu damage, boosting it by +20. However, this can only be done on one technique per turn. This boost is regarded as a passive boost as its done irregardless of if Crona wants it when she is merged. Crona's nature energy gives her natural durability to C-rank and below ninjutsu. Her venom is quite lethal. The snake venom contains "cardiotoxins" which are components that are specifically toxic to the heart. They bind to particular sites on the surface of muscle cells and cause depolarisation. The toxin prevents muscle contraction. These in turn, would cause the heart to beat irregularly and stop beating, causing death after 4 turns if not cured. Apart from that, it causes body muscles to become stiff and thus gradual paralysis. No B-rank and above taijutsu two turns after the venom is administered and speed is halved. No taijutsu or movement can be performed due to total body paralysis in the third turn after the venom is injected. Death in the 4th turn after the venom is injected.

Using snake ninjutsu and snake senjutsu count as moves.
Boosting the user's senjutsu two turns in a row will have the second instance count as a move.
Last 4 turns.
Can only be summoned 1x per event.


Approved: omitted a few things and edits annotated in pink. Added a note too.
Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
She could grow to as long as 20 meters and as big as giant snakes. Unlike most orochimaru's snake that can wield the Kusanagi. Crona is also unable to use any traditional elemental ninjutsu, but to make up for this, she is constantly saturated with natural energy , a sage and able to use snake sage techniques, however, she can choose whether to let her innate nature chakra to interact with her summoner or not. While merged, she can not talk but only communicate telepathically with her summoner and she's able to give a very small portion of her nature energy to her summoner (20 per turn). This would not normally add any augmentation to the user nor would it increase the user's domestic or sage chakra but if the user is in sage mode or has a DNA make up to accept nature energy, the chakra would be used to boost the user's ninjutsu damage up to Crona's rank, boosting it by +20 (but only +10 for S-rank moves). However, this can only be done on one technique per turn. This boost is regarded as a passive boost. The downside to this natural boost is that the user is unable use fuinjutsu and genjutsu while Crona is boosting his technique, except fuinjutsu seals that are mentioned in his bio. He can only resume using the aforementioned techniques if Crona stops boosting his technique./b] Crona's nature energy gives her natural durability to C-rank and below ninjutsu. Her venom is quite lethal. The snake venom contains "cardiotoxins" which are components that are specifically toxic to the heart. They bind to particular sites on the surface of muscle cells and cause depolarisation. The toxin prevents muscle contraction. These in turn, would cause the heart to beat irregularly and stop beating, causing death after 4 turns if not cured. Apart from that, it causes body muscles to become stiff and thus gradual paralysis. No B-rank and above taijutsu two turns after the venom is administered and speed is halved. No taijutsu or movement can be performed due to total body paralysis in the third turn after the venom is injected. Death in the 4th turn after the venom is injected.

Using snake ninjutsu and snake senjutsu count as moves.
Boosting the user's senjutsu two turns or more in a row will have the second and each subsequent instance count as a move.
Last 4 turns.
Can only be summoned 1x per event.


Update Approved: edits annotated in pink.


Kuchiyose no Jutsu: Doki II, Kyōki no Fukkatsu - Summoning Technique: The Three Angry Demons II, Resurrection of Madness
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
The three being's having being studied by Kabuto, were cloned with a few modifications and new set of abilities. Unlike the former whose eyes, ears and mouth are shut, The new Doki have their eyes open and ears working perfectly. With a little modification, the new Doki only need to hear one tune from Tayuya's demonic flute and from then on, they attack anyone who's not an ally autonomously. The modification also allows Tayuya to issue simple voice commands to them, says why their ears are now uncovered. The Doki have the same appearance as the former safe for the blindfolds. The one with long hair would now have it's hair cut short thus not covering his face again. The one with the blind fold would have no blindfold while the bandages would be removed for the third one, though still possessing no arms. Like the former, the Doki are incredibly strong and fast, each immune to A-Rank attacks. Their speed is such that they can easily outmaneuver most Sannin Rank Taijutsu masters while their physical strength enables their physical attacks to have a A-Rank strength.

With a simple voice command from the user, the Doki would instead of releasing worm-like spiritual creatures like the former, would turn themselves completely into spiritual form and are drawn to physical energy. They would be impossible to hit in this form but I'd they happen to touch a living being or an animal, their physical energy would be drained. A simple touch would drain 100 chakra and weaken the victim, halving their speed and reducing their physical strength by 1 rank. For prolonged contact, the second turn of prolonged contact, the drain would intensify, draining a whooping 300 chakra and limiting the weakened target to walking speed and reduced their physical strength by 3 ranks. 3rd turn, 500 chakra would be drained and victim would pass out. Tayuya can send away the Doki if necessary, by making a half ram seal and saying "dispel". The Dokis can't use any technique apart from those inherent to them but are devastating when used to perform physical attacks. With a simple voice command, Tayuya is able to stop the Doki from moving or attacking.
Note: Can only be used once and can only be used by Advanced Kabuto Bios with Tayuya DNA active.
Note: The Doki need to be activated by a tune from the demonic flute, after that, they act autonomously and via voice command.
Note: Turning to spirits would cost a move and last 4 turns before they revert back to their physical self. They can only turn to spirits one time per battle.


Both Pending

Leaving summonings for Pekoms.



Declined: to start, Tayuya and clone-like entities that stem from her DNA will be obliged to use their flute in order to give commands to any Doki tied to the contract with no exceptions. Also, the Doki will not be permitted to transition their own bodies into that ethereal form you desire and anyways, curb their power.

 
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Omega

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Link to Preciously submitted because I can't quote. ;_;

(Genjutsu/Kenjutsu|Okayaki) - Illusionary Arts/Sword Arts:Invidia

Rank: S
Type: Offensive/Defensive
Range: Short
Chakra:40
Damage points:N/A (-10 per turn due to genjutsu effects.)
Description: This attack is a kenjutsu originally developed by religious monks who refused to stain their swords with the enemy's blood, and was later modified. This attack is meant to purify the enemy of their envy, the sin of intense desire of another's superior qualities, or the desire for the lack thereof. As punishment the user will give his pain to the enemy. When attacked the user's blade will glow green as he charges it with chakra, and he will simply stop/deflect the incoming attack with a chakra enhanced blade. (can stop elemental natures A rank and below). The genjutsu is then activated at nearly the same time (albeit afterwards). After the attack is stopped, the enemy will quickly suffer effects based on the element that was used at the time.

Fire: After using a Fire based jutsu the enemy will be placed in an illusion where his body suddenly becomes covered in 1st degree burns. Harboring these burns will hinder the enemy until he is able to break free from the genjutsu.

Water-After using Suiton the enemy will be placed in an illusion where he feels the effects of water intoxication (in imbalance of sodium due to drinking too much water). Water will leak from the enemy’s mouth as he experiences the sensations of nausea, and exhaustion. (effects of water intoxication). Going through such symptoms will make it difficult for the enemy to function properly on the battlefield until the genjutsu is broken.

Earth-After using the Doton element the enemy will first experience a stiffness in his body as it begins to turn to stone. The enemy’s body will begin to crumble away starting with his legs and ending at the enemy’s neck. In reality the enemy is paralyzed due to his belief of losing his body.

Lightning-After using the Raiton element the enemy will feel a quick surge of lightning course throughout his body which causes an intense numbness in the enemy’s mind. With the inability to move due to the numbness of the body, the enemy is open to attacks unless the genjutsu is broken.

Wind-After using Fuuton jutsu powerful gusts from all directions will push against the enemy. During this illusion the enemy will feel a sensation of great pressure coupled with the image of wind blowing from all directions. This will prevent the enemy from moving against the wind thus immobilizing him. Due to the pressure of the wind gusts the enemy is also unable to breathe properly while the illusion is active.

Restrictions/Notes:
-must be taught by Omega
-This jutsu can block up to A rank elemental jutsu, and S rank non elemental genjutsu
-Can only be used twice
-No S rank genjutsu during this turn
-No S rank genjutsu next turn
-No S rank kenjutsu next turn


.
Massive Overhaul of Jutsu

(Genjutsu/Kenjutsu|Okayaki) - Illusionary Arts/Sword Arts:Invidia
Rank: B
Type: Offensive/Defensive
Range: Short
Chakra:40
Damage points:N/A
Description: This attack is a kenjutsu originally developed by religious monks who refused to stain their swords with the enemy's blood, and was later modified. This attack is meant to purify the enemy of their envy, the sin of intense desire of another's superior qualities, or the desire for the lack thereof. As punishment the user will give the desired "power" to the enemy. When activated the user's blade will glow green as he charges it with chakra, and he will simply stop/deflect incoming attacks, or attack the enemy without lethality with a chakra enhanced blade. Whatever the user strikes will seem to exponentially grow constantly while attaining a green coloring thus "attaining power" from the user. For example should the user strike an enemy's shoulder, the shoulder will seemingly grow out of proportion causing the opponent to become unbalanced. Overall movement would be hindered and use of the shoulder would be severely limited because of this change. However, the ability is not limited to only body parts. Whatever the user strikes will appear to gain "power" and grow exponentially until the genjutsu is broken or dispersed by the user.

Restrictions/Notes:
-must be taught by Omega
-This jutsu can deflect B rank Kenjutsu/Taijutsu (non elemental) and C rank elemental jutsu
-The genjutsu amounts to a C rank gen
-Can be used 5 times

​(Genjutsu/Kenjutsu|Doki) - Illusionary Arts/Sword Arts:Ira
Rank: A
Type: Offensive/Defensive
Range: Short
Chakra:40
Damage points:N/A (+40 if the enemy is struck)
Description: This attack is a kenjutsu originally developed by religious monks who refused to stain their swords with the enemy's blood, and was later modified. This attack is meant to purify the enemy of their wrath , the sin of intense fury and the spurning of love. As punishment the user will allow the enemy to succumb to their "burning" rage. The users blade will glow bright red as he charges it with chakra with a fire like aura. Upon defending against an attack, anything the users sword touches appears to be reduced to burning ash. If the enemy is struck, the body part and the immediate area surrounding that body part is reduced to ash rather than the entire body. Because the enemy believes they have been turned to dust they take mental damage.

Restrictions/Notes:
-must be taught by Omega
-This jutsu can deflect A rank Kenjutsu/Taijutsu (non elemental) and B rank elemental jutsu
-The genjutsu portion of the attack is B rank.
-Can be used 3 times

​(Genjutsu/Kenjutsu|Gokai) - Illusionary Arts/Sword Arts:Luxuria
Rank: B
Type: Offensive/Defensive
Range: Short-Mid
Chakra:40
Damage points:N/A
Description: This attack is a kenjutsu originally developed by religious monks who refused to stain their swords with the enemy's blood, and was later modified. This attack is meant to purify the enemy of their lust, the sin of inordinate craving of the body. As punishment the user give into the enemy's natural desires. The users blade will glow pink as he performs a powerful vertical slash aimed toward the enemy that produces a powerful gust/shockwave capable of blowing the enemy back one range. Upon seeing the slash the user will take the following effects depending on their gender (assuming there are 2 for simplicity, i don't have 76 different ideas)

Male-The enemy will develop large breasts that overwhelm the rest of his body, eventually pinning him to the ground and immobilizing him.

Female-The female will develop balls of steel and become pinned down by the perceived weight.

Restrictions/Notes:
-must be taught by Omega
-The jutsu can deflect C rank kenjutsu and D rank elemental attacks
-The genjutsu is C rank
-Can be used 5 times

☷ All Declined ☷
Incorrect chakra and rank info
 
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Ryóma

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Updating first 3 techniques.

(Inkupo: Kara no Waremono) Ink Art: Fragile and Empty
Type: Suplementary
Rank: S - Rank
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: This technique combines the aspects of Ink Clone and expanding upon the potential of it, through which the user will have either a drawing down beforehand on a scroll, by drawing it on the spot under a few seconds or through a temporary water resistant tattoo located on the body in order to create a “clone” of the user, but what makes this far more unique than its predecessor technique is the special ink used to form the technique, and through the infusion of elemental chakra. The ink that was used is a special chakra absorbing ink, that through which the ink takes on the elemental nature of the that was being channeled while creating the works of art. Once the creation comes to life, it can take the form of anything the user desires, ranging from looking like the artist to taking the form of an animal. The creation has the elemental affinity of the infused elemental nature capable of using it up to A rank elementals, while also retaining the ability of using Ink Ninjutsu up to A rank. Much like Ninja Art Beast Imitation, if the user uses an animal - it is capable of acting much like it’s real life counterpart. This can only be used twice per battle, with each creation lasting only for two turns before the ink falls and become unusable. After use the user is unable to use Ink Ninjutsu above A Rank in the same and next turn, while all jutsu coming from the creations counts towards the collective three jutsu usage per turn. Scrolls or tattoos must be mentioned in biography or before battle with each affinity mentioned. The creations however cannot be no more than twice the user’s size.

□ Approved. Edits made. □
(Inkupo: Kara no Waremono) Ink Art: Fragile and Empty
Type: Suplementary
Rank: B - Rank
Range: Short - Mid
Chakra: 20 (Activation), 300 (Base Chakra)
Damage: N/A
Description: This technique combines the aspects of Ink Clone and expanding upon the potential of it, through which the user will have either a drawing down beforehand on a scroll, by drawing it on the spot under a few seconds or through a temporary water resistant tattoo located on the body in order to create a “clone” of the user, but what makes this far more unique than its predecessor technique is the special ink used to form the technique, and through the infusion of elemental chakra. The ink that was used is a special chakra absorbing ink, that through which the ink takes on the elemental nature of the that was being channeled while creating the works of art. Once the creation comes to life, it can take the form of anything the user desires, ranging from looking like the artist to taking the form of an animal. The creation has the elemental affinity of the infused elemental nature capable of using it up to B-Rank elementals, while also retaining the ability of using Ink Ninjutsu up to S-Rank. Much like Ninja Art Beast Imitation, if the user uses an animal - it is capable of acting much like it’s real life counterpart. This can only be used twice per battle, with each creation lasting only for four turns before the ink falls. All jutsu coming from the creations counts towards the collective three jutsu usage per turn. Scrolls or tattoos must be mentioned in biography or before battle with each affinity mentioned. The creations however cannot be no more than twice the user’s size while the creation has a base 300 chakra pre-made for it.


Update Declined

This would act a little too much like a Y/Y creation with this update.


(Inkupo: Chizu Sakusei) Ink Art: Cartography
Type: Supplementary
Rank: B- A Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This technique through the inspiration of Earth Style: Wheel Of Fortune, takes a similar twist in its formation in which the user will have pre drawn maps on scrolls in which they can through the use of their chakra bring these maps to life. What it does for the ink artist is allow for them to create 3D models of terrains they have been in before or created through imagination - allowing for them to create mazes, temples and all sorts of terrains through the pre drawn maps. To even further the beliefs of these creations, the user can use differing colors of ink in order to add more life to the creations. The larger the terrain, the bigger the scroll needed for the user to carry in order to draw. The created terrains are capable of being used as a source of the user’s ink creations if needed, thus removing the need for drawing them. This technique must be mentioned in the user’s biography or before battle, while each rank corresponds to how big the scale of the terrain can be. B Ranked scales up to short range, A ranks can scale up to mid range, with B ranks three times per battle and A rank twice per battle. Much like Ninja Art: Super Beast Imitation these creations are capable of existing outside the need of the user’s chakra, keeping an inanimate and realistic look. Lasts 3 turns.

□ Approved. Edits made. □
Inkupo: Chizu Sakusei) Ink Art: Cartography
Type: Supplementary
Rank: B- A Rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: This technique through the inspiration of Earth Style: Wheel Of Fortune, takes a similar twist in its formation in which the user will have pre drawn maps on scrolls in which they can through the use of their chakra bring these maps to life. What it does for the ink artist is allow for them to create 3D models of terrains they have been in before or created through imagination - allowing for them to create mazes, temples and all sorts of terrains through the pre drawn maps. To even further the beliefs of these creations, the user can use differing colors of ink in order to add more life to the creations. The larger the terrain, the bigger the scroll needed for the user to carry in order to draw. The created terrains are capable of being used as a source of the user’s ink creations if needed, thus removing the need for drawing them. This technique must be mentioned in the user’s biography or before battle, while each rank corresponds to how big the scale of the terrain can be. B Ranked scales up to short range, A ranks can scale up to mid range, with B ranks three times per battle and A rank twice per battle. Much like Ninja Art: Super Beast Imitation these creations are capable of existing outside the need of the user’s chakra, keeping an inanimate and realistic look. Lasts 3 turns when used in Battle Arena, where as in WSE the created terrain may remain for as long as needed.


Update Declined




(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. □
(Inkupo: Arusu Shasuuru) Ink Arts: Ars Chasseur
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, though this only pertains in carrying the ink where as the infusion requires a move. The cameo affect only lasts for three turns before naturally a wearing off.


Approved




(Inkupo Fūinjutsu: Arusu Rooza ) Ink Arts: Ars Rosa
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40 ( -10 to sustain)
Damage: 80
Description: Arusu Rooza utilizes a unique application of controlling ink once it takes form by drawing it right on the spot. This causes a vast array of thorny whips with roses to grow and rampage across the ground as the ink soaks into the surface and resurfaces from below the ground. It's range is wide, devastating the terrain fifteen meters in front of the user whilst also reaching up to five meters in altitude. The user can also infuse the ink with fire chakra in order to cause the thorns to deal burning damage upon contact with the target (user can interact with it without suffering any adverse effect while also following the S/W of Fire). This can only be used twice per battle, remaining active for two turns while being unable to use S Rank and above Ink/Katon in same and next turn. Fire infusion isn't mandatory, leaving it up to the user's choice. They may also control the whips via hand movement for more precise strikes.


Approved, with edits



 
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Zatanna

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updating contract, original

Summoning Animal: Fireflies
Scroll Owner: UdonPanda
Other Users who have signed contract: Haku
Summoning Boss if existing: Slade/Terra
Other Summoning Animals tied to contract: Starfire, Robin
Description and Background:
Firefly's are an inscet in the family Coleoptera, which are able to create a bio luminescence from their thorax. As with toads and other summons in the Narutoverse, the sizes vary depending on how old they are, as well as their power. Like the other summons they also have a degree of chakra as well as techniques. Some Firefly's have an affinity for an element, which corresponts to their tail, such as blue for water, or yellow for lightning, or white for wind. Fireflies are able to use any non doujutsu genjutsu the user knows, up to the fireflies rank. Their hard thick shells are capable of taking one direct damage hit equal to their summoning rank before dispersing.



Declined: simply too many contracted animals have been approved for you to go back and try for any contract-wide perks; in any case, no contract will be permitted genjutsu as one, regardless.


Hotaru Ninpo | Mabushii Kagayaku
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description:
The user will mentally command any fireflies on the field to concentrate chakra into their tails to emit a constant bright light equal to that of the Lightning flash Pillar, but due to the Fireflies ability to constantly funnel chakra into their tail for a light source, able to keep the bright blinding light active for 2 turns.
Notes:
- 2 turn cooldown between each use


Approved but do note that this will be useable on one "summoning" per use.


New contract:
Summoning Animal: Russian Ussuri bear
Scroll Owner: UdonPanda
Other Users who have signed contract:
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract: N/A
Description and Background:
The Ussuri brown bear (Ursus arctos lasiotus), also known as the black grizzly is a subspecies of the brown bear. One of the largest brown bears, Ussuri brown bears approach the Kodiak bear in size. This bear has many similarities to the Kamchatka brown bear, but its differences include a slightly darker color, a longer skull, cheekbones that are not as separated, and a lower forehead. The skulls of adult males can reach a width of 9.2 inches and a length of up to 15.2 inches. The Ussuri brown bear can differ in size depending on its location; bears in the southern regions of Injeba’k Mountain can weigh up to five hundred and fifty-one pounds, while the bears found north of the mountain can weigh up to 1,322 pounds.


Declined: since a bear contract already exists, this won't be approved.

 
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Ushiro

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(Shichishitō no Jutsu) - Seven-Branched Sword Technique
Type: Offensive/Defensive/Supplementary
Rank: B-A
Range: Short-Long
Chakra Cost: 20-30
Damage Points: 40-60 (+20 when used collaboratively)
Description: The user creates chakra rods from their arms or other chakra rods in contact with them which in turn produce more rods, a process that can be repeated indefinitely. Through this process a variety of tools and structures can be formed. The rods can be produced with enough speed and force to impale a person with virtually no resistance. Their inherent durability makes them suitable of being used as a defense against attacks of equal strength. Chakra rods may be merged through contact or severed whenever the user wishes while in contact with them. Multiple users can perform this technique collaboratively to create structures faster and with more mass making them stronger which counts as a single move.
-Only usable by Rinnegan users including linked paths
-Structures retain their strength when separated from the user.
-An A ranked collaborative usage is usable 3 times per battle with a 1 turn cooldown


Approved




(Hidora Geijutsu: Andāwārudo Gundan) - Hydra Arts: Underworld Legion
Type: Offensive/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The user slams their hands on the ground to cause a torrent of Hydra heads to erupt from the ground within short range and extend toward a target to attack them. Weaker attacks that aren’t fire or lightning based cannot weaken this jutsu as destroying the heads any other way will cause them to multiply and regain their lost strength. They can also make a decent barricade due to their tough scales.
-Usable three times per battle
-Must have signed the Hydra contract to use


Declined: edit "a torrent of Hydra heads" to a tangible number (to begin with) and also clarify how large each head is.

 
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KeotsuEclipse

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(Mugen Ittōryū) Infinite One-Sword Style
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: N/A (40)
Damage: N/A
Description: The user will throw into the air a large container of katana that are wrapped in some sort of cloth or wire in order to bind them for easy travel – while in the air, a seemingly endless number of katana will slide from their casing and scatter all across the battlefield to supply the user with swords to fight with no matter where they are; conversely, the swords can be summoned from scrolls in the same manner as Tenten’s weapons. This technique was created with the belief that a swordsman didn’t need a perfect sword, but rather, the ability to wield any sword with great skill. Each sword has a mechanism built into their hilt that allows only those who know how to use this technique to wield the swords. If someone with no knowledge of how to use this technique attempts to wield one of these blades, needles will extended from the hilt, much like how Samehada does. Due to this, the Infinite One-Sword Style not only assists the swordsman and his allies in battle, but also puts an extreme amount of psychological pressure on the opponent, due to the sheer number of blades.
*Only Musasibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used once per battle.
*If the swords are carried into battle with a case, the chakra cost for this technique is zero. If the scroll summoning variant is used, the chakra cost applies as normal.
*Only users of this technique may wield the swords.
This technique is demonstrated in the first 15 seconds of this video.


¤ Pending, I can't find the original since the original thread is hidden but you can only update this if you are the original submitter. Also, the more about multiple people being able to teach it needs to be removed as well. Only the person who owns the technique can teach a CJ. ¤

(Densetsu-no Kamei Gigei: Akira) Legendary Command Art: Daybreak
Type: Offensive
Rank: S
Range: Short-Long (Short-Mid)
Chakra Cost: 40
Damage: 80 or 40x2
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend, while the Command Arts as a whole have always taken on the characteristics of the blade used to perform them. This Legendary Command Art is the ultimate form of the first Command Art Keotsu ever created, (Kamei Gigei: Kougenjin) Command Art: Mirage Blade and its later child technique (Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing, and takes complete use of the nature of Mythos. Like Mirage Blade, this technique focuses Keotsu's energies within Mythos and allows his energies to rebound and resonate with themselves, augmented by the nature of his blade and held as a type of charge. Swinging Mythos allows Keotsu to release the energy as a brilliant shockwave. Like Mirage Blade, Daybreak carries the properties of the blade used to fire it - in this case, Mythos - though this ability is expanded upon slightly due to the nature of the technique as a Legendary Command Art. The shockwaves released by Daybreak are capable of cutting through any object that is not in itself indestructible, just as Mythos is, and can be impregnated by the powers of (Kamei Gigei: Saisho no Inori: Hikaru Aki Hasira) Command Art: First Prayer: Shining Autumn Pillar and its refinement (Kamei Gigei: Fukutsu no Inori: Gokumonken) Command Art: Prayer of Fortitude: Prison Gate Sword; and (Kamei Gigei: Raijinshō) Command Art: Raijin Rising and its refinement (Kamei Gigei: Ensuizan)Command Art: Circling Water Slash when these techniques are active, such that the shockwaves will dispel any technique they come into contact with that could be dispeled by the powers of the refined First Prayer without consuming the shockwave itself, and will force any technique that would be effected by Raijin Rising or its refinement to target the shockwave, instead of its original target.
*Note: Daybreak can launch either a single shockwave, or two shockwaves in a single casting; like the parent technique, the two shockwave varient of Daybreak is capable of the same "silver-bullet" stacking that Mirage Blade is known for. Unlike Mirage Blade, however, the Silver-Bullet version of Daybreak has a lesser range than its single-shockwave varient.
*Note: Like all Command Art shockwave attacks, this technique is elementally neutral and moves at twice the rate of traditional shockwaves.
*Note: Like Violent Mirror Severing, Daybreak can be used up to three times per turn, with a cooldown of turns equal to the number of times it was used.
*Note: For the purpose of interacting with other Command Arts, this technqiue's name is treated as (Kamei Gigei: Kougenjin) Command Art: Mirage Blade, and it does not satisfy Legendary Command Art requirements that require other Legendary Command Arts to be used.

There are a lot of referenced techniques in the above two techniques, so I'll put links to each technique's approval down below.








□ Pending. I'll leave these ones for LoK lol. □

¤ Declined, yeah this can't be approved being based on the rest of the CA it utilizes lmao ¤




Summoning Animal:
Raiju
Scroll Owner: KeotsuEclipse
Other Users who have signed contract: TBA
Summoning Boss if existing: TBA
Other Summoning Animals tied to contract: TBA
Description and Background: Majestic yet highly dangerous, this species of canine is unique, said to be nothing but of myth and legends across the world. The Raijus are said retainers of the Thunder God himself, Rajin. These canine are powerful, their body structures being almost composed of pure lightning akin to that of Kirin - however without any of extras such the speed. Regardless of these features, Raijus are extremely fast by nature however - moving at Sage speed. They can range in various sizes, from that of a small puppy to as large as Gamabunta, easily dwarfing enemies with their thunderous bodies. Combat wise, Raijus are able to utilize other forms of elemental natures naturally but tend to have an affinity towards Lightning. Some exhibit unique traits as well such as sensing electrical pulses in the terrain, control over their naturally produced lightning without the use of chakra etc. These traits very from animal to animal but one shared ability among the contract is known as Voltage Absorbing, in which due to their electrically produced bodies - they are able to passively absorb lightning nature techniques into their body and thus acts as a form of immunity. This is in accordance to rank however, meaning an S rank Raiju will have the ability to absorb lightning of an equal or lower rank.

¤ Approved, edited bits. Note that the specific traits you listed likely wouldn't be approved, notably use of lightning without chakra. I'd also prefer for these animals to have only one form despite their myths showcasing various forms as it is a single animal contract, not various animals in the form of lightning. Also note that these animals are still animals, and thus being made completely of lightning isn't possible; myth contracts still follow the general summoning rules, the only difference is you don't need existing animals to base them on but they still have to be actual alive animals. If these changesaren't liked, lemme know and I'll decline it. ¤



(Densetsu-no Kamei Gigei: Hairia no Tate) Legendary Command Art: Shield of Hylia
Type: Supplementary/Defensive
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is unique among the Legendary Command Art forms of Mythos in that is not a transformation of the blade, proper, but of the scabbard, which maintains all the powers and compositions of the blade itself. Keotsu will turn the scabbard into a kite shield of size dependent of his need, ranging from a traditional arm-mounted kite shields, to the larger variants usually reserved for jousting. The shield is strapped to the forearm by a complex system of belts that allow Keotsu to wield the shield by its proper grip, or use the shield and still be capable of applying a two-handed grip to his blade. The "Shield of Hylia" is a shield of myth, said to be born into battle by a Goddess in ages past. The shield, carrying the blessing of the Goddess, will half all damage that Keotsu takes - it is easily noticeable when this affect is in play, as Keotsu will shimmer with an iridescent gleam. The Shield of Hylia also has unique sub-abilities, in that when the Legendary Command Art: Durendal is used, the Shield of Hylia can use its abilities through proxy - meaning anything neutralized due to the nature of the composition of the shield will restore chakra just as Durendal would; the shield of Hylia will also alter the effect of the Command Arts Raijin Rising and Circling Water Slash so that instead of drawing attacks into Keotsu's blade, they are drawn into his shield. The shield also has a sort of built in housing for Mythos, allowing the shield to act as a scabbard for the blade no matter its form.
*Note: Can only be used once per battle.
*Note: The Shield of Hylia does not satisfy the condition of a Legendary Command Art form for the sake of the Legendary Command Art: Excalibur.
*Note: The Shield of Hylia can be passively used in the first turn of a battle, though it still consumes chakra to assume the form.

¤ Declined, halving damage is a big no, this is a Shield that will take a specific numerical amount of damage, not reducing all damage by half. If you aim to reduce damage from a technique, this will only work based on damage interaction rules meaning anything stronger than it will beat it and anything lower will be deflected while weakening the shield 20,damage. ¤
(Mugen Ittōryū) Infinite One-Sword Style
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: N/A (40)
Damage: N/A
Description: The user will throw into the air a large container of katana that are wrapped in some sort of cloth or wire in order to bind them for easy travel – while in the air, a seemingly endless number of katana will slide from their casing and scatter all across the battlefield to supply the user with swords to fight with no matter where they are; conversely, the swords can be summoned from scrolls in the same manner as Tenten’s weapons. This technique was created with the belief that a swordsman didn’t need a perfect sword, but rather, the ability to wield any sword with great skill. Each sword has a mechanism built into their hilt that allows only those who know how to use this technique to wield the swords. If someone with no knowledge of how to use this technique attempts to wield one of these blades, needles will extended from the hilt, much like how Samehada does. Due to this, the Infinite One-Sword Style not only assists the swordsman and his allies in battle, but also puts an extreme amount of psychological pressure on the opponent, due to the sheer number of blades.
*Can only be used once per battle.
*If the swords are carried into battle with a case, the chakra cost for this technique is zero however the user is limited to only 10 swords. If the scroll summoning variant is used, the chakra cost applies as normal.
*Only users of this technique may wield the swords.
This technique is demonstrated in the first 15 seconds of this video.


¤ Approved, had to remove the line about removing speed enhancements as it makes little sense. I also had to place a limitation on the amount of sword as it's impossible carry "near limitless" swords in a case. ¤

Removed the part about multiple peoplet teaching it.

(Densetsu-no Kamei Gigei: Akira) Legendary Command Art: Daybreak
Type: Offensive
Rank: S
Range: Short-Long (Short-Mid)
Chakra Cost: 40
Damage: 80 or 40x2
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend, while the Command Arts as a whole have always taken on the characteristics of the blade used to perform them. This Legendary Command Art is the ultimate form of the first Command Art Keotsu ever created, (Kamei Gigei: Kougenjin) Command Art: Mirage Blade and its later child technique (Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing, and takes complete use of the nature of Mythos. Like Mirage Blade, this technique focuses Keotsu's energies within Mythos and allows his energies to rebound and resonate with themselves, augmented by the nature of his blade and held as a type of charge. Swinging Mythos allows Keotsu to release the energy as a brilliant shockwave, capable of dispelling shadows in a medium range area around the shockwave. Like Mirage Blade, Daybreak carries the properties of the blade used to fire it - in this case, Mythos - though this ability is expanded upon slightly due to the nature of the technique as a Legendary Command Art. The shockwaves released by Daybreak are capable of cutting through any object that is not in itself indestructible, just as Mythos is capable of doing.
*Note: Daybreak can launch either a single shockwave, or two shockwaves in a single casting; like the parent technique, the two shockwave varient of Daybreak is capable of the same "silver-bullet" stacking that Mirage Blade is known for. Unlike Mirage Blade, however, the Silver-Bullet version of Daybreak has a lesser range than its single-shockwave varient.
*Note: Like all Command Art shockwave attacks, this technique is elementally neutral and moves at twice the rate of traditional shockwaves.
*Note: Like Violent Mirror Severing, Daybreak can be used up to three times per turn, with a cooldown of turns equal to the number of times it was used.
*Note: For the purpose of interacting with other Command Arts, this technqiue's name is treated as (Kamei Gigei: Kougenjin) Command Art: Mirage Blade, and it does not satisfy Legendary Command Art requirements that require other Legendary Command Arts to be used.

Removed the stacking of other CA, but I did not remove the references to the parent techniques.

(Densetsu-no Kamei Gigei: Hairia no Tate) Legendary Command Art: Shield of Hylia
Type: Supplementary/Defensive
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is unique among the Legendary Command Art forms of Mythos in that is not a transformation of the blade, proper, but of the scabbard, which maintains all the powers and compositions of the blade itself. Keotsu will turn the scabbard into a kite shield of size dependent of his need, ranging from a traditional arm-mounted kite shields, to the larger variants usually reserved for jousting. The shield is strapped to the forearm by a complex system of belts that allow Keotsu to wield the shield by its proper grip, or use the shield and still be capable of applying a two-handed grip to his blade. The "Shield of Hylia" is a shield of myth, said to be born into battle by a Goddess in ages past. The shield, carrying the blessing of the Goddess, will grant an additional usage to all Kenjutsu techniques - it is easily noticeable when this affect is in play, as Keotsu will shimmer with an iridescent gleam. The Shield of Hylia also has unique sub-abilities, in that when the Legendary Command Art: Durendal is used, the Shield of Hylia can use its abilities through proxy - meaning anything neutralized due to the nature of the composition of the shield will restore chakra just as Durendal would; the shield of Hylia will also alter the effect of the Command Arts Raijin Rising and Circling Water Slash so that instead of drawing attacks into Keotsu's blade, they are drawn into his shield. The shield also has a sort of built in housing for Mythos, allowing the shield to act as a scabbard for the blade no matter its form.
*Note: Can only be used once per battle.
*Note: The Shield of Hylia does not satisfy the condition of a Legendary Command Art form for the sake of the Legendary Command Art: Excalibur.
*Note: The Shield of Hylia can be passively used in the first turn of a battle, though it still consumes chakra to assume the form.

¤ Both Pending, i have to go through all of your Command Arts before I can think about checking these because of all the references and hidden abilities of them. ¤

Summoning Animal: Komainu (Guardian Lion-Dogs)
Scroll Owner: KeotsuEclipse
Other Users who have signed contract: TBA
Summoning Boss if existing: TBA
Other Summoning Animals tied to contract: TBA
Description and Background: Large and majestic, these canine-like creatures resemble a cross between lions and dogs, with magnificent manes and a tremendous stature, with some of them sporting large horns, and some also sport jewels on their body. Typically congregating to temples and holy spaces as guardians, these powerful, intimidating creatures are great sentinels, repelling bad luck and evil spirits and keeping good luck and kind spirits close. As summons, these creatures vary greatly in size, with pups being no larger than a common puppy, while the largest of these creatures would tower over Gamabunta. Their incredible physique means that all Komainu travel innately at Sage base speed, and possess a unique ability known as "Sentinel's Ward", allowing Komainu to passively consume one type of technique unique to each creature (ex. Lightning, Fire), but only of a rank equal to or lower than the summon's own rank. While capable of using every element, Komainu themselves are associated with Fire, as a symbol of purification. A tatoo for this contract exists, which seems to be the head of a Komainu grasping a jewel in its mouth; alternatively, as the Komainu associate around Otohime's Monestary, each Komainu has a pearl that is attuned to it that is gifted to those who align with the creatures - running chakra into the peral and crushing it will summon the Komainu to the user's side, and is commonly employed by chosen Samurai.

¤ Approved, you're really determined to get the ability to use Ninjutsu with Samurai but it's almost always going to be a no. ¤

As discussed, I didn't want to really run with the Raiju.
 
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Kai NB

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(Chakura Sokudo) — Chakra Enhanced Speed
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: (+25 per Usage)
Damage Points: N/A
Description: The user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their speed. Instead of using Chakra Enhanced Strength just to increase their Taijutsu, the user can exert their chakra control to push off with much greater force, allowing them to increase the speed done. This allows the user to dash, run, and perform movements at an increased speed. As this is based precise chakra control releases, the speed is not sustained naturally and chakra is expended for each performance of enhanced speed, like it's parent technique. This technique follows the same principles as Chakra Enhanced Strength and so, can be activated in the same timeframe (but only after Chakra Enhanced Strength is activated) as the afforementioned jutsu but this obviously still counts as an additional move.

Note: Can only be used by Sakura or Tsunade bios.
Note: Once activated, lasts the entire battle.
Note: Can only be used four times per battle. The speed burst translates into a temporary x2 speed increase for each usage.

Chakra Enhanced Strength References
(Chakura Chikara) — Chakra Enhanced Strength
Type: Supplementary
Rank: B
Range: Short
Chakra cost: (+25 to Taijutsu Techniques)
Damage points: (+25 to Taijutsu Techniques)
Description: This is a technique where the user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. The technique is so powerful it enables the user to wield a gigantic strength even for simple tasks such as lifting or pushing something.

Note: Can only be used by Sakura or Tsunade bios.
Note: Once activated, lasts the entire battle.



(Chakura Chikara: Kendō ) — Chakra Enhanced Strength: Way of the Sword
Type: Supplementary
Rank: B
Range: Short
Chakra: (+25 to Bukijutsu/Kenjutsu)
Damage: (+25 to Bukijutsu/Kenjutsu)
Description: The user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. Instead of using Chakra enhanced strength just to increase their taijutsu the user can exert their chakra control through a weapon allowing them to increase the damage done. This allows the user to cut or smash through bone, earth, and even metal (following elemental strength and weaknesses) but because its used through a weapon the damage increase is not as much as if used to increase the users taijutsu. This technique follows the same principles as Chakra Enhanced Strength and so can be activated in the same timeframe (but only after Chakra Enhanced Strength is activated) as the afforementioned jutsu but this obviously still counts as an additional move.

Note: Can only be used by Sakura or Tsunade bios.
Note: Once activated, lasts the entire battle.
Note: Courtesy of King of All


Approved, with edits



 
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Mudo

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New Cycle: 1/06/2018 - 08/06/2018

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

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Skorm

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Summoning Animal: Kuro Māgai | Black Margay
Scroll Owner: Skorm
Other Users who have signed contract: TBA
Summoning Boss if existing: ♂ Takeo
Other Summoning Animals tied to contract: ♀ Neith
Description and Background:
The margay (Leopardus wiedii) is a small wild cat native to Central and South America. A solitary and nocturnal cat, it lives mainly in primary evergreen and deciduous forest. The black margay are simply black versions of the margay, same as panthers are black versions of jaguars and or leopards. The margay is very similar to the larger ocelot in appearance, although the head is a little shorter, the eyes larger, and the tail and legs longer. Most notably the margay is a much more skillful climber than its relative, and it is sometimes called the tree ocelot because of this ability. Whereas the ocelot mostly pursues prey on the ground, the margay may spend its entire life in the trees, leaping after and chasing birds and monkeys through the treetops. Indeed, it is one of only two cat species with the ankle flexibility necessary to climb head-first down trees (the other being the clouded leopard, although the poorly studied marbled cat may also have this ability). It is remarkably agile; its ankles can turn up to 180 degrees, it can grasp branches equally well with its fore and hind paws, and it is able to jump up to 12 ft (3.7 m) horizontally. The margay has been observed to hang from branches with only one foot. While margays are nocturnal, in some areas they have also been observed to hunt during the day. They prefer to spend most of their life in the trees, but also travel across the ground, especially when moving between hunting areas. During the day, they rest in relatively inaccessible branches or clumps of lianas. Like most cats, they are solitary. Margays have been discovered to hunt by mimicking the vocalisation of a prey species, pied tamarin (Saguinus bicolor), which has been compared by scientists to tool-use by monkeys.

Role Play Background:
The black margays are very rare and skillful close-combat fighters with one of the most, if not the most agile and balanced body distribution in all of narutoverse. They can jump insane distances, hunt flying prey and ground-based prey. Their scent is superb and allows them to detect any movement within a whole landmark. The boss, Takeo is not that large but he's very wise and strong. Even though he's not the fastest cat-animal he's probably the most agile and adaptable. With the right terrain, the black margay summon can attack from any angle at any time. That's why their native area in the narutoverse is surrounded by cliffs. Because they have a distinctive dark fur and hunt in the dark they become almost invisible, as if their extreme agility isn't enough. Ninjutsu-wise, the black margay can perform all taijutsu moves the summoner knows with a +20 damage boost. Their claws are sharp as steel and can be coated with ninjutsu the user knows(custom elements for example). Each Margay is equipped with an energy-based element(lightning/fire/wind or AE's/KG's/CE's that are energy-based). This depends on the summon but their main specialty is pure stealth and taijutsu. If a margay is capable of using an energy-based element, they can only use up to the rank the summon is itself. They can take physical damage up to their corresponding rank as well. Takeo is a user of the dark release, Neith is a user of the typhoon release.

Signers of the contract are bound to their summoning tattoo:
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Declined: no contracted animal is going to be permitted to make use of an AE, CE, HA, or KG.


Resubmissions;

(Genjutsu: Jikan no Owari) Illusionary Arts: Time's End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform a sequence of four handseals:
Snake - Dog - Rat - Dragon
They will then unleash their chakra into the mind of their opponent and trigger the unique and fatal genjutsu. What the opponent will feel is that time around them happens to freeze and start to fade to black slightly. They will smell nothing but fire and through their ears they will only hear an increasingly pitched melody that will raise so high that their ears will start to bleed and ultimately deafen them. But the song will continue even though the target feel that their ears explode, only to give them even more madness and stress. The surroundings at this point has started to go black and white and the sky will appear to be dark. Time now goes in retrospect and thus the user will see everything that has already happened prior to the genjutsu being released. The only thing that doesn't go away is the song and the increasing darkness around them. They will then see a new version of the moon, this time it will have a large intimidating face laughing as it comes crushing down to earth. The last the target will experience is that the moon crashes down and that they die. In reality they are left immobilized (How? You do all this and they're immobilized because? No) and completely consumed by the genjutsu. If left untreated the damage to their mind will stop their heart due to the stress and most likely kill the target. (No) Performing the genjutsu leaves the user of the technique in some stress as well as they will not be able to utilize other genjutsu for a while ("a while" is not a unit of measurement we use for this kind of thing. You know this).

☷ Declined ☷
This is doing too much. Ok if you have an obvious genjutsu, but keep the amount of happenings in it simple instead of trying to tell an intricate story. Keep useful features in such as the time freeze, which you can get away with masking the reality of what occurs around the enemy and the music which deafens them. Add actual drawbacks...

Note: Can only be used twice per battle with a 4 turn cool-down.
Note: Cannot use genjutsu above B rank for 2 turns.
Note: Can only be taught by Skorm.
(Taiton: Arashi no Kokoro) Typhoon Style: Storm Heart
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10/turn)
Damage: 80(+20 to kenjutsu)
Description: The user will focus their typhoon chakra to create an invisible barrier around any physical object that they touch. This barrier will make the object weightless, invisible and able to withstand anything that S-rank typhoon chakra can withstand. If the user would slap their hands on the ground and use the technique, they could coat the ground around them with typhoon chakra and thus forming a "minefield". The chakra will respond very aggressively in both scenarios when foreign chakra or physical contact is happening. On impact, the typhoon chakra will expand and create a huge typhoon that deals blunt damage (80) to anything that touches it besides the user of the technique. It can be used to coat weapons, kunais or other structures around the user to give it these properties. When used on blunt weapons or swords, their strength is increased and kenjutsu techniques gains an additional +20 damage due to the fact the weapon becomes so much lighter and easier to handle. The user cannot coat themselves with the technique though.
Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.

Declined

Typhoon release doesn't provide for some of the effects that you're claiming it does in your recent submissions (weightlessness and invisibility). This also doesn't need to be S rank, and seems to be two separate concepts for techniques combined into one (the minefield bit and the object coating are unrelated). Decide how you want to proceed; either go with the concept of coating objects, or the other bit. If the former, it'll be A rank at most, and if the latter, hand seals will be needed.


(Genjutsu: Jikan no Owari) Illusionary Arts: Time's End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform a sequence of four handseals:
Snake - Dog - Rat - Dragon
They will then unleash their chakra into the mind of their opponent and trigger the unique and possibly fatal genjutsu. Once cast upon the target, the target will feel the world around them slow down. This process will decrease the targets reaction-speed by half in the end of the genjutsu, but it doesn't stop there. The time around the target will decrease so much that ultimately it will start going backwards and thus showcasing everything that happened prior to the genjutsu being cast. As this happens, a song plays, continuously and with a steadily increasing volume. In the end of the genjutsu, the time and space around the target will appear to have gone back all the way to their childhood and the song would've deafen them at that point. In reality the target is left unconscious due to the affects of the genjutsu. The drawbacks of this genjutsu is that it puts a stroll on the user, and renders them unable to utilise genjutsu up to B rank for two turns. The technique can be used twice per battle.

Song:
[video=youtube;aroBdjZqq7M]https://www.youtube.com/watch?v=aroBdjZqq7M[/video]

Note: Can only be used twice per battle with a 4 turn cool-down.
Note: Cannot use genjutsu above B rank for 2 turns.
Note: Can only be taught by Skorm.

(Taiton: Harikēn no Michi) Typhoon Style: Hurricane's Path
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-10/turn)
Damage: N/A(+20 to kenjutsu/bukijutsu)
Description: The user will focus their typhoon chakra to create a barrier around any physical object that they touch. This barrier will make the object air-resistant and will get very much lighter because of it, while able to withstand anything that A-rank typhoon chakra can withstand. It can be used to coat weapons, kunais or other structures around the user to give it these properties. When used on blunt weapons or swords, their strength is increased and kenjutsu techniques gains an additional +20 damage due to the fact the weapon becomes so much lighter and easier to handle. The user cannot coat themselves with the technique though.

Note: Can only be used thrice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.


Approved, with edits

Omitted the portion mentioning the minefield application.





New Submission;
(Meiton: Kurōbāfīrudo) Dark Arts: Cloverfield
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10/turn)
Damage: 80
Description: A dark technique that utilises stored chakra in the users dark mark after having absorbed a technique of equal strength. The user will then press their hand(s) against a surface of an object, could be the ground, a summon, a person, a sword etc and coats it with 1 mm thick dark chakra. The coating itself will retain the visuals of regular dark chakra. If a coated object is touched by foreign chakra or physical touch(not the user of the technique's) it will explode with dark chakra and blast it away like a bomb. This is very useful to coat rocks or swords or even clones to make them into walking bombs of dark chakra. Covering the ground can also be done by slamming the dark mark on the surface and extend it to a large field of dark chakra that will work as a minefield. Albeit not being able to trigger the explosion itself by mistake, the user of the technique is by no means resistant to the technique itself and will have to use it with extreme precaution. Each blast will cover up to short-range but the reach of the technique is mid-range. The coating will remain intact til detonated or destroyed but costs 10 chakra per turn to maintain.

Note: Can only be used twice per battle with a 3 turn cool-down.
Note: Must have absorbed a technique of equal strength before-hand.
Note: Can only be taught by Skorm.


Approved, with edits



 
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Kai NB

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(Chakura Sokudo) — Chakra Enhanced Speed
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: (+25 per Usage)
Damage Points: N/A
Description: The user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their speed. Instead of using Chakra Enhanced Strength just to increase their Taijutsu, the user can exert their chakra control to push off with much greater force, allowing them to increase the speed done. This allows the user to dash, run, and perform movements at an increased speed. As this is based precise chakra control releases, the speed is not sustained naturally and chakra is expended for each performance of enhanced speed, like it's parent technique. This technique follows the same principles as Chakra Enhanced Strength and so, can be activated in the same timeframe (but only after Chakra Enhanced Strength is activated) as the afforementioned jutsu but this obviously still counts as an additional move.

Note: Can only be used by Sakura or Tsunade bios.
Note: Once activated, lasts the entire battle.
Note: Can only be used four times per battle. The speed burst translates into a temporary x2 speed increase for each usage.

Chakra Enhanced Strength References
(Chakura Chikara) — Chakra Enhanced Strength
Type: Supplementary
Rank: B
Range: Short
Chakra cost: (+25 to Taijutsu Techniques)
Damage points: (+25 to Taijutsu Techniques)
Description: This is a technique where the user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. The technique is so powerful it enables the user to wield a gigantic strength even for simple tasks such as lifting or pushing something.

Note: Can only be used by Sakura or Tsunade bios.
Note: Once activated, lasts the entire battle.



(Chakura Chikara: Kendō ) — Chakra Enhanced Strength: Way of the Sword
Type: Supplementary
Rank: B
Range: Short
Chakra: (+25 to Bukijutsu/Kenjutsu)
Damage: (+25 to Bukijutsu/Kenjutsu)
Description: The user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. Instead of using Chakra enhanced strength just to increase their taijutsu the user can exert their chakra control through a weapon allowing them to increase the damage done. This allows the user to cut or smash through bone, earth, and even metal (following elemental strength and weaknesses) but because its used through a weapon the damage increase is not as much as if used to increase the users taijutsu. This technique follows the same principles as Chakra Enhanced Strength and so can be activated in the same timeframe (but only after Chakra Enhanced Strength is activated) as the afforementioned jutsu but this obviously still counts as an additional move.

Note: Can only be used by Sakura or Tsunade bios.
Note: Once activated, lasts the entire battle.
Note: Courtesy of King of All


Approved, with edits ☪​


The following 3 techniques are to be donated (canon or universally) if approved. They are designed to be consistent with the references.

(Chakura Sokudo) — Chakra Enhanced Speed
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 25 (Per Turn Or When Used)
Damage Points: N/A
Description: Using the principle idea from the Chakra Enhanced Strength technique, the user utilizes precise chakra control and releases it with pinpoint timing, which greatly enhances their speed. Rather than expelling Chakra upon impact to increase strength, chakra is initially exerted to increase momentum. This allows the user to dash, run, and perform close quarters combat at an increased ×2 speed. As this is based precise chakra control releases, the speed is not sustained throughout it's activation. This prevents them from keeping up with the likes of Leg Weight Users without explicitly expending chakra constantly. The user still won't be able to dodge or avoid techniques (Besides Free Form and Non-Chakra Based Taijutsu/Kenjutsu), even with the enhanced speed, and would have to counter as normal. This technique's activation can be performed in the same timeframe as Tai/Ken/Buki techniques, but still takes up a move slot.

Note: Can only be used by Sakura or Tsunade bios
Note: Once activated, lasts indefinitely until deactivated

¤ Update Declined, fine as is. ¤


(Chakura Taikyū-Sei) — Chakra Enhanced Durability
Type: Defensive
Rank: B
Range: Short
Chakra Cost: 25 (To Tai/Ken/Buki)
Damage Points: 25 (From Opposing Techs OR To Defensive Techs)
Description: An aspect of using chakra to enhance the durability of one's body, allowing them to mitigate damage and continue on with their attacks. The user channels their chakra to wherever a point of impact would be made at them, reinforcing the area and weakening the blow. The chakra essentially cushions the strike and protects the user from dangerous energy attacks that can cause numbing or burning. For example, should a user's torso be targeted with a punch whilst they are already in motion and cannot protect themselves, they can continue on with their own movement while taking the punch and mitigating the damage received. As this focuses chakra by streaming it to the desired location, it can even be used on defensive weapons to increase their durability. This technique's activation can be performed in the same timeframe as other techniques, but still takes up a move slot.

Note: Can only be used by Sakura or Tsunade bios
Note: Once activated, lasts indefinitely until deactivated


Chakra Enhanced Strength References
(Chakura Chikara) — Chakra Enhanced Strength
Type: Supplementary
Rank: B
Range: Short
Chakra cost: (+25 to Taijutsu Techniques)
Damage points: (+25 to Taijutsu Techniques)
Description: This is a technique where the user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. The technique is so powerful it enables the user to wield a gigantic strength even for simple tasks such as lifting or pushing something.

Note: Can only be used by Sakura or Tsunade bios.
Note: Once activated, lasts the entire battle.



(Chakura Chikara: Kendō ) — Chakra Enhanced Strength: Way of the Sword
Type: Supplementary
Rank: B
Range: Short
Chakra: (+25 to Bukijutsu/Kenjutsu)
Damage: (+25 to Bukijutsu/Kenjutsu)
Description: The user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. Instead of using Chakra enhanced strength just to increase their taijutsu the user can exert their chakra control through a weapon allowing them to increase the damage done. This allows the user to cut or smash through bone, earth, and even metal (following elemental strength and weaknesses) but because its used through a weapon the damage increase is not as much as if used to increase the users taijutsu. This technique follows the same principles as Chakra Enhanced Strength and so can be activated in the same timeframe (but only after Chakra Enhanced Strength is activated) as the afforementioned jutsu but this obviously still counts as an additional move.

Note: Can only be used by Sakura or Tsunade bios.
Note: Once activated, lasts the entire battle.
Note: Courtesy of King of All
(Chiratsuki Kaihi) — Flicker Evasion
Type: Defensive
Rank: B
Range: Short - Long
Chakra Cost: N/A
Damage Points: N/A
Description: A skill commonly seen by individuals of incredible speed (Hokage/Raikage/EIG Masters). The principle technique can be replicated thanks to Chakra Enhancement, allowing users to move at high speeds to avoid techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc. The technique also has limits in the movement it can produce, which are overall linear, lacking the ability to produce intricate and complicated movement patterns. Another weakness of this technique is that, since its purely fast and enhanced movement, you cannot use it in all battle grounds, like an enclosed area with angled pillars everywhere, but only those that would otherwise enable its use. Not only that but although the user moves fast, he is still trackable by high Doujutsu users (3T, Byakugan and Rinnegan), Sensors, and EIG Masters. This doesn't mean the opponent can react (that depends on their speed, mastery of taijutsu, and techniques used) but rather that they can perceive the attack.

Note: Can only be used once per turn
Note: Can only be used up to three times
Note: Chakra Enhanced Speed must be activated in order to use

¤ Both Declined, I cannot allow these for donation or as a custom ¤

Flicker Evasion/Movement References
(Chiratsuki Kaihi) - Flicker Evasion
Type: Defensive
Rank: B
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: A simple yet effective Ninjutsu technique, Minato will dash in a burst of raw speed and jump, run or dodge an incoming attack. This is done by taking advantage of his enhanced reactions and his fast intellect when perceiving an attack and combining it with a burst of pure movement speed. Of course this can only be used on a battle ground that enables it and never mid air. It has some limitations though as Minato himself doesn't have a high movement speed but its still enough to mimic what can be described as an "instant" movement. Because of this, if the user wants to dodge or evade attacks from faster bios such as Raikage bios or EIG users, he needs the use of his space time techniques. The technique also has some limits in the movement it can produce, which are overall linear, lacking the ability to produce intricate and complicated movement patterns. Doujutsu users (at least 2T for Sharingan), Sensors or EIG users/masters as well as users with high reaction/reflexes or senses will still be able to track the user although, in some cases, become unable to react.

Note: Only useable by Tobirama Senju and Minato Namikaze bios.
Note: Useable once every two turns, and up to three times.



(Chiratsuki Kaihi/Undō) Flicker Evasion/Movement
Type: Defensive
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A (+20 when used with a Taijutsu move)
Description: Using the amazing abilities of the Lightning Armor technique, both the 3rd and 4th Raikages are able to move at insanely high speeds to dodge or evade incoming attacks, even those that would normally be unavoidable such as Amaterasu. This fast movement can also be used in conjunction with a Taijutsu move, including their own signature Lightning based Nintaijutsu moves, to use the momentum one can gather and add even more damage if the move allows it. The technique also alows the user to move in more elaborate patterns that one would think, although following a more or less linear path. The only weakness of this technique is that, since its purely fast and enhanced movement, you cannot use it in all battle grounds but only those that would otherwise enable its use. Not only that but although the user moves fast, he is still trackable by high Doujutsu users (3T, Byakugan and Rinnegan), Sensors and EIG Masters. This doesn't mean the opponent can react (that depends on his speed, mastery of taijutsu and techniques used) but rather that he can perceive the attack.

Note: Only useable once per turn by Third and Fourth Raikage bios with their Lightning Chakra Armor active.



(Chiratsuki Kaihi) Flicker Evasion
Type: Defensive
Rank: B-Rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
A skill usable by all EIG users and masters, once one has opened at least one of the EIG, he will move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This version can only be used by EIG masters with at least one gate opened


All Pending

Leaving these three for a mod, as they deal with custom donations.


I do not intend on donating this technique, canon or otherwise

(Chakura Jutsu) — Chakra Enhanced Technique
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: 20 (To Chakra Based Jutsu)
Damage Points: 20 (To Chakra Based Jutsu)
Description: This technique focuses on using Chakra to augment Chakra Based techniques like Ninjutsu, Genjutsu, etc. as opposed to using Chakra to enhance the user's physical abilities like strength, speed, and/or endurance. This technique combines principles of Chakra Enhancement Techniques and Chakra Transfer Technique. The latter technique provides a way to augment an ally or summon's Ninjutsu by infusing them with the chakra upon creation of the technique. The aforementioned technique is incapable of enhancing one's own technique. However, using the precise chakra control, skilled users can augment the strength of their jutsu by forcefully putting in more chakra towards the technique. This technique amplifies the potency of the effects of the boosted jutsu as well by an additional level. This means that mid-range techs can go to long-range, jutsu that deal with rank absorption can increase rank or multipliers go up by 1, etc. Due to the nature of the technique being used on jutsu and not one's own body though like the more iconic Chakra Enhancement techniques, the damage boost is not as strong. Nor is the technique as potent as the Chakra Transfer Technique, which is twice as powerful as this technique. This technique's activation can be performed in the same timeframe as Chakra Based techniques, but still takes up a move slot.

Note: Can only be used by Sakura or Tsunade bios
Note: Once activated, lasts indefinitely until deactivated


Declined

I can get on board with CESpeed, but this clashes with other techniques such as Pervy's expansion series that boosts techniques in the same way, among others.

 
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Never checked re-subbing edited the second:

(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's 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.
(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.


New:

(Dokuton/Senninka: Haiki Gasu) - Poison Ninjutsu/Sage Transformation: Exhaust Fumes
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20 ( upon first reference for vent techniques or any injection )
Damage: ( +40 to vent based Sage Transformation techniques )
Description: At it's most basic form a passive jutsu where the user molds minuscule almost immeasurable amounts of poison chakra alongside their transformations allowing the jets, vents and exhausts that they expel natural energy and chakra from to expel poison gas as well alongside these other substances. The poison gas is naturally more pressurized than when using regular chakra and Natural Energy to augment bodily motions thus it hits harder, is more solid and has force behind it unlike the normally ethereal energy released from vents. This needs to be posted as a reference but can just naturally happen alongside the users transformations allowing the normally harmless exhausts to become somewhat deadly in nature. This poison gas is ethereal in nature and doesn't clash with most jutsu acting like air but can be blown away with similarly ranked wind release. This is a constant process that happens all throughout a fight augmenting any vent based Sage Transformation technique with a poison the user can create, like Med Toxin or their own custom poison.
Each time a technique where chakra is expelled from a vent is used it creates a Short - Mid range mist of ethereal poison that can be seen through. This technique requires the user to have medical knowledge, know Poison Release and Sage Transformation obviously though making it only usable by a select few.
An active application of this technique is the ability to create needle-like protuberances from the body like hypodermic needles with the ability to inject poison directly into the bloodstream of the opponent through taijutsu usage or Sage Transformation techniques allowing for a better application of both poison and Sage Transformation. This active ability can be used five times per battle and counts as a move whereas simply releasing poison gas from the exhausts does not. It can be used alongside another poison release technique in the same timeframe to create and use a specific poison through the use of that specific poison release technique. The poison gas released from the vents or any liquid poison created and injected into the opponent is densely laced with large amounts of Natural Energy meaning if breathed in or injected it has the potential to partially turn people to stone reducing their base speed by three ninja ranks causing severe pain and cell necrosis on turn one with the ability to turn entire limbs to stone if uncured for two turns. Upon the first turn immediately after being poisoned the poisoned individual begins to turn to stone at the point of contact if the poison was breathed in the linings of their mouth, their nose and their throat as well as the red blood cells in these areas are exposed to the natural energy first which turns these areas to stone. Portions of the red blood cells turn to small stone dust-like particles that travel throughout the body through the veins causing microscopic tears to the blood vessels causing blood to spill from the eyes, ears, nose, mouth and any open wound. These act like arterial plaque and create minor clots causing damage to the veins and blood vessels as well as the heart muscle itself as it is forced through the body.
After two turns the limbs turn to stone and due to this these portions of the body are brittle and fragile with the stone portions breaking and cracking merely through movement causing additional pain as the nerves are still connected to these stone areas causing twenty damage per turn until cured and healed. Eventually entire organs and large swathes of muscle and bone tissue will be turned to stone if uncured for four turns causing excruciating pain eventually ending in death similar to naturally being turned to stone through failed Sage Mode training this happens on the fifth turn giving the poisoned individual a fair amount of time to cure the poison. This works against even Sage Mode users because this Natural Energy is bound to the poison untouchable by the person effected by the poison meaning this cannot be naturally balanced with their own chakra no matter how hard the effected person tries, struggles or meditates. The only people this effect does not work on are Sage Transformation users as they cannot be turned to stone through natural energy usage. This natural energy never enters the chakra flow of the opponent directly and acts upon the cells of the body without discrimination on flesh, bone and blood cells. It can be cured or nullified in the same way the base poison can be and if the stone portions are removed the stone will stop spreading but this is a painful process as it requires the removal of flesh, bone, blood, and skin that is connected to the stone portions.
Note: Active ability can be used five times per battle
(Dokuton/Senninka: Haiki Gasu) - Poison Ninjutsu/Sage Transformation: Exhaust Fumes
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: N/A ( 10 per turn where referenced )
Damage: N/A ( +20 passive damage to taijutsu or vent based Senninka )
Description: At it's most basic form a passive jutsu where the user molds minuscule almost immeasurable amounts of poison chakra alongside their transformations allowing the jets, vents and exhausts that they expel natural energy and chakra from to expel poison gas as well alongside these other substances. The poison gas is naturally more pressurized than when using regular chakra and Natural Energy to augment bodily motions thus it hits harder, is more solid and has force behind it unlike the normally ethereal energy released from vents. This needs to be posted as a reference but can just naturally happen alongside the users transformations allowing the normally harmless exhausts to become somewhat deadly in nature. This is a constant process that happens all throughout a fight augmenting any vent based Sage Transformation technique with a poison the user can create, like Med Toxin or their own custom poison.
Each time a technique where chakra is expelled from a vent is used it creates a Short range mist of ethereal poison that can be seen through. This technique requires the know Poison Release and Sage Transformation obviously though making it only usable by a select few.
An active application of this technique is the ability to create needle-like protuberances from the body like hypodermic needles with the ability to inject poison directly into the bloodstream of the opponent through taijutsu usage or Sage Transformation techniques allowing for a better application of both poison and Sage Transformation. This active ability can be used three times per battle and counts as a move whereas simply releasing poison gas from the exhausts does not. The poison gas released from the vents or any liquid poison created and injected into the opponent is densely laced with large amounts of Natural Energy meaning if breathed in or injected it has the potential to partially turn people to stone reducing their base speed by three ninja ranks causing severe pain and cell necrosis on turn one with the ability to turn entire limbs to stone if uncured for four turns.
After these four turns the limbs turn to stone and due to this these portions of the body are brittle and fragile with the stone portions breaking and cracking merely through movement causing additional pain as the nerves are still connected to these stone areas causing twenty damage per turn until cured and healed. Eventually entire organs and large swathes of muscle and bone tissue will be turned to stone if uncured for six turns causing excruciating pain eventually ending in death similar to naturally being turned to stone through failed Sage Mode training this happens on the seventh turn giving the poisoned individual a fair amount of time to cure the poison. This natural energy can be cured or nullified in the same way the base poison can be and if the stone portions are removed the stone will stop spreading.
Note: Active ability can be used three times per battle
Note: Can be placed in the bio and just referenced to in combat.


Both Pending



 
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Bloo

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Signed Spiders: [ ]

(Kuchiyose no Jutsu: Gumo Kozan) - Summoning Technique: Spider Mines
Type: Offensive.
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will first draw blood and perform two hand seals, then slam their hands together to summon forth up to six spider mines. These spiders can either be summoned above ground and then have them burrow into the ground or summon them straight into the ground, but they can only be summoned short range from the user this way. Spider mines are of the family Lycosidae or more commonly known as wolf spiders. The wolf spider, unlike most spiders they don't use webs to hunt, instead they burrow into the ground and ambush their prey. Once the spider mines have burrowed or summoned into the earth, they will await for the most opportune time to attack, this can either be by having the summoner sending them a chakra signal or by vibrations. When the spider mines are triggered they will burst forth from the ground and explode into a cloud of poison. The poison will cause irritation to the skin and eyes as well as make it hard to breathe but will not be extremely fatal.

- Usable twice.
- No spider summons this turn or next.
- Spider mines can't use any silk related techniques.


Pending

Leaving for Pekoms.



Declined: this is, for the most part, quite fine. But spiders use venom and not poison; in a technical sense, that equates to a method of injection or infusion (as is the case for spitting spiders). And so the point is to supplant "poison gas" with something else.

(Kuchiyose no Jutsu: Gumo Kozan) - Summoning Technique: Spider Mines
Type: Offensive.
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will first draw blood and perform two hand seals, then slam their hands together to summon forth up to six spider mines. These spiders can either be summoned above ground and then have them burrow into the ground or summon them straight into the ground, but they can only be summoned short range from the user this way. Spider mines are of the family Lycosidae or more commonly known as wolf spiders. The wolf spider, unlike most spiders they don't use webs to hunt, instead they burrow into the ground and ambush their prey. Once the spider mines have burrowed or summoned into the earth, they will await for the most opportune time to attack, this can either be by having the summoner sending them a chakra signal or by vibrations. When the spider mines are triggered they will burst forth from the ground and latch onto the target and inject their venom. The venom will cause lose of sight and will shut down the nervous system if more than one spider injects their venom.

- Usable twice.
- No spider summons this turn or next.
- Spider mines can't use any silk related techniques.


Declined: due to edits, the venom obliges a turn-by-turn account of the effects. And to be clear, this won't all happen in one turn.


(Hyouton: Hyoma no Gekiko) - Ice Release: Ice Devil's Rage
Type: Offensive
Rank: B
Range: Short - Mid
Chakra: 40
Damage: 80
Description:
After inhaling and performing one hand seal, the user releases a large purple blizzard of cold air, ice and snow from their mouth, directing it towards a target area. The blizzard inflicts great blunt damage upon those it contacts, causing everyone unable to resist it to be sent flying away with great force, as well as leaving behind a trail of destruction in its wake, heavily damaging the area it passes through.

- Usable three times.
-Two turn wait between uses.


Declined

This has been done before.


(Hyouton: Yuki Raimu Rokku) - Ice Release: Snow Lime Lock
Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description:
The user will first perform one hand seal, then they will either create or manipulate existing snow. The snow will erupt into a pillar from below the opponent and begin to spread out into a structure that resembles coral. Once the opponent is trapped inside of the structure the snow will harden and compact, trapping the target inside. Once the opponent is trapped the user has two options; They can either hold the hand seal to have the structure regenerate if damaged or they can perform another hand seal to cause the whole structure to explode.

- Usable three times.
- To regenerate must spend 20 chakra points.
- Two turn wait between uses.


Approved



 
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Goetia

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Zarathustra ☯ Tale of Transcendence
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Zarathustra is a unique weapon, in that it is made entirely of ash particles infused with an indestructible metal, allowing one to manipulate its shape and form with great ease, whilst also making it more prone to heating and igniting by the user’s chakra. Zarathustra possesses a color which can be described as a mix of steel grey and dark crimson, and when charged with chakra, several patterns and symbols with an orange coloration will appear. Whilst not in active use, Zarathustra can be wrapped over their entire body, or even concealed on a part of the body beneath their clothes. Moving the weapon across the body requires nothing but mental thought, and is thus passive in nature. Being that Zarathustra is made of a combination of ash and metal that are bound to the user’s body via Fūinjutsu, it cannot actually be removed from the user and is unusable by anyone else. Zarathustra possesses a number of abilities that are intended to bolster the user’s Fire Release in different ways. Given the durability of the ash-metal compound that makes up the weapon, freeform weapons and attacks will not be able to damage or neutralise it, and is able to play on par with other ninjutsu and elements with respect to the S&W scheme of Fire Release. Being partially composed of ash, Zarathustra can only be ignited by the user and not by any other outside sources. Though, because of the materials that make up the weapon and the binding agents used to keep it together and functional, supplementary techniques of any kind cannot be used directly on the weapon itself.

Eine Faust Overture – Ephemeral Moment’s Beginning

Eine Faust Overture is an exclusively passive ability of the weapon. Due to the highly flammable nature of the ash, and the capacity of the metal infused with it to conduct heat, the user is able to release Fire techniques they create through the weapon itself. This is most useful when fighting against opponents and attacks which come from other directions, such as from behind. Because of the highly flammable nature of ash, and the capacity of the metal to conduct heat, Zarathustra will also enhance Fire Release techniques performed in this way as the chakra passes through the weapon, increasing the technique’s power by an additional rank up to to A-Rank, and granting an additional 20 damage points to higher ranks. This ability is permanently active, regardless of whether the other abilities of Zarathustra are active. One still needs to perform handseals for their Fire techniques, Eine Faust Overture merely enhances their strength.

Eine Faust Scherzo – Ephemeral Moment’s Middle

Eine Faust Scherzo encompasses the ability of Zarathustra to extend forth from the user’s body, transforming itself into constructs such as swords and lances, and other appendages. Normally, the ash by itself would already be able to create pseudo-solid forms, but with the addition of indestructible metal being fused with it, the versatility of form granted by the ash is supplemented with the high durability of the metal. Through mental command, though costing a move, the user is able to create weapons and appendages made of the ash-metal compound on their body. The speed with which the weapon creates the desired form is nigh instant, and acts as a reliable method of forming quick defenses and attacks. Any construct created is considered as S-Rank in strength, even if multiple ones are made, as it all comes from a singular structure. Should the user desire to change the shape of a construct(s), it will cost a move, but dispelling one can be accomplished passively. These constructs can be a maximum of 5 meters in length and width, and will interact with other objects and techniques with respect to the S&W scheme of Fire Release. All constructs created have a chakra cost of 10 points per turn, and cannot be augmented through Eine Faust Overture. Zarathustra in any form is able to defend from one technique of equivalent strength, according to Fire’s S&W, without the user being harmed, with techniques more powerful than it breaking through and harming the user. Should Zarathustra be overpowered or neutralised through other means, it will be rendered inactive for that turn and the turn after, and the user will be unable to utilise either Eine Faust Scherzo or Eine Faust Finale.

Eine Faust Finale – Ephemeral Moment’s Ending

Eine Faust Finale is the third and final ability of Zarathustra, which is associated with the user releasing their chakra through the weapon. By way of pooling their superheated chakra into Zarathustra, whether it is simply a patch of ash-metal or a weapon construct on the body, the user will explosively release it as a short-range blast of flames. This blast can be used to accelerate the movement of a body part, e.g. channeling chakra into Zarathustra whilst it is on the back of their elbow and launching a powerful punch, quickly move the user in a specific direction up to short-range, or even to defend against opposing attacks and techniques. This blast is considered as S-Rank in strength, and costs a move. In addition, should Zarathustra be covering the entire body, the user is able to perform a full-body surge of Fire Release through it, allowing them to break Genjutsu. This ability can be used twice per turn, with one full-body surge per turn, and blasts released through this ability cannot be augmented by Eine Faust Overture.

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Dropping this weapon if approved: [ ]


Pending




Resubmitting:

(Katon: Zonnenkind) – Fire Release: Sun Child
Type: Offensive / Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (+20)
Damage: N/A (same as host technique)
Description: This technique is considered as a special application of Fire Release: Gladsheimr. The use of this technique is reliant on the presence or use of any ash-based surface or structure created by the user, as without one, it cannot be used. Once this condition is met, the user is able to perform this technique in two different ways; in the same timeframe as the creation of another Fire Release technique which is made primarily of ash, or as a technique which is applied to an ash-based structure or surface after it has been created. Both usages consume a moveslot, but the latter usage requires 2 handseals. The user will infuse more chakra into the ash, which imparts a special function upon it. In the same vein as Gladsheimr, the ash will passively spawn a number of skeletons each turn, with a maximum of 4 per turn being created. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the technique it is used on. Each and every skeleton possesses the same features and abilities as mentioned in Gladsheimr, with the exception of the largest skeleton, which cannot be created through this technique, unless the ash surface in question is at least similar in size and scale to the ash structures created in Gladsheimr. The duration of this technique is equivalent to the technique it is applied to, e.g. a technique that lasts for 4 turns will spawn skeletons for 4 turns. Once the host technique expires, skeletons will no longer be produced, but the skeletons themselves will remain on the field until they explode or are otherwise neutralised. Whilst this jutsu is applied to a host Fire technique, it cannot be used on another until the host technique expires. This technique cannot be used on Gladsheimr, it is simply a supplementary ability that extends the special function of Gladsheimr to other techniques.

⇒ Usable 3x per battle

Gladsheimr's approval: [ ]


Declined

Not keen on allowing this, considering the techniques which exist that allow for the application of ash on other techniques.

Katon: Zonnenkind – Fire Release: Sun Child
Type: Offensive / Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (+20 to Fire techniques)
Damage: N/A (same as host technique)
Description: This technique is considered as a special application of Fire Release: Gladsheimr. The use of this technique is reliant on the presence or use of any ash-based surface or structure created by the user, as without one, it cannot be used. Once this condition is met, the user is able to perform this technique in two different ways; in the same timeframe as the creation of another Fire Release technique which is made primarily of ash, or as a technique which is applied to an ash-based structure or surface after it has been created. Both usages consume a moveslot, but the latter usage requires 2 handseals. The user will infuse more chakra into the ash, which imparts a special function upon it. In the same vein as Gladsheimr, the ash will passively spawn a number of skeletons each turn, with a maximum of 4 per turn being created. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the technique it is used on. Each and every skeleton possesses the same features and abilities as mentioned in Gladsheimr, with the exception of the largest skeleton, which cannot be created through this technique, unless the ash surface in question is at least similar in size and scale to the ash structures created in Gladsheimr. The duration of this technique is equivalent to the technique it is applied to, e.g. a technique that lasts for 4 turns will spawn skeletons for 4 turns. Once the host technique expires, skeletons will no longer be produced, but the skeletons themselves will remain on the field until they explode or are otherwise neutralised. Whilst this jutsu is applied to a host Fire technique, it cannot be used on another until the host technique expires. This technique cannot be used on Gladsheimr, as it is simply a supplementary ability that extends the special function of Gladsheimr to other techniques.

The targeted technique cannot have been targeted by any other supplementary jutsu prior to this technique’s usage, nor can they be the target of other supplementary techniques after this ability is activated on a given jutsu
⇒ This jutsu cannot be used on supplementary techniques which create ash
⇒ This jutsu cannot be used whilst Gladsheimr is active, nor can Gladsheimr be used whilst this technique is active

⇒ Usable 3x per battle


Approved




(Meiton: Monte Cristo Mytholigie) – Dark Release: Bloodlusted Demon King
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn to user)
Damage: 80
Description: By drawing on a large amount of Dark Release chakra from one’s palm seals, the user will concentrate it towards their arms and chest, wrapping them in single coat of writhing flames, exhibiting colors ranging from purple to black. The flames will swirl around the rest of the body, giving off the appearance of a flaming aura, though this effect is merely cosmetic in nature. The coating of flames on each arm will form into enlarged, demonic hands possessing claws, compressed through shape manipulation to give them an aspect of tangibility. The most fundamental concept of Dark Release acts as the basis for this technique’s functions and abilities, which is that in order to create it and sustain its usage, chakra must be absorbed and processed so that it can be converted into Dark chakra. Being truly in line with this concept, this technique indiscriminately feasts on chakra wherever it may be found, using that chakra as fuel to keep itself active. As such, for as long as the technique is able to consume chakra from any object or being containing it, including the user themself, it will remain active, unless forcibly or willingly dispelled. Being composed entirely of the flames of Dark Release, the user is able to freely extend and contract their clawed appendages with mental command. They can reach up to a maximum length of 15 meters, and the user is able to control the direction and path they travel in whilst extending and contracting, in order to track distant targets. This technique clashes with other techniques according to the S&W scheme of Dark Release, absorbing weaker elements one rank higher, neutral elements of the same rank, and stronger elements of one rank lower (the entire technique is S-Rank, as the coating covers the chest and arms in their entirety and is not divided into separate parts). When a technique is successfully absorbed by this jutsu, its chakra is converted at a 1:1 ratio into Dark chakra and stored in the user’s reserves for their later use. When making contact with any surface, be it a technique, weapon, or a human, the flames of the arms will spill onto the surface and spread over it at a rapid rate. In this sense, it can be considered as similar to the flames of Amaterasu, as they will attempt to consume whatever object they come into contact with and and leech its chakra. When the flames latch onto and spread over a target possessing chakra, the flames will sap 50 points of chakra from the target each turn, and deal 30 points of burn damage at the same rate. The flames will burn through clothes, and armors if possible. If left unchecked, the flames will continue to sap chakra and health from the target, and will not die out by themselves unless by mental command of the user. In the case of an arm being destroyed or weakened, the user is able to restore it to full strength or grow a new one in its place, costing a move slot to perform. This can be done once per turn, and no Dark Release above A-Rank can be used in the same turn.

⇒ The user cannot utilise Dark Release above A-Rank in the turn of deactivation
⇒ The user’s ability to perform handseals or any other action requiring use of their hands is unaffected by this technique
⇒ Usable 1x per battle

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Declined

Cool idea. Being a bit too unreasonable with the "restrictions" you've placed on this, however. This will only be able to be created after absorbing a foreign technique of equal strength. Won't allow this to be sustained through techniques of the user's, and the flames won't mimic how those of Amaterasu interact with objects. Like I noted with Sasori's submission, "Above A-rank" isn't a real restriction for an S-ranked technique; it's the same thing as saying "S-rank and above". Fix that.

(Meiton: Midgardr Völsunga Saga) – Dark Release: Mortal Realm’s End
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn to user)
Damage: 80
Description: After absorbing a technique(s) of equal strength, the user will concentrate their dark chakra towards their arms and chest, wrapping them in single coating of writhing flames, exhibiting colors ranging from purple to black. The flames will swirl around the rest of the body, giving off the appearance of a flaming aura, though this effect is merely cosmetic in nature. The coating of flames on each arm will form into enlarged, demonic hands possessing claws, compressed through shape manipulation to give them an aspect of tangibility. The most fundamental concept of Dark Release acts as the basis for this technique’s functions and abilities; in order to create it and sustain its usage, chakra must be absorbed and processed so that it can be converted into Dark chakra. Being truly in line with this concept, this technique indiscriminately feasts on chakra wherever it may be found, using that chakra as fuel to keep itself active. If the user absorbs a technique through this jutsu, its turn duration is extended by an additional turn (+1). Being composed entirely of the flames of Dark Release, the user is able to freely extend and contract their clawed appendages with mental command. They can reach up to a maximum length of 15 meters, and the user is able to control the direction and path they travel in whilst extending and contracting, in order to track distant targets. This technique clashes with other techniques according to the S&W scheme of Dark Release, absorbing weaker elements one rank higher, neutral elements of the same rank, and stronger elements of one rank lower (the entire technique is S-Rank, as the coating covers the chest and arms in their entirety and is not divided into separate parts). When a technique is successfully absorbed by this jutsu, its chakra is converted at a 1:1 ratio into Dark chakra and stored in the user’s reserves for their later use. When making contact with any surface, be it a technique, weapon, or a human, the flames of the arms will sap 50 points of chakra from the target in the moment of contact, drawing that chakra into the user at a 1:1 ratio and extending this technique’s duration by 1 turn. In cases of extended contact (lasting for a turn or longer), this drain will continue at 100 points per turn (after the initial 50 point drain) and deal burn damage at a rate of 30 points per turn. The flames will burn through clothes, and armors if possible. In the case of an arm being destroyed or weakened, the user is able to restore it to full strength or grow a new one in its place, costing a move slot to perform. This can be done once per turn, and no Dark Release above B-Rank can be used in the same turn.

⇒ The user cannot utilise Dark Release above B-Rank in the turn of deactivation
⇒ The user’s ability to perform handseals or any other action requiring use of their hands is unaffected by this technique
⇒ The user cannot absorb their own techniques or chakra in order to use the regenerative or duration-extending functions of this technique, only techniques/chakra from others can fuel these processes
Lasts 4 turns
⇒ Usable 2x per battle


Approved

Nice job on these edits.

 
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RuckenTM

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(Rīpā no kuroi ten) - Reaper's Black Spot
Type: Offensive / Defensive / Supplementary
Rank: S
Range: N/a (Short-range)
Chakra: 40 (-5% upon Deactivation or After use)
Damage: N/a (80)
Description: Through the use of ( Abusōbu Ude ) - Absorption Arm tool, with ability to create spheres that are made of energy able to absorb chakra the user add shape manipulation to shroud themselves in a vile of pure dark illumination that draws chakra into it (S-rank or lower jutsu with chakra within short range are absorbed). While they can send out attacks of various forms of the energy towards their opponent and even form the energy themselves within the shroud to became/ to take shape. Due to the user's chakra not escaping his body, they become hidden to chakra sensors as a void under their opponent's sensing. This further protects them against genjutsu (S-rank or lower) sucking their chakra eliminating incoming possible chakra from entering their system as well. When used by defending against Taijutsu, it can count take their opponents chakra at the same time using it's solid state to brace the impact (S-rank or below). For greater ability the user can wield other energies able to absorb chakra made from the Absorption Arm tool that are directed at them by deflecting them or infusing/ overcoming them to augment their jutsu (A-rank or lower).

Note: The user is unable to use ANY other form of other Shinobi skills (except this jutsu) while this is active, and after 2 turns of it's deactivation.
Note: Lasts 2 turns, Once per battle.
Note: Cannot use Absorption Arm tool for the rest of the match.

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□ Declined, do not resubmit. □
 
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Onii Chan

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Summoning Animal: Pelican / ペリカン, Perikan
Scroll Owner: Onii Chan
Other Users who have signed contract: N/A
Summoning Boss if existing: Pelipper
Other Summoning Animals tied to contract: N/A
Description and Background: Pelicans are a genus of large water birds that make up the family Pelecanidae. They are characterized by a long beak and a large throat pouch used for catching prey and draining water from the scooped-up contents before swallowing. They have predominantly pale plumage, the exceptions being the brown and Peruvian pelicans. Pelicans frequent inland and coastal waters, where they feed principally on fish, catching them at or near the water surface. They are gregarious birds, travelling in flocks, hunting cooperatively, and breeding colonially. Four white-plumaged species tend to nest on the ground, and four brown or grey-plumaged species nest mainly in trees. The relationship between pelicans and people has often been contentious. The birds have been persecuted because of their perceived competition with commercial and recreational fishing. Their populations have fallen through habitat destruction, disturbance, and environmental pollution, and three species are of conservation concern.

All Pelicans have a strong specialty with Wind and Water, making them able to perform up to S-ranked techniques without hand seals, however because of their strong affinity with these two elements they're unable to perform any other element, augment, or status. Each summons has a 1000 chakra pool / 1000 HP pool to use for battle during their life span of a maximum 5 posts unless ninjutsu specialty is incorporated. Ideally because of their massive strong suit towards the elements of Wind and Water they're immune to techniques involving the two elements up to A-rank, however will have a strong weakness to Fire and Lightning to which they'll take 20% more DMG for techniques involving them.

Elder Pelico the Great - Is a Pelican of massive size, equal in size as elder Gamamaru. Pelico the great has brown fur with a large beak that slightly curves downward into a curl from the tip, his fat and old, with his belly slightly overlapping his belt which is styled similar to that of Shimenawa ropes. He shares almost equal personality with that of Jiraiya, pervy yet old and childish but can be serious and wise when needed.
(長老, Chōrō) - Summoning: Elder Pelico The Great
Type: Summoning
Rank: S
Range: N/A
Chakra: 500
Damage: N/A
Description: Is a Pelican of massive size, equal in size as elder Gamamaru. Pelico the great has brown fur with a large beak that slightly curves downward into a curl from the tip, his fat and old, with his belly slightly overlapping his belt which is styled similar to that of Shimenawa ropes. He shares almost equal personality with that of Jiraiya, pervy yet old and childish but can be serious and wise when needed.

Note: All Pelicans have a strong specialty with Wind and Water, making them able to perform up to S-ranked techniques without hand seals, however because of their strong affinity with these two elements they're unable to perform any other element, augment, or status. Each summons has a 1000 chakra pool / 1000 HP pool to use for battle during their life span of a maximum 5 posts unless ninjutsu specialty is incorporated. Ideally because of their massive strong suit towards the elements of Wind and Water they're immune to techniques involving the two elements up to A-rank, however will have a strong weakness to Fire and Lightning to which they'll take 20% more DMG for techniques involving them.

Pelipper - Is a smaller Pelican, with white fur and a blue stripe starting from the top of his head, his beak is small and stubby but his mouth pouch is large which covers his entire body. Pelipper is moronic, idiotic, and almost mentally retarded, however can battle well which is ironic.
(黄, Ki) - Summoning: Pelipper
Type: Summoning
Rank: S
Range: N/A
Chakra: 200
Damage: N/A
Description: Is a smaller Pelican, with white fur and a blue stripe starting from the top of his head, his beak is small and stubby but his mouth pouch is large which covers his entire body. Pelipper is moronic, idiotic, and almost mentally retarded, however can battle well which is ironic.

Note: All Pelicans have a strong specialty with Wind and Water, making them able to perform up to S-ranked techniques without hand seals, however because of their strong affinity with these two elements they're unable to perform any other element, augment, or status. Each summons has a 1000 chakra pool / 1000 HP pool to use for battle during their life span of a maximum 5 posts unless ninjutsu specialty is incorporated. Ideally because of their massive strong suit towards the elements of Wind and Water they're immune to techniques involving the two elements up to A-rank, however will have a strong weakness to Fire and Lightning to which they'll take 20% more DMG for techniques involving them.

Pelippi - The only female Pelican within its realm so far, has black fur, and a sharper beak than every other pelican and the most smallest to which Elder Pelico promptly always makes fun of when seeing her. Shy yet very self conscious of her size but deadly in battle for her sharp beak.
(ポ, Pōku) - Summoning: Pelippi
Type: Summoning
Rank: S
Range: N/A
Chakra: 100
Damage: N/A
Description: The only female Pelican within its realm so far, has black fur, and a sharper beak than every other pelican and the most smallest to which Elder Pelico promptly always makes fun of when seeing her. Shy yet very self conscious of her size but deadly in battle for her sharp beak.

Note: All Pelicans have a strong specialty with Wind and Water, making them able to perform up to S-ranked techniques without hand seals, however because of their strong affinity with these two elements they're unable to perform any other element, augment, or status. Each summons has a 1000 chakra pool / 1000 HP pool to use for battle during their life span of a maximum 5 posts unless ninjutsu specialty is incorporated. Ideally because of their massive strong suit towards the elements of Wind and Water they're immune to techniques involving the two elements up to A-rank, however will have a strong weakness to Fire and Lightning to which they'll take 20% more DMG for techniques involving them.


Pending

Leaving for Pekoms.



All Declined: no contracted animals with unfettered usage of two or more fields like this will be approved. The only fields were this can sometimes be permitted to slide is taijutsu + kenjutsu, but not always. HP and chakra are too high and will be determined in large by the animals' ranks. Lastly, the default duration for a summoning is four turns so S-rank birds lasting five turns isn't going to fly.


(Rankō Hentai) - Orgy Transformation
Type: Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: Rankō Hentai is the upgraded form of the trade mark Sexy Jutsu combined with the power of ninjutsu manipulation and Kage Bushin methods. By performing the Ox hand seal up to several Kage bunshin of either females or males appear fully naked, ideally drunk, and sexually charged. Unlike the regular Sexy Jutsu methods, this technique instead of targeting a individual to charge after via a offensive they instead target themselves via a strange defensive method via a hot, steamy, and wet orgy right in front of the combatant and or anyone who watches. Because this is more powerful than the regular Sexy jutsu this will ideally force the combatant to focus their immediate attention towards the orgy and thus will eventually pass out due nose blood loss. The forceful attention of curiosity from the opponent will almost always bring their eyes eventually towards the Orgy which is why this technique is more powerful than the Sexy jutsu as that technique requires approach but this technique doesn't and is so visually disturbing and or intriguing that they simply cannot help themselves to watch.
Note: Can only be used once per battle
Note: Lasts three turns
Note: Must be taught by Onii Chan


Declined, do not resubmit

:|



(Mokutan-Jushi) - Pine Resin
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: 80+ to weapon DMG (If no weapon DMG specified then just 80 DMG)
Description: This technique consists of rectangular paper with sand like condiments piled up in the middle, the sand like materials used in this technique are often grounded up charcoal, rocks, or grass or any other materials that can easily be found out in the world. These grounded up simplistic material are then combined with chakra of the user to enhance its static abilities. When applying the pine resin technique it can be done extremely quickly and easy, because of this the user can apply it to a weapon mid attack. To apply it to a weapon the user merely needs to place the paper in the palm, curve the paper to secure the materials don't fly away, then rub it against the blade of a weapon once. The materials that're now applied to the blade will act as a solvent thus giving said weapon a status effect:

  • Fire
  • Water
  • Earth
  • Lightning
  • Wind
Note: This effect only lasts 2 turns
Note: Only 5 pine resin can be carried at once


Declined, do not resubmit

Illogical in how its effects are achieved. +80 damage?




(Māku Ishi-Purēto) - Speckled Stoneplate Rings
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: These rings forged by a almighty warrior, known for his heavy and unique armor from a odd land, his name ''Siegmeyer of Catarina'' gifted these rings to a warrior worthy of its ownership. These rings, so powerful that only a few are allowed to own them, forged by ''Andre of Astora'' from a far off land, known to be the best blacksmith of his era. Each of the three rings grants the user immense power and defense towards the elements -

  • Fire
  • Water
  • Lightning
Each ring grants a 50% protection against either element, giving the user a 50% reduction to the attack of the specific offensive that lands against him thus increasing the likely-hood that the user will survive the attack. Example: A-ranked Fire jutsu utilized by the combatant against the wielder of this technique can then use the Fire ring to tank the fire jutsu thus giving the user the ability to take that time to utilize a better technique in battle instead of forcing themselves into a defensive stance (A-ranked DMG is naturally 60 DMG, however with this ring if activated will only be 30 DMG, thus decreasing its attack potential if it comes into impact with the wielder of the rings.

Note: Only one ring can be activated at once
Note: Only one ring can be activated per 2 turns
Note: The reduction of DMG must be only calculated if the offensive jutsu hits the wielder of the rings


Automatically Declined

This would count as a weapon, not a supplementary technique. Auto declined since you already have a CW approved, didn't specify that you were dropping it and aren't at the appropriate rank to submit a second one.



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Summoning Animal: Pelican / ペリカン, Perikan
Scroll Owner: Onii Chan
Other Users who have signed contract: N/A
Summoning Boss if existing: Pelipper
Other Summoning Animals tied to contract: N/A
Description and Background: Pelicans are a genus of large water birds that make up the family Pelecanidae. They are characterized by a long beak and a large throat pouch used for catching prey and draining water from the scooped-up contents before swallowing. They have predominantly pale plumage, the exceptions being the brown and Peruvian pelicans. Pelicans frequent inland and coastal waters, where they feed principally on fish, catching them at or near the water surface. They are gregarious birds, travelling in flocks, hunting cooperatively, and breeding colonially. The relationship between pelicans and people has often been contentious. The birds have been persecuted because of their perceived competition with commercial and recreational fishing. They often eat only fish and can store massive amount of water in their mouth at anytime.


Contract Approved & Added: all statements that refer to bats or the bat contract have been omitted.

 
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Sasori

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(Osore) Fear
Type: Puppet
Rank: S
Range: N/A
Chakra Cost: 40 (if summoning)
Damage Points: N/A
Description: After deciding it was time he made some major updates to his core body, Sasori created Fear. Fear is essentially another host body for Sasori to use as he pleases hence the reason why it can only function while he is inside. Once inside, the user’s core will be positioned inside of Fear’s chest. Unlike Hiruko, which served the purpose of being a protective armor, Fear instead will serve the purpose of acting as an enhanced main body. Appearance wise, Fear is composed of some of the most endurant and sturdy puppet materials available, giving it a metallic look and allowing it to sustain up to S-rank damage. On its body, it has two pairs of arms giving it a total of four arms. Other noteworthy characteristics of this puppet, would be that it has a tail emerging from its rear and a pair of horns on top of its head. The most noteworthy characteristics, however, would be how Sasori’s main body now resembles that of a grotesque monster. While in this form Sasori will be able to passively hover above the ground with the help of chakra being poured out of his feet and is active as a battle starts. When moving around in this form, the user is only as fast as his base speed, and if wanted the user can passively deactivate it. Additionally, on its head is a compartment that the user is capable of opening and allows the user to produce One Hundred Chakra threads which allow Sasori to utilize any techniques that require them, but still follows the same rules and stipulations for the technique. Additionally due to Fear’s unique body structure it does not possess ordinary human body parts which makes it difficult for the opponent to discern which parts of him they are looking at.

Abilities:
One of the main abilities of Fear is how, due to its wide body it is possible for there to be channels inside of its body. These channels serve the purpose of moving around Sasori’s heart container. By utilizing a sealing tag that will be placed inside of Fear, Sasori will be able to move his heart container around whenever his heart is about face a pinpoint strike. For example, when an attack, such as a sword, is about to strike his heart container, the seal will activate and release a surge of chakra that will push his heart container down one of Fear’s channels. The channels are essentially, Fear’s limbs such as his head, legs, or arms which are all places the user can send his heart. Let it be noted, that this ability counts as a move and drains the user of ten chakra points each time. Also, due to Fear’s inhumanoid body and its grotesque features it becomes difficult for someone to look Fear in eyes. This simply means that it becomes difficult for someone to discern which parts of its facial features is its eyes. This feature can become useful when it is necessary for the opponent to make eye contact with the user. Offensive wise, Fear has several scrolls on his body similar to Sasori’s flamethrowers, and with these scrolls the user will be capable of releasing a concentrated elemental blast from anywhere on their body up to Mid range with A-rank damage. This ability can also be used to release up to four projectiles of the designated element which can be as small as a senbon otherwise they are the same width of Sasori’s flamethrowers. Additionally, the element can be any base five element or any Custom element the user knows.

Note: Fear can be destroyed by a S-rank attack, and if the puppet suffers an S-rank attack and is destroyed, Sasori can still retract the pieces of the body as long as his core is intact, but if doing so the reconstructed puppet could be destroyed or hurt by any ranked attack. This functions just as Sasori core body mainly does.
Note: Must be stated in the user’s biography or the beginning of a battle if the user is choosing to use this as his replacement of his main body.
Appearance:
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Declined: lower its durability and pick two elements/CE to be stored. And the hovering ought to have a chakra upkeep.


(Gaia no hogo) Earth Style/Puppet Arts: Gaia’s Protection
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: A passive technique that the user must post in their bio in order to use. Gaia’s protection is essentially a technique that serves the purpose of increasing the endurance and durability of the user’s puppets and wooden techniques that involves them. Gaia’s protection is based on a technique seen before in the anime known as the Earth Spear Technique. This technique was able to increase the user’s skin to a steel like nature and allow them to increase the damage of their attacks while also increasing the users durability and endurance. Beforehand, the user’s will infuse all of their puppet materials with earth chakra and cause all of their materials to be increased dramatically, similar to what the earth spear technique does. This infusion of chakra will be done before battle, therefore it serves as a passive boost that gives the user’s puppets and their attachments the ability to defend up to twenty additional damage points or the ability to attack with increased force. Essentially, the user’s puppets durability will be increased significantly, but it is important to note that this boost only applies to puppet material that has some sort of wooden base. For example, this technique can be applied to a wooden puppet in order to give it increased durability, but it cannot be used on an elemental stream from the puppet. It can, however, be used on weapons/attachments of the puppets that are physical in nature and give them instead a boost from the power of the earth technique.

Note: Must be posted in the user’s biography.


Declined: this is a passive, persisting Earth Release: Earth Spear Technique that lacks any merit to exist as is.

 
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Daemon

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(Kuvira, Dai yunitto) - Kuvira, The Great Uniter
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (if summoning)
Damage Points: N/A
Description: Kuvira, the Great Uniter is a powerful puppet created by Sasori of the Red Sand. Kuvira is a relatively tall female puppet standing at around 5ft 9 inches tall. She wears a green body suit with a steel bands wrapped around her biceps that are in a row of three. These steel bands are also present on her legs and shoulder. Kuvira is entirely made up of steel reinforced wood which increases her durability. Kuvira as designed to be a puppet with a perfect balance between her offensive capabilities and defensive capabilities. As all puppets do, Kuvira has unique mechanisms littered throughout her body that do not require a move to activate as they can be done freeform and are mainly used to administer poison. The first mechanism allows to fire thin rectangle sheets of metal and puppet material that are drenched in poison. These strips of metal and puppet material can have their razor sharp edges shred an opponent. In both cases, poison is capable of being administered. The poison can either be absorbed through the skin off the opponent or transmitted through a wound. For her defensive properties, Kuvira has a kanji formula written on her chest reading "Empire". At the cost of 30 chakra, the seal erects a barrier around Kuvira that encompasses short range that absorbs incoming techniques up to S-rank to defend the puppet from incoming attacks. This seal however has more than one function, the chakra absorbed from the opponent's technique can be used to fuel the offensive capabilities of the user and this puppet. The damage boost gained is equivalent to half the amount of chakra absorbed from the incoming technique. For example, Kuvira is used to absorb a technique that had 30 chakra, the user will gain a damage boost of +15 for one technique in a duration of 2 turns. However, this seal can only be activated a maximum of three times per battle with a two turn cool down in between usages. For her outright offensive capabilities, Kuvira can bring forth hundreds upon hundreds of exploding sealing tags by releasing them from seals littered throughout her wardrobe. These explosive sealing tags can detonate on the user's command, resulting in a powerful S ranked explosion. As a trade off, Kuvira unlike Sasori's puppets can be easily destroyed by techniques of B rank and higher which requires the user to not be as reckless with it. Kuvira, like all of Sasori's puppets, has a heart container slot located on her chest that allows Sasori to switch into this puppet. If wanted, the user can have Kuvira replace Sasori's main body but this has to be either stated on the user's bio or before a fight begins.

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Approved: alright, so the bit with the first mechanism being able to bind targets has been omitted due to a lack of elaboration. Are you manipulating the pieces and how? Also removed the explosive tags being on par with elemental attacks.


(Shisuta Friede) - Sister Friede
Rank: A
Type: Puppet
Range: N/A
Chakra Cost: 30 (if summoning)
Damage Points: N/A
Description: Sister Friede is a puppet designed by Sasori of the Red Sand to accompany him into battle and be able to switch into the puppet in the blink of an eye. Sister Friede is a female puppet, standing around the same height as Sasori himself. She is draped with a nun's outfit with a burn scar on the right side of her face. Sister Friede comes equipped with a scythe that is drenched in Sasori's trademark poison. If the scythe cannot inflict the poison through a wound, Sister Friede's scythe can release a cloud of poison from itself that can encompass mid range. This scythe is capable of reaching into mid range with a swing and is attached to the puppet through a condensed Chakra String that isn't visible to the naked eye.This gives Sister Friede complete control over her scythe allowing her to change its direction on a dime and retract the scythe to her at any time. Unlike most puppets, Sister Friede has a compartment within her arms that contains Sasori's blood. This blood can be used to allow Sasori to use techniques that would normally require his blood like basic Summoning techniques and allow him to access summoning contracts, he normally wouldn't be able to access. Sister Friede's special ability allows her to join bodies with Sasori (or other puppets). By disconnecting her joints, Sister Friede can attach to Sasori increasing his lethality, giving him another set of arms as well as her scythe, a second head etc. This fusion costs a move if not fused before battle, however, the user and Sister Friede can unfuse passively. Like all of Sasori's puppets, Sister Friede has a heart container slot which Sasori can switch into at any given time when not fused. Sister Friede's entire body (including her Scythe) is made up of a similar material to Hiruko's shield but slightly stronger, allowing her to defend against A rank and below techniques with no damage to her body. When fused with Sasori, at the cost of a move, Sasori can reorganize Friede's body to act as a shield to defend against techniques of A rank and below or an S rank technique, in which the puppet would be sacrificed. Sister Friede can enter battles (either fused or unfused) with Sasori already summoned if state in the user's bio or before a match.

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Declined: this puppet won't be permitted to bypass Sasori bios' inability to make use of contracts.


Link to Poison Training:
(Serīnu) - Saryn
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (if summoning)
Damage Points: N/A
Description: Saryn is a puppet that acts as the perfect conduit for Sasori's Poison as well as his Poison Ninjutsu. Saryn is a rather tall puppet, standing at 6ft 4 inches. She is humanoid in her appearance. Her body is mainly white and purple with golden accents around her bosom as well as around her head. On summon, Saryn passively exudes a mist of poison from her body that leaks from her neck area , the her knee joints and elbow joints, filling her immediate vicinity with poison. This leaking poisonous gas persists as long as he isn't destroyed. Saryn's main ability stems from her generation of poisonous "spores". In reality these spores are just miniature poison smoke bombs that can be released from any section of Saryn's body. These miniature poison smoke bombs have a velcro/sticky-like feature that allows them to latch on to virtually any surface including the opponent's clothing and throughout the terrain. The poison spores are so light they can travel on air currents and can glide through the air similar to dandelion seeds. These spores can also be found within the poisonous gas that leaks from within Saryn's body. This ability is known as "Spores" can be used passively without the cost of chakra by increasing the force of the leaked poisonous gas from Saryn's body on Sasori's command. The gas released from this usage can permeate into mid-range if not stopped. The Saryn's second ability, "Miasma", focuses on the usage of these spores in an offensive manner. On Sasori's command, Saryn can detonate these spores releasing toxic poison into the air. The detonation of these spores are so violent that they do a baseline of 60 damage to the opponent they are attached to. Naturally, Saryn, through Sasori's command, can choose not to detonate the spores within range of any allies. Once detonated, the opponent can become exposed to whatever poison was within those spores leading to further effects depending on the poison. The detonation of these spores costs a move, has a short-range blast radius, and requires 30 chakra to do so. Due to Saryn being connected through Sasori through chakra threads, Sasori can interject his Chakra throughout Saryn's entire body allowing him to use her to perform Poison Release/Ninjutsu techniques. However, this costs a move and the chakra cost is dependent on the technique used through Saryn. As a bonus, Sasori can mix these detonating spores with his Poison Ninjutsu through the use of Saryn and using Miasma in conjunction with the technique. If Sasori decides to do this, the Poison technique would gain a +20 damage boost and detonating the spores will occupy the same timeframe as the Poison Technique. However, empowering a technique can only be done twice in a battle. As a trade off of for Saryn's offensive abilities, Saryn can easily be destroyed by techniques of B rank or higher making her one of Sasori's weaker puppets. Like all of his Puppets, Sasori has a heart container slot in which he can switch into this puppet at any time. The user can choose to have this puppet replace his main body and if doing so, must be stated on the user's biography or posted before a battle.

Note: The poison associated with "Spores" and "Miasma" is to be stated either in the bio or prior to battle.
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Approved: added a note.

 
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ZK

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(Chikuseki) – Accumulation
Type: Defensive/Supplementary
Rank: S
Range: Self
Chakra cost: N/A (2x the amount of damage healed)
Damage points: N/A
Description: Chikuseki is not so much a technique as it is an expression of multiple abilities and concepts applied in harmonious conjunction, all either intrinsically related to healing and damage reduction or bound to them through their central mode of application. This method combines the unique chakra and body of Hagoromo Ōtsutsuki with the innate healing properties of Yang and the transformative abilities of Asura Path, resulting in the ultimate expression of damage negation. Practically, this method can be applied when damage has been, is being or is about to be inflicted upon the user, and it is expressed as a very efficient regenerative process, which targets first the most vital damaged points before spreading outwards. Anything that cannot be immediately mended is temporarily reinforced or replaced, in whole or in part, by the machinery of Asura Path and then restored progressively, although the user naturally has full control over this process and its extent, and is further able to manipulate their anatomy in preparation for an impact. Chikuseki is especially suited for battle due to this fact, as wounds that impair the user’s capabilities in battle will be quickly mended so as to no longer do so and then fully healed over time. Any type of injury or adverse effect that can be affected by Yang energy can, by extension, be affected by this expression, but the method does have some concrete limitations. For one, completely reconstructing complex organs or bone requires multiple turns, up to three for a heart or reparable brain damage, during which the user is left vulnerable, depending logically on the injury sustained. Damage inflicted upon the chakra circulatory system require three turns to heal as well, which of course cannot be done if the user’s ability to use their chakra effectively has been severed. Furthermore, most spiritual damage requires two turns to mend due to its innate connection to the brain, with some logical exceptions. The method is not self-sustaining either, so it cannot protect the user from immediate death. However, Chikuseki targets a given amount of damage points in their entirety and the process is in this sense continuous, as it fully heals the targeted injuries, but if more damage is inflicted during this time another usage of the method is necessary. All the elements of this method operate in the context of the natural enhancements of the Sage’s body and chakra, in addition to the natural damage resistance afforded by Yang Mastery, which results in the damage being inflicted on them often manifesting itself as the user being thrown bodily away or partially pierced by sharp attacks, though damage is still applied normally.
- Can only heal a maximum of 60 damage per turn.
- Can only be used once per turn and Asura Path must be activated.

¤ Declined, alright so I've read this fully and on first glance it looked approvable but more things are appearing the more I read it. For starters, all the bolded portions need to go as rhe wording is either problematic or beyond the scope of this. Heart and brain injuries cannot be replaced by Asura Path parts, or rather I'm not willing to allow it. Spiritual damage will not be healed via Yang, only physical injuries. Also, remove all direct mentions to the Sage; it makes it seem as if simply using him as a basis for the tech gives it more "weight" when it's simply filler descriptions. It should be pointed out Yang techniques will use at minimum 50-70 chakra so if this takes place over turns, it will need to spend the same amount of every turn as well. This also needs a usage cap as all YY customs do. S ranks normally have 2 - 4 usages but this being YY cannot have the same usage cap, meaning 3 at max (depending on edits made) with an actual appropriate cooldown period/restrictions. ¤


(Ben-Hassrath) – The Heart of the Many
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra cost: 30 per offensive use (same as the amount transferred / 2x the amount of damage healed)
Damage points: N/A (30 health or 60 chakra points per offensive use)
Description: Although it can be used offensively at its extreme The Heart of the Many is fundamentally an expression of ninshū, which seeks to allow beings linked to chakra to be connected on a spiritual level and truly understand one another by using the Sage as a conduit. The technique has no solid form, but instead manifests itself as a flow of energy that can be only just perceived by those with more basic chakra sensing and standard variants of dōjutsu, and seen more clearly by those with more advanced evolutions of these. Three core components underpin the technique; the Sage’s natural affinity for Senjutsu, the properties of Yang and the spiritual connection to souls and knowledge afforded by Human Path. In its most common form The Heart of the Many allows the user to establish mental connections of varying strength with any number of beings they are in physical contact with and, depending on the participants’ willingness, exchange not just chakra, but also thoughts, memories, feelings and even life energy. Chakra is here understood as a form of life energy from which a reflection of the beings’ self can be grasped, but unwilling targets will reveal almost nothing whereas willing targets can reach a state closely resembling that of a collective consciousness with the Sage and each other. Through this connection the user is able to transfer their chakra to the targets, or alternatively receive it from them, and even heal their injuries, though this is a long and slow process. The targets can willingly transfer their own life energy to the user, but this can only heal a maximum of 10 health points per turn. However, by focusing entirely on absorbing energy The Heart of the Many can be used to drain chakra or health from a single target within range to be either absorbed by the user or stored in a valid medium. This causes no injuries; it simply represents a marginal, overall drain of the target’s vitality or chakra reserves, although the former can heal the user’s injuries if they are not debilitating. The flow of energy will, in either case, seem more chaotic and conflicted to an observer as it is unwillingly given. It is possible to prevent this effect by stopping the flow of energy going from the target to the user.
- Can only be used with Human Path activated.
- The offensive application can only be used 5 times per battle and only once per turn.

¤ Declined, half of this technique is filler and can be removed as its just fluff. On a more important note, the Human Path allows the inevitable removal of the soul upon contact; using it as the basis to do this without the target dying is a reach. This is also essentially Chakra Transfer remade with better benefits and uses while combining it with Fuuinjutsu draining abilities. This cannot be approved because of this. DNR ¤
 
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Imperfect

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Removed ability to pick a third application, and generalized associated abilities. Added relevant drawbacks for individual skills, except Observation, which has the same drawback/ cost Ultra Instinct itself has.

Ultra Instinct's approval, for reference: .

(Riko Shugi no Kī ☯ Chō Zenchō) Key of Egoism ☯ Ultra Omen
Type: Supplementary/ Defensive
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A (+20 (Taijutsu/ Kenjutsu)
Description: Ultra Omen is a paired technique, comprised of a supplementary mental state for "(Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct", achieved through the freedom of thought and conscious action the user achieves by relegating the act of evading, countering, etc, perceived incoming physical threats to their autonomous instincts, and reflexive body, allowing them to focus their attention elsewhere. This culminates in a series of supplementary buffs and applications which improve the users overall close-quarters combat capabilities, all tied to the distinct basis "Ultra Instinct" provides. Naturally this technique can only be utilized, and is automatically activated once Ultra Instinct is activated, being passively applied within the same timeframe slot, without using one of the user's 3 Jutsu per turn. Upon activation, the user, who must at least be a Taijutsu specialist, selects at least one of the following applications to activate during the current usage of "Ultra Instinct", while users with a higher proficiency in Taijutsu can select multiple applications. Users with access to Basic Kaito's Taijutsu, the Eight Inner Gates, or Seven Heavenly Breaths can utilize up to two, and users with access to Advanced Kaito's Taijutsu, or are Eight Inner Gates Masters can utilize up to three at the same time. The chosen applications take effect immediately, within the same timeframe of both techniques activating, cannot be changed once selected, and remain active until "Ultra Instinct" deactivates, whether due the expiry of it's duration, the user's will, or upon a forced deactivation, such as a K.O, death, etc. The applications are as follows;

(Mezame) Awakening: As the user's body becomes accustomed to the feeling of responding to external threats at its "normal" speed, eventually the user reaches a point where they are able to make Movements/ Reactions beyond their body's regular capabilities. The user gains a x2 speed modifier for both their Movement and Reaction speed whist "Ultra Instinct" is active. [SUP][ ][/SUP] [SUP][ ][/SUP]

(Hakai) Destruction: The user extends their autonomous instinct to the general movements and actions of their Offensive Taijutsu techniques, allowing them to consciously exert more physical effort into their techniques, resulting in a passive +20 increase in damage to all of their physical attacks (Taijutsu, Kenjutsu, etc). [SUP][ ][/SUP]

(Kenbunshoku) Observation: By focusing their attention on incoming projectiles, the user is able to utilize "Ultra Instinct" to evade small to medium scale ranged techniques, such as basic projectiles, streams, etc, regardless of their Rank. Naturally this follows the same restrictions and drawbacks detailed within "Ultra Instinct", such as each successfully evaded Jutsu consumes one of the user's 3 Jutsu per turn from their next turn, and only works on projectiles they can either physically see, or otherwise logically perceive. [SUP][ ][/SUP] [SUP][ ][/SUP]

(Kōtai) Shift: Successful evasions performed by the user through Ultra Instinct leave behind translucent after-images that linger for several moments. This is achieved by tensing the muscles upon the moment of the evasion, and performing the actual manoeuvre in one quick burst. This only increases the overall acceleration of the user's action, and not the actual speed of the movement. Alternatively, the use can perform the same tensing motion as they start to perform a physical attack, creating a form of "before-image", that projects an image of the attack that continues on, allowing the user to change their attack, using the potential opening created by the opponent reacting to the image's attack to catch them off-guard. [SUP][ ][/SUP] [SUP][ ][/SUP]​

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct".


Declined

Almost good to go, but you need to remove the EIG Masters/Adv.K Tai practitioners being able to select up to three simultaneously. You'll only be able to select two at a time max. You also need to add some kind of actual drawback/restrictions to this; as it stands there are none, only prerequisites.​

(Riko Shugi no Kī ☯ Chō Zenchō) Key of Egoism ☯ Ultra Omen
Type: Supplementary/ Defensive
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A (+20 Taijutsu/ Kenjutsu (Hakai)
Description: Ultra Omen is a paired technique, comprised of a supplementary mental state for "(Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct", achieved through the freedom of thought and conscious action the user achieves by relegating the act of evading, countering, etc, perceived incoming physical threats to their autonomous instincts, and reflexive body, allowing them to focus their attention elsewhere. This culminates in a series of supplementary buffs and applications which improve the users overall close-quarters combat capabilities, all tied to the distinct basis "Ultra Instinct" provides. Naturally this technique can only be utilized with, and is automatically activated once Ultra Instinct is activated, being passively applied within the same timeframe slot, without using one of the user's 3 Jutsu per turn. Upon activation the user, who must at least be a Taijutsu specialist, selects one of the following applications to activate during the current usage of "Ultra Instinct", while users with a higher proficiency in Taijutsu, for example, users with access to Kaito's Taijutsu, the Eight Inner Gates, or Seven Heavenly Breaths can select up to two. The chosen application(s) take effect immediately, within the same timeframe of both techniques activating, cannot be changed once selected, and remain active until "Ultra Instinct" deactivates, whether due the expiry of it's duration, the user's will, or upon a forced deactivation, such as a K.O, death, etc. The applications are as follows;

(Mezame) Awakening: As the user's body becomes accustomed to the feeling of responding to external threats at its "normal" speed, eventually the user reaches a point where they are able to make Movements/ Reactions beyond their body's regular capabilities. The user gains a x2 speed modifier for both their Movement and Reaction speed whist "Ultra Instinct" is active, however, upon deactivation, the user suffers -4 to their base movement and reaction speeds for 2 turns as a result of pushing their body beyond it's natural limitations. [SUP][ ] [ ][/SUP]

(Hakai) Destruction: The user extends their autonomous instinct to the general movements and actions of their Offensive Taijutsu techniques, allowing them to consciously exert more physical effort into their techniques, resulting in a passive +20 increase in damage to all of their physical attacks (Taijutsu, Kenjutsu, etc). Upon deactivation, the added exertion from forcing more power into their attacks leaves the user's body aching, causing the user to lose -10 damage to their Taijutsu for 3 turns. [SUP][ ][/SUP]

(Kenbunshoku) Observation: By focusing their attention on incoming projectiles, the user is able to utilize "Ultra Instinct" to evade small to medium scale ranged techniques, such as basic projectiles, streams, etc, regardless of their Rank. Naturally this follows the same restrictions and drawbacks detailed within "Ultra Instinct", meaning each successfully evaded Jutsu consumes one of the user's 3 Jutsu per turn from their next turn, and only works on projectiles they can either physically see, or otherwise logically perceive. [SUP][ ] [ ][/SUP]

(Kōtai) Shift: By tensing the muscles upon the moment of the evasion, the user increases the overall acceleration of the their manoeuvre, but not the actual speed of the movement, creating after-images that linger for several moments. Alternatively, the user can perform the same tensing motion as they start a physical attack, creating a form of "before-image", that projects an image of the attack that continues on, allowing the user to change their attack, potentially creating an opening in their opponent's defence. The creation of a "Before Image" is a passive action, but can only be done once per turn. Finally, after using either, once this technique ends, the user's body is left in a spasmodic state, leaving them incapable of perform intricate or delicate movements, such as complex Taijutsu movements, or weaving handseals for 2 turns. [SUP][ ] [ ][/SUP]​

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct".


Approved

Nice job.








Separated the applications, specified what they're capable of, etc. Didn't bold, as there was a lot removed, retyped, etc.

(Nintaijutsu: Sentō Shōkan - Teiku Ōbā) Ninja Body Art: Combat Summoner - Take Over
Type: Supplementary/ Offensive
Rank: E-Rank/ B-Rank
Range: Self
Chakra: 5/ 20
Damage: N/A/ 40
Description: The user starts by drawing blood across the tattoo(s) on the area(s) they wish to affect with this technique, and channelling Chakra into those tattoo(s). By doing so, they partially summon the corresponding parts of their chosen Summoning Animal, but, unlike the parent technique, this summoning isn't utilized for standard Taijutsu applications. Instead, during the brief window that their Summoning Animal's corresponding body part materializes, the user performs the technique, merging themselves with the partially summoned animal. The resulting technique has two virtually identical variations, the first being a cosmetic application that has a low Chakra cost and can last indefinitely, but has no combat applications. The second is more combat orientated, which still causes cosmetic changes to the user, but also deals damage with every physical strike with the affected part(s), and thus naturally consumes more Chakra, and has a defined duration. Additionally, the user can receive other misc beneficial traits, such as increased durability, mobility, survivability, etc through their summons. For example, the user could gain the the inherent durability from a snake's scales, or the ability of flight through an avian summons' wings, etc.

Note: B-Rank application lasts a max of 4 turns, and once it ends, can't be used for 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique".

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(Riker's Check) Declined. Is this custom finished? You need to be more descriptive on what is achieved with each variation and what are the actual limits for both. Given that you seem to be trying to apply this to any and all summoning creatures with their vastly different anatomies, you’ll need to find a way to specify what kind of applications are possible and what’s limited to properly encompass this.
(Nintaijutsu: Sentō Shōkan - Teiku Ōbā) Ninja Body Art: Combat Summoner - Take Over
Type: Supplementary/ Offensive
Rank: E-Rank/ B-Rank
Range: Self
Chakra: 5/ 20
Damage: N/A/ 40
Description: The user starts by drawing blood across the tattoo(s) on the area(s) they wish to affect with this technique, and channelling Chakra into those tattoo(s). By doing so, they partially summon the corresponding parts of their chosen Summoning Animal, but, unlike the parent technique, this summoning isn't utilized for standard Taijutsu applications. Instead, during the brief window that their Summoning Animal's corresponding body part materializes, the user performs the technique, merging themselves with the partially summoned animal. The resulting technique has two virtually identical variations, with the key difference being the intent, and amount of Chakra put into them. The first shares it's name with this technique; Take Over, and simply allows the user to visually embody the appearance of their Summoning animals. As a result, Take Over has a low Chakra cost, and can be maintained indefinitely, even allowing these changes to be permanently applied to the user's biography, but has no combat applications outside of the logical benefits that derive from adopting an animals biology, such as an Avian's wings granting limited flight, or a Piscine's gills granting the ability to breathe under water. These benefits do not increase the user's abilities or capabilities in any way however, meaning a user giving themselves wings for flight, or fins for swimming doesn't make them any faster in the air or sea than their average running speed on land. Any abilities or traits beyond these inherent biological applications are beyond the capabilities Take Over can perform, and do not apply to the user through this application.

The second variation, known as "Agrius Metamorphosis", is classified as a B-Rank Nintaijutsu, and is far more combat orientated than "Take Over", allowing for far more radical changes to the user's appearance, bordering on Lycanthropy in extreme cases, while granting the same physical characteristics Take Over can, eg; flight, breathing underwater, etc, and more. In addition to more drastic cosmetic changes, Agrius Metamorphosis also enhances the user's physical capabilities, giving every physical strike (including freeform) the user performs with the affected part(s) a baseline amount of damage equivalent to a B-Rank Jutsu in strength. Additionally, Agrius Metamorphosis can be used on/ with specific Summoning Animals from the user's Contracts, and allow the user to adopt the inherent abilities and traits of their Summons. For example, if a Summon has the ability to resist a certain amount of damage, then this ability is temporarily embodied by the merged part(s) of the user until the technique's usage ends, and follows the same restrictions and drawbacks the Summons ability requires, imposes, etc. For example, if a Summon can release an Elemental attack from their body at the cost of a turn, the user can do so as well, with the same turn cost penalty, etc. As a result of it's higher utility, and emphasis on combat, Agrius Metamorphosis requires more Chakra to perform, can only be maintained for a max of 4 turns, can't be used for 2 turns after it's usage ends, and has a limit to the number of uses in conjunction with higher ranked Summons. For A-Rank summons, Agrius Metamorphosis can be used a max of 3 times, at the cost of an additional turn each time. For S-Rank Summons, Agrius Metamorphosis can be used a max of 2 times, at two additional turns of cool down each time.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "(Nintaijutsu: Sentō Shōkan no Jutsu) Ninja Body Art: Combat Summoner Technique".

¤ Declined ¤

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New submissions;

Seven Sovereign Flames approval: .

(Shukenja Kaen ❅ Keishō Kanashimi) Sovereign Flame ❅ Inherited Sorrow
Type: Supplementary
Rank: N/A
Range: Self (- Short)
Chakra: N/A
Damage: +1 Rank/ +20 (User's Fire) or +20 (User's Fire) and -20 (Opponent's Jutsu)
Description: A beneficial side-application of possessing the Sovereign Flame; Imogen's Sorrow, Inherited Sorrow utilizes the unique property of the emotionally infused flame to further empower the user's Fire Release Jutsu. This is achieved via the basic property of the Sovereign Flame itself, which has an endothermic exterior which naturally draws in and absorbs heat from it's surroundings, causing the interior of the flame to subsequently burn hotter than normal, thanks to the additional thermal energy from external sources. Inherited Sorrow has two applications, the first of which is passively active at all times, while the second is activated in conjunction with other Fire Release Jutsu. The first application has the user constantly give off an endothermic aura, which passively draws in, and absorbs thermal energy within the user's environment. By drawing upon this natural heat and thermal energy, the user receives +1 Rank for A-Ranks and below, or +20 for S-Rank and above to their Fire Release Jutsu. Naturally this only occurs within environments that have a "mild" climate, such as the Land of Fire, or warmer. In environments where there is little to no natural heat/ thermal energy, for example, like the Land of Snow, the user logically gains no additional boost, as there is no additional thermal energy present to absorb. This application is considered passive, always active, or active at the user's discretion, and the additional Rank/ damage is automatically applied whenever the user utilizes Fire Release Jutsu within an applicable environment, Landmark, etc.

The second application activates when the user's Endothermic Flame Jutsu directly clashes with, or is within the immediate vicinity (Less than 5m) of a Jutsu that produces large amounts of thermal energy, for example, an opponent's Fire Release Jutsu. Due to the synergistic reaction that occurs between the two Jutsu, the user's Jutsu being Endothermic, aka absorbing heat, and the opposing Jutsu being Exothermic, aka radiating heat, a unique transition of power occurs. As the user's Endothermic Flames draw in heat, and the opposing Jutsu exude it, both attacks undergo a change in damage to reflect the give-take nature of this reaction, resulting in +20 for the user's Jutsu, and -20 for the opposing Jutsu. Despite being an action that occurs naturally due to the properties of the user's flames, due to this application being reliant on another Jutsu for it's usage, this buff-debuff combination is considered an "active" buff, and due to coming from the same interaction, is exempt from the damage stacking rules, as it is a single transition of energy that both increases and decreases the thermal energy within the respective Jutsu.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and used by the current wielder of "Imogen's Sorrow".


Declined

This is simply too much to stack on top of something that's already inherently providing a supplementary benefit to your fire release techniques.









Greed's approval: .

(Gurīdo ∞ Kuishinbō no Sokonashi) Greed ∞ The Bottomless Glutton
Type: Supplementary (Weapon)
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A
Description: Derived from his "mass conversion" ability, whereby all devoured matter is converted into biomass for him to utilize in conjunction with his shapeshifting and assimilation abilities, Greed developed this skill, which he aptly named his "Gluttony". Gluttony effectively allows Greed's biomass system to act as a nigh bottomless storage system for either himself, or his host to utilize, which is visualized as an endless expanse within Greed himself, composed of millions of writhing bodies, skeletons, etc, and submerged in a sea of blood and viscera. Gluttony is initiated upon the act of Greed devouring a desired item, object, etc, following the rules of Greed's "Devour" ability, as detailed within "(Gurīdo ∞ Eien no Kiga) Greed ∞ The Eternal Hunger", minus Chakra costs. This is due to the fact that, unlike with the regular method of devourment, breaking the devoured mass down via mastication, Gluttony requires that Greed devour the target whole, removing the Chakra cost required to break down Ranked matter, while only partially converting the target into biomass, storing it alongside the rest of his accumulated biomass, while leaving it wholly intact. When the user wishes to "withdraw" a "Gluttonized" item, object, etc, they simply have Greed "spit" it back up, reconverting it from his biomass, and back to it's original form. This can be used to allow the user to travel unencumbered by weapons, tools or accessories they may require to perform specific techniques, or to hide valuables that may be the target of theft. In the case of regular tools, such as Kunai, Shuriken, etc, and other common objects, they can be withdrawn passively, and in the case of projectiles, at a faster speed than it would take one to draw a throwing weapon from a pouch. In regards to more unique, or complicated objects, such as one-of-a-kind weapons and the like, this is limited to one per turn for both withdrawing and storing. Finally, Gluttony cannot be used to store any kind of sentient, living target, as they cannot survive the biomass conversion process.

Note: Can only be used by the current host of "(Gurīdo ∞ Eien no Kiga) Greed ∞ The Eternal Hunger".

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Approved



 
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