Custom Jutsu Submission - III

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Pyro NB

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(Juno) Artemis
Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: In ancient stories, Artemis was known to be the goddess of the hunt. Artemis is a rather average puppet height wise due to it being only five feet tall. It is clothed in rudimentary fabrics that run throughout her entire body. The most distinguishing feature about Artemis would have to be her holster used to carry a large amount of spear tipped arrows. In her holster, Artemis holds a variety of different arrows, some attached with sealing tags or explosion tags. Upon being summoned to the field, Artemis will hold in its arms a wooden bow that it will use to release arrows throughout the field. These arrows, for the most part, can reach up to long range with the help of the chakra the user uses when the arrows are released. There are specific arrows that Artemis has, but the user is also free to release free form arrows of the falling choices: wooden arrows by themselves or arrows with explosive. The user is free to release up to four arrows of freeform nature at once. Regarding its specialty arrows, the user is free to release up to two of any kind in different directions if wanted but at the cost of two moves. If by any chance, Artemis’s bow is destroyed, the user can retrieve up to three spare bows from inside of her body.

Abilities:
Sacred Arrow: The first ability of Artemis calls for the user to attach three arrows to its bow where it will then propel the arrows up to long range with the help of its chakra infused bow. The arrows will all be arranged into the formation of a triangle around whatever it is nearby. Instantly, as contact has been made the Fūinjutsu tags will activate and begin emitting a magenta colored barrier that will attempt to close in on whatever it is around. The point of this barrier will be to entrap enemies in a barrier that constantly closes in on them until they are crushed. If desired due to how these arrows work the user can instead use it as a protective shield to stop incoming attacks by surrounding themselves in the barrier or by placing the barrier in front of them. Let it be noted, that each arrow is placed at least five meters from its target, but if the user is placing the arrows around themselves then they can cover any allies five meters around them. If the arrows are removed from the ground then the barrier will be dispelled. (A-Rank)

Chaos Arrow: The next set of arrows have more of an elemental touch them. By first placing a string attached arrow laced with a Fūinjutsu tag, the will the propel it up to long range. While it is in mid-air the tag will activate unsealing a wide array of stringed arrows that cover a wide range and are hard outrun. A special thing about these arrows is that they can be coated in a layer of any specified base five elements and are able to be controlled via a string in order to allow for directional control. (A-rank)

Exorcism Arrow: The Exorcism arrow is one that has a sealing jutsu imbued inside of it. The seal is set to activate whenever the arrow makes contact with foreign chakras such as the enemy or the enemy’s technique. Upon expulsion of this arrow, the arrow will glow in a bright white light. The thing so special about this arrow is that upon contact with a surface the user will be able to seal away impurities and foreign chakra upon contact. For example, the user can use this to target poisonous smoke clouds or other toxins and upon the arrow making contact with the source it will seal all of it away. In regards, to enemy techniques, this technique can be used on A-rank jutsu within reason in order to seal them away. For instance, if this seal were to make contact with the Stone Golem technique, upon the arrow touching the creature, ethereal arms can be seen manifesting from the arrow and will begin to submerge the technique from all angles until the beast has been sealed inside of the arrow. This ethereal arms can still be countered logic wise with an opposing technique, and if desired the user can choose to shoot the arrow at a piece of the ground in front of a jutsu or person and release the ethereal arms from there, but they can only extend up to five meters. (A-rank)

Miasma Arrow: The last arrow is one that has a lethal part attached to it. This arrow has at the end of it a poisonous smoke bomb that can be filled with any poison the user currently knows. Upon the arrow making contact with a solid surface it will release a poisonous smoke cloud up to ten meters around where it went off. The user can release up to three arrows of this kind at once and upon them making contact with the ground smoke will be dispersed everywhere.


Declined: choose one element for Chaos Arrow, specify a poison for Miasma Arrow, and add cooldowns.


(Abigōru) Abigor
Type: Puppet
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: NA
Description: Abigor is a rather tall, demonic oriented puppet whose frame is larger than any ordinary puppet or human because it is around eight meters tall making it a distinguished puppet. As far as aesthetics go, Abigor is a rather bulky puppet that possesses a brownish hue and appears to be coated in a layer of metallic plates. Abigor is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Some of its more distinguished characteristics would have to be the massive cannon that it holds on its arms. The cannon happens to be the puppets main source of power and with it allows the puppeteer to expel a variety of different types of attacks.

Abilities:
Elemental Cannon: The first ability of Abigor involves the user utilizing a Fuinjutsu tag located inside of cannon. By infusing thirty chakra points into the cannon the user will be able to release from it an elemental stream of the desired element. The cannon will release a thick and wide stream of the desired element that the user can choose to use to hit multiple opponents by simply moving the cannon around. This particular ability can extend up to long range.

Goo Cannon: The second ability of Abigor, involves the user channeling chakra into the cannon as previously done, but this time around the chakra will manifest itself into a sphere of concentrated chakra. Once ready the user can quickly release up to two chakra spheres in quick succession towards a targeted area. The special thing about these spheres in that the moment they make contact with the ground it will begin to disperse up to five meters around the targeted area. Once contact has been made, the ground will have been layered in a special chakra that is very sticky which can be used to immobilize targets. (A-rank)

Absorption Cannon: The third ability of Abigor, involves the user sending chakra points into a seal inside of Abigor's cannon. Once the user has done so they will point the cannon into the direction of an incoming attack. In response to the attack, the cannon will begin to unleash a powerful sealing jutsu that will begin to drag inside of it any incoming attacks or persons. The thing about this sealing jutsu is that the suctioning wave can only be felt when the object the user is trying to seal is five meters away. Also, when the user is trying to seal away a technique they are only able to seal away certain techniques which just means that jutsu that cover a wide range and scale will not be able to be sealed inside. Despite the cannon being unable to seal certain jutsu, it is still possible for the user to seal large jutsu because once the attack is within range of the suction wave the attack will become compressed and will be dragged inside of the cannon. When a person or sentient creation is within range of the suction wave they will find it difficult to move due to powerful suctioning wave This ability is equal to A-rank and can seal A-rank jutsu.

Poison Cannon: By utilizing a compartment inside of the cannon, the user will be able to release from the cannon a concentrated stream of gaseous poison throughout the field. This ability has the strength of an A-rank and, it is possible for the user to utilize it in order to counter other attacks or they could use it to blast away opponents with a powerful stream of smoke. It is possible for the user to give this poison stream the effects of one of their specialty poison. For example, puppeteers can choose to give this poison the effects of their specialty poison. (A-rank)

Notes:
~Each ability has a range of Short-Long.
~Must have training in Poison release in order to use the Poison cannon


Declined: choose one element for Elemental Cannon, specify a poison for Poison Cannon, and add cooldowns


(Shiru tame ni) Saber
Type: Puppet
Rank: A
Range: N/A
Chakra: 30
Damage: NA
Description: Saber is a rather tall puppet being around six feet tall. Saber is a wooden puppet crafted in the image of a man. Image-wise, Saber wears an armor with metallic plates which is purely a cosmetic part of its design. The thing that is so special about Saber is that he was crafted to be a sword specialist. He owns up to the name by carrying two ordinary katanas in his hands and other than the swords that he carries when he is summoned to the field there is nothing else unique about the puppet upon first glance. Saber, however, has Fuinjutsu seals scattered across its body that allows it to summon forth unique swords that are combined with Fuinjutsu in order to make deadly combos. If desired, the user can even passively activate a seal on the puppet with a surge of five chakra points and summon forth up to two ordinary katanas.

Abilities:
The first ability of the puppet involves the user manipulating the swords in Saber’s hands and pointing them in the desired direction. The swords can be pointing in different directions, but once a direction has been found the user will charge their puppet with raw chakra and upon doing so the puppet will release from the tips of its blades a thin stream of chakra. This chakra is refined so that it can easily cut through objects or pierce them. When using this ability, the user is free to manipulate the chakra in order to make abrupt turns or to move the arms of the puppet in order to allow for the chakra streams to move into another direction. If desired, the user can pierce the ground with the swords and cause the chakra streams to travel underground and emerge to attack the opponent. This particular ability is equivalent to A-rank and can extend up to long range.

The next ability of the puppet requires the puppet to retrieve two katanas from somewhere inside of its body or utilize the ones in its hands in order to place on the ground directly below the puppet. Upon the tips of the swords being placed on the ground, a fuinjutsu tag located on the puppet will activate and from it, an emerald barrier will spring forth from the swords. The barrier will extend up to five meters of where the swords were, but the special thing about this barrier is that upon its emergence the user can control the barrier to repel foreign chakra sources around it. This just means that the user can use the barrier in order to push away an enemy to the outskirts of the barrier which would be five meters away, but they could also use the barrier in order keep their allies inside. The barrier can also be used to push away other techniques such as smoke or mist that are around the swords when they release the barrier. Otherwise, the barrier is able to sustain up to A-rank damage but can be canceled if the opponent finds a way to remove the swords from the ground.

The last ability of Saber is the ability of the user to open a compartment on Saber’s left arm and send chakra into a seal located on the puppet in order to release a barrage of katanas from the seal that will be attached to a string. With the help of the strings, the user can manipulate them to alter their directions suddenly which can be useful to attack multiple targets at once. If desired the user can also choose to attach a poisonous smoke bomb filled with a poison of their choice and once the swords make contact with an object the user will release a smoke cloud up to a meter of where the sword was. This particular ability can extend up to long-range and covers a wide range making it difficult to outrun especially with the help of the strings. This technique, essentially, could allow the user to fill a good percentage of the battlefield with smoke.

Notes:
~Chakra stream ability is equal to A-rank.
~The barrier technique is equal to A-rank.
~The barrage of Katanas technique is equal to A-rank.


Declined: specify a poison and add cooldowns.


(Jupiter) Zeus
Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: Zeus is a puppet based off of Greek mythology. Zeus was the sky and thunder god in ancient Greek religion, who rules as king of the gods of Mount Olympus. Zeus is a fairly tall puppet being around six feet tall making it taller than most ordinary puppets. Zeus wears a torn white cloth around his body that covers his legs, but keeps his chest exposed. One of its most unique characteristics is that it holds a metallic lightning rod in its left and right hands. Most of Zeus’s abilities are derived off of lightning hence the reason for the lightning rod.

Abilities:
The first ability that Zeus has is based off using the two lightning rods that are in its hand. By activating a seal on the lightning rods the user can release form them a lightning bolt that can extend up ten meters of wherever the rods where pointed. With this ability, it is possible for the user to adjust the puppet’s arms in order to release the lightning bolt into different directions, but the overall damage caused by this attack is equivalent to A-rank. When releasing the lightning bolt directly at an opponent, it is possible for the user to cause electricity to branch off of the main bolt in order to hit multiple targets. It is also possible for the user to place the rods on the ground and activate the seal and release underground a stream of lightning and once it reaches its designated location the user can cause lightning to erupt from the ground in a ten meter radius of wherever the lightning bolts go off at and can extend up to ten meters in the sky once it has been done.

The second ability of the rods is that the user has the ability to activate another sealing tag in response to an incoming lightning up to S-Rank. Zeus will then place the rods in a vertical position and emit a golden barrier five meters around itself. This next ability comes into action upon a lightning attack coming within five meters of the barrier and will then begin to seal/drag the lightning based attack inside of the rods. Once this is done, the rods will become charged with electricity and this can be seen as lightning currents branching off of it. Once the user has charged the rods with an incoming attack electricity can be seen flowing through it and will allow the user to boost the next attack used by rods by +20. Alternatively, it is possible for the user to release the sealed technique in the form of a lightning bolt/stream towards an opponent that is up to long range. As always the user can opt to point the rods in different directions in order to allow the lightning currents to attack different opponents.

Lastly, the user can infuse ten chakra points into a seal on Zeus’s body causing its body to emit a bright white light up to five meters around itself. This light does not harm anyone’s eyesight but does prevent the opponent from seeing what is happening around Zeus and what is happening to Zeus directly. Essentially, this light will block the opponent’s line of vision with a bright light. This ability can last up to one turn and can only be used three times. Additionally, it is possible for Zeus to own up to its name as a god because on the soles of Zeus’s feet are holes that the user can pour chakra into. By spending five chakra points every time the user can passively activate an ability of Zeus that allows it to move throughout the field and scale the skies with the help of the chakra pushing him around.

Note: The first ability has a one-turn cooldown whereas the second ability has a two-turn cooldown.

Training's if needed:




□ Pending. Leaving all for Pekoms. □


Approved: edits annotated in pink.

 
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Shinta

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Hakai-teki no Koromo - Destructive Shroud
Type: Supplementary
Rank: S-rank
Range: Short (self)
Chakra: 40
Damage: 15 on contact
Description: In a similar manner to how they would gather Positive and Negative Chakra for a Bijuudama, in a ratio of 8:2, the Jinchuuriki and Bijuu will incorporate this and mould it into their Chakra Shroud. This would darken the normally translucent appearance of the standard Chakra Shroud as the density of the chakra is drastically increased, having the same density as a Bijuudama, drastically strengthening the offensive and defensive capabilities of the shroud. Being a much more dense chakra, the defensive capabilities rise significantly to the point where it can defend against S-rank taijutsu or equally ranked Ninjutsu and below, while dealing 15 damage on contact with a target. Offensively, this Shroud grants and extra +10 damage to offensive Tailed Beast Skills and a +15 boost to taijutsu with the option to forgo these boosts in favour of an explosive/concussive effect instead by detonating on contact with the target if they so choose. This explosive effect will boost the power of the tailed beast skill or taijutsu by 1 rank up to S-rank, giving S-ranks and greater a +10 damage boost, as well as violently knocking the opponent short-range away. When the detonation is used in conjunction with Taijutsu, the Jinchuuriki will not have the shroud covering the limb/area that was detonated for one turn while it reforms, passively costing an additional activation chakra to do so.
Notes:
-Counts as a use of the Chakra Shroud.
-Can only be used twice and lasts for a maximum of four turns.

□ Pending. Leaving for someone with Jinchuuriki knowledge. □
 
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( Sutōmubureikā ) - Stormbreaker
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Supposedly forged in the heart of a dying star, Stormbreaker is a mythical weapon that is part war-hammer and part battleaxe. The two separate pieces of indestructible metals is held together by wires made from the same material on a wooden handle. The weapon seemingly chooses it's owner and weighs virtually nothing to that individual. It measures 36" x 13" x 5" (inches) and is therefore a rather large weapon. Despite being such a powerful weapon of unclear origins, it has abilities that can be clearly seen.

God of Thunder: Highly affiliated to lightning release, the weapon can be used as a source to fire all lightning techniques with amplified potency. Upon using the weapon as a source for lightning jutsu, the said jutsu will have it's damage increased by one rank; except S-Rank jutsus that will get a flat +20 damage bonus, only F-ranks will get no boost.

Jarnbjorn: Due to the weight of the weapon, it is already devastating at hand to hand combat or while being thrown towards an enemy. However, the user can also create a certain force by running electric charges through two pieces (half axe and half hammer) to make them of same -ve electrons, causing them to repel each other. This causes the weapon, when charged with chakra, to accelerate in the said direction at extremely high speeds which the user can use as a tool for mobility (allowing him to travel 25meters in any direction). This ability can only be used in an interval of one turn and is A-Rank in terms of chakra consumption and possible damage inflicted (30 chakra and 60 damage).

Odinsword: Usable only three times per battle, this is the ultimate ability, (S-Rank) granted by Stormbreaker. When utilizing this ability, the user obtains a lightning armor around his entire body in the form of a blue crackling aura similar to the Raikage's. However, unlike the speed and strength of the armor Raikage has, this ability is purely defensive as it removes elemental weakness of lightning for one turn and allows the user to tank through S-Rank jutsus of elements strong over lightning. This technique lasts only for the turn it is cast and requires a two turn cool down in between usage.

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□ Declined. The weapon itself is pretty similar to a large number of existing techniques and basically becomes a mode, increases damage for an indefinite amount of time and has no restrictions on the flight ability, neither the speed at which you travel with it. □
 
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Goetia

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(Katon: Götterdämmerung) – Fire Release: Twilight of the Gods
Type: Offensive / Defensive
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will string together a set of 3 seals, channeling their Fire Release chakra throughout their body. This will convert the user’s body into a humanoid mass of searing fire, with crimson ashes to accentuate features of the body, flames and heat coming off the user’s body as an effect of the conversion. This technique essentially turns the user into an object of pure Fire Release, temporarily shedding their previous form as a human to become one who excels in manipulation of fire, conferring many benefits upon the user and their Fire Release skills. Any seals on the user's body simply turn to ashes and flame as well, and remain usable even whilst this technique is active. Due to adopting a form that is the embodiment of Fire Release, the user’s fire techniques no longer require seals to perform, and can merely come forth from one’s body (techniques will still cost moves to perform, same chakra costs and damage etc), becoming passive in terms of timeframe. The heat radiating from one’s body creates a short-range radial aura around the user, which will deal 20 points of burn damage should anyone enter this space, and 15 points for every turn after first entering the aura's range if they're still inside. The user themself is made physically more durable, being able to contend with other techniques according to the S&W scheme of Fire Release, and being immune to freeform damage of any kind. Additionally, whilst in this form, the user receives a form of immunity to their own Fire techniques, preventing the immense heat and flames themselves from harming the user, as well as other adverse effects that would normally result from exposure to said flames. In terms of interaction with other techniques, this form will last for 4 turns before it naturally expires by itself, but being neutralised by a technique of equal strength will simply return the user to their original human form without sustaining harm. Should a technique of greater strength overpower the jutsu, the user will sustain damage equal to the difference (the attacking jutsu’s strength after clashing with this technique). Once this technique’s usage ends, whether forcibly or by itself, the user’s Fire Release is limited to A-Ranks and below for the duration of that turn. Also, this technique cannot be used again for a single turn, requiring cooldown before subsequent usage. This technique comes with its own drawback while active, in the form of limiting the user’s elements to only Fire Release for the duration of this technique, and/or elements which have Fire Release as a component.

⇒ Usable 2x

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□ Declined. Similar to an array of old Fire customs, and clashes with some seals. □

Resubmitting:

(Meiton: Awarena Kokoro) – Dark Release: Ravenous Heart
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 per Dark technique)
Damage: N/A
Description: A passive technique, normally activated before the beginning of a battle. Once active, this technique alters the function of future release-type Dark techniques which are able to absorb. Usually, these techniques simply absorb chakra from opponents or their techniques, and occasionally allow for the Dark technique in question to erupt into a burst or wave of flames. This jutsu would confer a new function where absorbed chakra would go towards empowering the Dark technique. When an absorption takes place, the Dark technique would break down that chakra and immediately convert it into Dark chakra, which it would then integrate into itself, much like how the user’s palm seals break down incoming chakra and convert it into Dark chakra. Should a successful absorption occur, the technique in question would increase in power by one rank, and gain an additional 10 chakra (in cases of S-Rank or above techniques, they would instead gain an additional 10 damage rather than a rank increase). Once this process completes, the appearance of the technique changes, becoming more demonic or intimidating in appearance, though this is merely cosmetic. Additionally, any outlined functions in the technique would experience an increase in power to reflect their greater strength (e.g. A-Rank -> S-Rank, stated chakra amounts would increase by 10, stated damage amounts would increase by 10). It should be noted that any technique which undergoes empowerment through this technique cannot be further augmented through it, meaning that the effects of this jutsu only work once and will no longer apply on the enhanced technique. While this jutsu is active, each Dark technique costs 5 normal chakra points to use, in addition to the cost of Dark chakra.

⇒ Usable 1x per battle

□ Declined, I don't see how this is possible without the mark being there. □
(Fūin/Meiton: Awarena Kokoro) – Sealing/Dark Release: Ravenous Heart
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20)
Damage: N/A
Description: This technique is an infusion performed in the same timeframe as another Dark Release technique, and serves to alter the function of future release-type Dark techniques. Whilst Ravenous Heart is active, the targeted jutsu essentially becomes a giant Dark absorption seal and will gain an additional function upon absorption of chakra, a small seal manifesting on the jutsu to symbolise this (this technique can still be applied to jutsu with innate absorption capability). Instead of bursting into flames, or merely storing the chakra in the event of an absorption, the jutsu would immediately break down the chakra and convert it into Dark chakra, identically to one’s Dark seals. This chakra would become part of the jutsu, granting an additional 10 chakra points and strengthening it by one rank (this works on techniques up to and including A-Rank, S-Ranks and higher will instead gain 10 damage points). Because of this enhancement, the jutsu’s absorption functions become greater as well, being able to absorb techniques of greater strength (following Dark’s S&W and reflecting its new rank/strength), and any special abilities are also augmented (e.g. turn-by-turn absorption increases by +30 points, turn-by-turn burn damage increases by +10 points). A cosmetic feature of augmented techniques is that they will become more demonic or intimidating in appearance.

⇒ Usable 4x
⇒ Usable once per turn

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□ Declined, it clashes with existing Fuuinjutsu/Dark techniques. The technique wasn't feasible at first because it isn't really possible with the mark there, and utilizing Fuuinjutsu to achieve, has been tried and unfortunately succeeded (to some extent) with previous customs. □
 
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Squidy

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Magunoriapedaru ✦ Magnolia Pedal
Type: Weapon
Rank: B rank
Range: N/a
Chakra: (-5 per turn to maintain passive)
Damage: N/a
Description: Requiring extensive excavation via the magnetism KG, the Magnolia Pedal was crafted from a highly concentrated iron ore found deep within the earth that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design and quality, the Magnolia Pedal is an overcoat that is blackish in color as it enshrouds the user's body from the ankles to collarbone, similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands 270° around the user's neck and chin leaving the front of the face exposed. Due to the highly concentrated quality of the ore used to craft this weapon, in our rp the Magnolia Pedal can be used as an alternate source of iron sand as it produces iron sand in abundance without the cloak diminishing in form whatsoever. Amongst other things, this weapon's ability to produce iron sand allows the user to passively emit a translucent shroud of iron sand outwards within the space of short range making the production of iron sand jutsu swifter within that realm.
{Active Skills}
AS:1) For 20 chakra points the user can produce a B rank static, short range storm shroud of iron sand that blocks view from the outside coming in, while hampering view within its realm. The shroud mimics a wind storm in nature as it ravages on within its realm, with similar wind gust noises, as it hampers view to a degree based on size. Objects bigger than the user are easier to notice while objects the size of the user and slightly smaller are harder unless within 1m of a person, or they are equipped with an enhanced KG sights like the byakugan. Activation is swifter if the user already has the passive shroud outwards in play, and lasts for 4 additional turns at -5 chakra per turn.
|>Can be used 4x per battle |>Up to three storms can be in play at once

AS:2) For 20 chakra points the user can create B rank iron sand replicas of themselves within short range that mimicks the user's exact cosmetic appearance and chakra signiture, but cannot use any type of jutsu. The user can create up to 4 replicas at once, their mentality being the user's will, and each can throw up to 5 iron sand shurikens for -1 damage that act as free form actions. The replicas can be used as a source for iron sand jutsu at the cost of their sacrifice, or when disbursed, where they release a harmless 3m cloud of iron sand that can then be manipulated. All replicas last for 3 turns, and the user cannot use this technique again until the jutsu has ended or all replicas have been destroyed.
|>Can be used 4x per battle

AS:3) For 20 chakra points the user can create a specialized B rank iron sand binding anywhere outside of short range of themselves with 1 hand seal. Manipulating an iron sand source within the desired area the user can create vine like structures of iron sand that entangle the target while rooting into the ground below 2ms from its base as it forms a tree like top that engulfs the head of the target blocking vision. Its production is quite swift, as it just harmlessly binds the target while it forms, until the binding is faced with opposing chakra from within where it is set to forcefully twist and dismangle the target within if left improperly defended.
|>Can be used 4x per battle


Declined: not taking issue with the general concept of this CW, but rather some of the active skills. Looking at the second active skill, the iron sand replicas, it should be noted that an actual iron sand clone exists and thus, this more or less infringes upon that. But aside from that, the third active skill is a bit too generic and something more unique ought to be strived for in order for it to be approvable. Also, try to incorporate the skills more directly into the overcoat.
Middonaito rōzu petaru ✦ Midnight Rose Petal
Type: Weapon
Rank: A rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: Requiring extensive excavation via the magnetism AE, the Midnight Rose Petal was crafted from a highly concentrated iron ore, found deep within the earth, that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design the Midnight Rose Petal is an overcoat that is blackish-metallic in color as it enshrouds the user's body from the ankles to collarbone, blocking minor limb movements similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands around the user's neck and chin leaving the front of the mouth exposed. Due to the highly concentrated quality of the ore used to craft this custom weapon, in our rp the M.R.P. overcoat acts as an alternate source of iron sand in itself, being able to produce the element in abundance without the cloak diminishing in form whatsoever. The overcoat is very versatile and seemingly grows, stretches, expands, etc. around the user when being used as a source to create other iron sand ninjutsu, where the cape then seemingly "breaks apart" from the creations based on the user's will. Being the highly dense and concentrated source that it is, the Midnight Rose Petal passively boosts the magnetic field within a 5m radius of the user at all times, even penetrating the ground, thus tightening the bonds of iron sand structures/armors/projectiles created in short range of the user. This translates to a passive boost of +10 damage output to offensive iron sand projectiles/structures which become more compact, hard, and dense in form, while the defensive tolerance of defensive iron sand armors/structures increases by the same factor for the same reasons. However, usage of this increased magnetic field geared towards iron sand diminishes in energy with usage, where it will then have to regenerate again, thus making its capabilities limited in battle to being used with 1 technique followed by a two-turn cooldown.

(Rose Mace | B-A | Off./Supp.)
A jutsu that allows the user to create up to several highly dense and heavy rose flowers of iron sand from the overcoat that can be used in battle while remaining connected to the coat's surface by a thin vine. The highly dense, heavy iron sand rose acts as a mace to be used to slam, pummel, smash, etc. into targets while the vine acts like an adaptable chain that allows the rose to be hoisted around with max versatility regardless of its weight and size which can range from 2-5m in diameter. Not purely destructive in nature the user can also manipulate the rose flower and vine to swing and wrap around targets binding them in place as the heavy flower sits above the constrained target acting like a movement hampering weight that keeps targets in place. With an additional hand seal the user can then manipulate the vine to protrude numerous spikes from its core outwards which severely penetrates the constraint target in question dealing damage equal to rank. The rose mace can extend up to mid.range away from the user, and in the case of creating multiple roses at once the strength of the technique will split accordingly.

|>A rank usage deems a 1 turn cool-down | >A rank usage can be used only 4x per battle
|>Rose Flower bindings can be sustained at 10 or 5 chakra per turn (depending on rank) if the user desires to keep their target alive

(Blooming Petals | A | Supp.)
A jutsu where the user manipulates the M.R.P. overcoat to overtake them as it expands in an agitated manner within 3m of the user before dispersing outwards in up to 8 separate directions in the form of medium sized rose petals seemingly leaving nothing behind. Being magnetically charged the 3m sized petals are very dense yet still defy gravity while soaring and remaining through the air reaching up to mid.range distances from the initial spot of disbursement, up to the user who feels out their location via magnetism, before transforming into a rose flower that keeps the same dimensions as before. Once the petals transform they also become a stationary as they levitate as a separate source of iron sand that can be used by the user for following small to medium sized iron sand ninjutsu. During the course of the overcoat's expansion the user would merge with the source in order to hide themselves within one of the rose petals upon disbursement, still being aware of the outside world via magnetism, and at any time can unmerge themselves from the petal selected where they can then perform other natured jutsu if wanting to, but however can use other iron sand jutsu at any time after disbursement.

|>Can be used 4x per battle |>Lasts for 3 additional turns at 10 chakra per turn |>Has a 1 turn cool-down after usage |>Cannot stack with itself


□ Pending. Leaving for Pekoms. □


Approved: edits annotated in pink.


Satetsu: Demidāto ✦ Iron Sand: Demi Darts
Type: Offensive | Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Demi Darts is a simple iron sand jutsu that creates bird like creatures that resemble a seagull in size and stature within short range of the user after waving a single hand seal. The user can create up to four birds at once, dividing in rank if so, and upon creation the creatures soar above the battlefield into mid.range where they then wait for further instructions while taking on random flight patterns distinct from one another. The offensive part of this jutsu is then triggered in the succeeding time frame moments after where the birds, abiding to the user's will, will fix their wings linear to their body as they dive down upon the target in order to pierce them like a spear with great force and speed. The amount of birds triggered to dive, as well as their direction angle, target, and time of impact is all set by the user and must be done within the same turn the jutsu is activated in, although the attack doesn't happen within the same time frame.

>Can be used 4x per battle
>After the birds creation the user can use other techniques


Approved: edit annotated in pink, keeping the range in line with its description.

Satetsu: Demidāto ✦ Iron Sand: Demi Darts
Type: Offensive | Supplementary
Rank: A
Range: Short/Mid.-Long
Chakra: 30 (-5 per additional turn)
Damage: 60
Description: Demi Darts is a simple iron sand ninjutsu that creates bird like creatures that resemble a seagull in size and stature within short range of the user after waving three hand seals.The amount of birds created is up to the user, dividing in rank if so, and upon creation the creatures soars mid range heights above the battlefield where they then wait for further instructions in the air above their targets, even being able to follow them up to long range distances away, while taking on random flight patterns distinct from one another like seagulls flying around a school of fish above the ocean. The offensive part of this jutsu is then triggered in the succeeding time frame where the birds, abiding to the user's will, will fix their wings linear to their body as they dive down upon the target in order to pierce them like a spear with great force and speeds. The amount of birds triggered to dive, as well as their direction angle, target, and time of impact is all set by the user 's will, and can be done at anytime while the jutsu is still in play within the entire 3 turns of activation.

>Can be used 3x per battle
>After the birds creation the user can use other techniques

□ Update Approved. Edits made. □
 
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Zatanna

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Odori ga Hasu: Nintendo | Dance of the Lotus: Leave Luck to Heaven
Type: Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description:
The user will gather chakra into their palms, and using similar principles to the Sekizo, swing their arm from underneath upwards in an almost uppercut fashion, releasing the chakra in their fist, using shape manipulation to roate around the users arm, causing a tornado to form infront of the user that moves forward to mid range
Notes:
-Can only be used very other turn
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□ Declined. Similar to existing techniques. □

Tetsu Hai | Iron Lungs
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-10 per turn)
Damage: N/A
Description:
The user will gather chakra up inside their chest to infuse it into their lungs, greatly increasing their lung capacity and strength to blow out, allowing them to blow out 2x the amount of element in the same breath as they would normally blow.
Notes:
-Lasts for 2 turns or 2 attacks that involve coming from the mouth

□ Declined. This is not feasible through the way that you are trying to achieve it. □

Metsu Shoryuken | Destroying Rising Dragon Fist
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description:
The user channelling chakra into their hands/feet uses nature manipulation just before striking a blow (within the same timeframe) to change the nature of the chakra coming out from their fist to one of the basic 5 allowing the user to add an elemental nature towards their taijutsu attack.

□ Declined, similar to existing techniques. □
 
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Gutsy

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I'm back in the game, these CJ are based on toads and their abilities I have found info on in real life.

(Toddomega Chintsu) — Toad Mega Pain Relief
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: A unique toad technique discovered by a young toad summoner after encountering a rather unique toad which has become known as the waxy monkey tree toad. It was discovered that this little toad had a unique layer of grease that it was creating from its body, which has 40 times the potency of morphine. The technique that was developed from this, is focused in both an offensive and defensive manner, even though it does no direct damage to anyone. The technique is activated through the user performing the monkey hand seal. Afterwards the technique can be used in two different manners.

The first way the technique is used, is on the user himself, here it is most commonly used after an injury. The technique does not regenerate his broken bones or whatever may have happened, but it relieves him of the pain so that he can focus. This grease is released from the user’s body to be used on themselves, and as such it makes them incredibly pain resistant. It makes a person so pain resistant that they would be unable to feel pain from broken arms, ribs, legs or holes in their body etc. within reason, for a total of 3 turns, allowing them to still move quite freely, even on a broken leg. However, after the duration of the technique, the user will feel the full amount of pain from all the damage that he has taken during or before this use, which is so overwhelming that they have difficulty focusing or moving around normally, making them especially incapable of molding chakra above A-rank.

The other version of this technique is to utilize this on an enemy, for this the user must be in contact with the opponent. Here after performing the monkey hand seal and being in contact with the target, he will release the grease onto the opponents’ body. This will result in the target becoming incredibly resistant to pain like if it had been used on the user himself, however a side effect of this is also the same including the fact that it will affect your reaction time and your speed as you become drowsy. This resulting in the targets reaction time being lowered by two ranks and their speed being lowered by the same amount, for a total of 2 turns. A reason for the user not being affected in a similar way, is because when utilizing it on one self, it is done in a controlled amount, while on a target it is just released as “massive” amount to cause these side effects. Drowsiness, lowered reactions and speed, and thus also lowering their focus, making them unable to mold chakra above A-rank for 2 turns.
Note:
- Can be used on the user twice
- Can be used on an opponent a total of three times
- Requires the user to have signed the toad contract
- Can also be used by Toad Summons

□ Declined. This needs to be toned down, a lot. This wouldn't even fly if it was a CEJ <,<. □

(Toddoasusensu) — Toad Earth Sense
Type: Supplementary
Rank: C
Range: Short - Mid
Chakra Cost: 15 (+5 per turn)
Damage Points: N/A
Description: We as humans and ninja have thought ourselves to be the most intelligent creature. However, even with our most incredible skills, knowledge and technology, it has been incredibly difficult for humans to detect earthquakes. However, a shinobi whom had lived with the toads of Mount Myoboku and studied their ways, have found that they as toads have a unique ability found within them. After extensive research he found that toads and frogs have a unique ability to sense earthquakes happening up to five days before it happens. It was understood that they could somehow sense the pressure beneath the surface and the chemical changes that release positively charged energy. These caused headaches and nausea in them, which is why when they sense the earthquakes coming, they run to nearby water as it is an insulator and protector for them. The shinobi studying this, developed a technique called Toad Earth Sense, where he would perform the horse hand seal, while then activating a unique toad like ability. This allows for the user to sense the changes in the earth below in a radius from short to mid-range from them, allowing to sense the changes in the chemicals and the pressure below, and through that knowing if someone is beneath the ground moving, or if there is an incoming attack of such a kind that would move or change the earth below. Furthermore it would even detect chakra as it is an energy source which would change the general energy charge beneath the ground.
Note:
- Can be used three times per fight
- Lasts for a total of 5 turns
- Must have signed the toad contract
- Can also be used by Toad Summons

□ Declined, an interesting back story but it does not change the fact that this has been overdone in various ways. □

(Mega Setchaku-Zai) — Mega Adhesive
Type: Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: Developed after a shinobi discovered the toad later known as the Holy Cross Toad. This technique is activated after the user performs the tiger hand seal, after which the user will release a burst of chakra from their body in an omnidirectional manner, except down below their feet and that area. This chakra when exiting the body, is turned into a gluey substance which is normally secreted by the Holy Cross Toad. This gluey substance is so strong that the toads used it to trap flies and other animals and insects in them before eating them. The user however is creating this substance in a sort of omnidirectional blast, which then if any tools, weapons, people, animals etc. are within reach, they will be struck by this gluey substance trapping them in a pile of this, constricting their movement completely, as the gluey substance would almost immediately dry out after meeting an enemy animal, person or object. This gluey substance is a unique liquid, and it is so strong that it can even constrict large summons and it requires a technique of equal strength to break free from it. Furthermore, if using fire of lowering rank on this substance, it would cause the gluey substance to harden and become a wall, or if your already trapped within it and use a weaker fire or heated element it would cause you to be cooked like you were in an oven.
Note:
- Can be used four times per fight
- Has a two turn cooldown
- No toad techniques above A-rank in the same turn
- Must have signed the Toad contract
- Can also be used by Toad Summons

□ Declined. Much more feasible than the rest, except it hardening like a wall, why would it react in that way? O_O And three hand seals for techniques above C rank. □
 
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Pervyy

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( Shuradō Uchi akuma) - Asura Path: Inner Demon
Type: Supplementary
Rank: A
Range: Short - long (Made short range)
Chakra cost: 30
Damage points: 60
Description: Normally the user will activate the Asura Path which grants him the ability to create mechanized armor, augmenting their body with extra limbs and various robotic weaponry. This is a variation of this technique, instead the user, will take the Asura path one step further creating a fully mechanized clone solely made for external uses of the Asura path. Much like the way Nagato uses the Asura path to create additional limbs, this creates a full, mechanized body that grows from the users body, taking the form as shown below. This takes on all the abilities of the Asura path and while this is on the field the user's main body is unable to access the Asura path. Instead this new mechanized body will have access to the path, using the cannon technique's for Asura path to augment it's body accordingly or use other techniques in association with Asura path. This body will have the rinnegan which will be linked to the users vision. At any point the user can have this body fuse back into his/her own to regain the powers of Asura path. If this body is destroyed, the user must wait one turn before they can use the powers of the Asura path and must do so by reactivating the Asura path. Upon creation, the user can reform the body of this mechanized path to take a different starting form, such as having 4 arms and a tail, or two faces etc, within the limits of Asura path itself. Each of this mechanized body's jutsu counts as one of the users 3 jutsu per turn using the users chakra, much like a puppet, but can act without the user being distracted by controlling it.

Note: Can only be used by Rinnegan biographies
Note: Usable twice per battle, but can only be used once if the body was destroyed.

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□ Pending. I'll have LoK take a look at this, Nagato/Paths stuff are really his area. □
 
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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.
You must be registered for see images

Approved: added a note.

Removed Summoning Part

(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. 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 B 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 B rank and below or an A 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.

□ Pending. Leaving for Pekoms. □


Approved: but note that this puppet's durability has decreased.

 
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Never

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Signed Barnacle CSC:
Permission to resubmit:
Permission to submit Barnacle Arts:

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Muscles of the Thoracica
Type: Supplementary/Defensive
Rank: B
Range: N/A
Chakra Cost: 30
Damage Points: N/A (+1 rank to A-Rank and below Tai/Ken | +20 to S-Rank Tai/Ken)
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tendrils, fuelling them with strength and making them much longer and stronger. The tendrils will then coil around the Barnacle’s limbs, specifically the parts that function as “muscles” increasing their physical prowess. However, because this is the fleshy part of the barnacle, it isn't as durable as the shells but because of the chakra put into the coiled tendrils it becomes thick and almost like solid muscle (Not making it any less versatile), also functioning as armor capable of standing up to the elements. Due to the increased physical prowess all taijutsu or kenjutsu used increases in power by one rank, however S-Rank techniques gain +20.

- Any Thoracica or Acrothoracica type barnacles can use this
- No Barnacle arts S-Rank and above in the same turn
- This Technique has a two turn cooldown
Permission to Resub :

(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Muscles of the Thoracica
Type: Supplementary/Defensive
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A (+1 rank to A-Rank and below Tai/Ken | +10 to S-Rank Tai/Ken)
Description:
A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tendrils, fuelling them with strength and making them much longer and stronger. The tendrils will then coil around the Barnacle’s limbs, specifically the parts that function as “muscles” increasing their physical prowess. However, because this is the fleshy part of the barnacle, it isn't as durable as the shells but because of the chakra put into the coiled tendrils it becomes thick and almost like solid muscle (Not making it any less versatile), also functioning as armor capable of standing up to the elements. Due to the increased physical prowess all taijutsu or kenjutsu used increases in power by one rank, however S-Rank techniques gain +10.

- Any Thoracica, Acrothoracica or Rhizocephala type barnacles can use this
- No Barnacle arts S-Rank and above in the same turn
- This Technique has a three turn cooldown


Approved: edits annotated in pink. Note that the original chakra cost was incorrect for a B-rank CJ.




New Jutsu with the name of a Jutsu that Hokusai submitted before :

(Fujitsuboātsu : Bācharu Heiki) - Barnacle Arts : Virtual Armoury
Type: Offensive/Defensive/Supplementary
Rank: X
Range: X
Chakra Cost: X
Damage Points: X
Description:
Daughter technique to "Inner Daemons", the Virtual Armoury is a jutsu that the Barnacles infused in your body can use, they will proceed to create from the user's body the desired weapon or infuse more barnacles tasked with a desired ability of the user's selection. The limits of the chosen ability or weapon is that only one can be selected from either a Barnacle Summon or the Barnacle Arts : D.E.V.A. Jutsu. The ability or weapon selected that is to be wielded or implemented must be posted along with this jutsu, bolded and carry all the limits listed in the summon. But most importantly it must make sense, for example; Oregon's abilities would not make sense as his involve the complete reconfiguration of his very body structure which if used on the user would cause his bones and body to break unless they had soften modification surgery or are made up of Dark Threads for example then it would make sense, though the reconfiguration of the body structure and the ability to pull it apart to dodge techniques count as separate techniques so either one or the other would have to be chosen as one usage of this technique. Another example of the limits of this technique are if using an ability from "Thel' Vadam, The Arbiter, the user can infuse his armour but they can not gain his ability to get x2 speed as that's more bound to his body structure and fitness rather than the actual abilities the barnacles his body is made up with is infused with.

The rank, range, chakra and damage this jutsu will cost is equal to that of the selected ability from the summon or D.E.V.A. For example if a B-Rank Beam Rifle ability from D.E.V.A is chosen, it'd be Long Range with (20/40) chakra and damage values. If the ability has no stated rank or damage value then it would be one rank less than the whole summon's rank itself, for example; Spectre's camo ability has no stated rank but the summon is A-Rank, making their ability B-Rank through this technique. However if an ability states a chakra or damage value, then you would use the rank equal to that, i.e. 30/60 = A-Rank.

- Two Turn Cooldown
- Kozui and The User's "Inner Daemons" can use this
- Only One Ability can be infused per usage
- Must have learned "Inner Daemons"


Declined: not likely to permit the user of this CJ to take any given barnacle ability but weapons should be fine. Either way, every CJ being referenced is obliged to include a link and in general, a list of possible weapons is desirable.


(Meiton/Fuuton : Bakushuku) - Dark / Wind Release : Implosion
Type: Offensive
Rank: B/A
Range: Short - Long
Chakra Cost: 20/30
Damage Points: 40/60
Description :
Each time this Technique is used "Inhaling Maw" or another absorption based technique must've been used beforehand. A New Dark Release style created and built by Tasuke a user in both Meiton and Futon. This initial part of this technique combines the use of Absorption and the Vacuum effects of wind, for example with a simple hand gesture a dark orb will be spawned on the field and then infused with the wind surrounding it, this strengthens and speeds up the absorption effect dramatically capable of having this spawned within an opposing energy-based techniques (according to strengths and weaknesses of dark). Since this is a new style there are various ways this technique can be used;

Pulse Bomb
B-Rank : The user outstretches their hand and forms a dark orb about 5 inches in diameter in the air surrounded by an aura of wind, the now formed pulse bomb will draw in chakra from techniques (according to strengths and weaknesses) and other items within a diameter of 5 meters towards the center - this includes tools (+10 damage if a group of Shuriken or Kunai are drawn in, +20 for explosive tags as well). Once it's all been drawn in it will explode outward in a maelstrom of blue flames with the power of the technique it was used against including all tools like kunai or shuriken, explosive tags cause extra explosions on the outside of 5 meters increasing it's size to 7 in diameter.

Pulse Bomb Barrage
A-Rank : Like it's lower ranked counterpart this one creates multiple Pulse bombs over the field to take out multiple targets. The bombs will have the same effects just in multiple locations, many of these can be created to deal with large scale techniques or to hit multiple targets. This has the same rules as it's lower ranked counterpart.

Graviton Surge
A-Rank : Can be launched from the hand or infused into a projectile the user creates and release an orb about half a meter in diameter at the target location. Anyone or anything caught within it's 10 meter radius, because this is more powerful it can drag in people and summons around that size too absorbing chakra from their bodys as they're pulled around and dragged by the surge (-40 chakra for each person), it also cuts them do to the wind aura of the vacuum causing small cuts all over the body before explosion. It takes a moment before the surge explodes outwards in a maelstrom of flame from the middle covering a 10 meter radius. If a big summon is caught within the radius it will not be drawn in but it's chakra will be taken.

Vortex
B-Rank : Is created at the tip of a weapon or in the palm of one's hand and held up into the air. The Vortex grows massively as it absorbs anything within Short Range only however has the drag of Mid range and will pull anything in the area towards it (Techniques will be absorbed by it according to Dark's strengths and weaknesses). It can gather nearby rocks and bits of water, all this will be infused with dark flames upon expulsion making everything within it deadly. The Vortex reaches a size of 3 meters in diameter For each body that is dragged into the vortex, whether it's trees or boulders - this technique is increased by one rank depending on what is dragged into the surrounding becoming a maximum of S-Rank (Each body can be, Nearby trees, Boulders, Weapons left on the battle field like a multitude of Kunai/Shuriken or Tags, bodies of water which will become scalding hot). The User will then swing their sword and send the vortex in a direction swung in, hitting a target and exploding in a maelstrom of intense flames, everything caught within it explodes outwards scalding hot upon making contact with the opponent. The Diameter of the Explosion is 5 meters for B-Rank, 8 meters for A-Rank and 10 meters for S-Rank. User can be caught in it if not careful.

- Must Be a Specialist in Wind Release
- Must Know Dark Release
- Pulse Bomb Barrage has 4 usages
- Graviton Surge has 3 usages and a two turn cooldown
- Vortex has a three turn cooldown
- Must be taught by LonelyAssassin

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(Meiton/Fuuton : Bakushuku) - Dark / Wind Release : Implosion
Type: Offensive
Rank: B/A
Range: Short - Long
Chakra Cost: 20/30
Damage Points: 40/60
Description :
Each time this Technique is used "Inhaling Maw" or another absorption based technique must've been used beforehand. A New Dark Release style created and built by Tasuke a user in both Meiton and Futon. This initial part of this technique combines the use of Absorption and the Vacuum effects of wind, for example with a simple hand gesture a dark orb will be spawned on the field and then infused with the wind surrounding it, this strengthens and speeds up the absorption effect dramatically capable of having this spawned within an opposing energy-based techniques (according to strengths and weaknesses of dark). Since this is a new style there are various ways this technique can be used;

Pulse Bomb
B-Rank : The user outstretches their hand and forms a dark orb about 5 inches in diameter in the air surrounded by an aura of wind, the now formed pulse bomb will draw in chakra from techniques (according to strengths and weaknesses) and other items within a diameter of 5 meters towards the center - this includes tools (+10 damage if a group of Shuriken or Kunai are drawn in, +20 for explosive tags as well). Once it's all been drawn in it will explode outward in a maelstrom of blue flames with the power of the technique it was used against including all tools like kunai or shuriken, explosive tags cause extra explosions on the outside of 5 meters increasing it's size to 7 in diameter.

Pulse Bomb Barrage
A-Rank : Like it's lower ranked counterpart this one creates multiple Pulse bombs over the field to take out multiple targets. The bombs will have the same effects just in multiple locations, many of these can be created to deal with large scale techniques or to hit multiple targets. This has the same rules as it's lower ranked counterpart.

Graviton Surge
A-Rank : Can be launched from the hand or infused into a projectile the user creates and release an orb about half a meter in diameter at the target location. Anyone or anything caught within it's 10 meter radius, because this is more powerful it can drag in people and summons around that size too absorbing chakra from their bodys as they're pulled around and dragged by the surge (-80 chakra for each person), it also cuts them do to the wind aura of the vacuum causing small cuts all over the body before explosion. It takes a moment before the surge explodes outwards in a maelstrom of flame from the middle covering a 10 meter radius. If a big summon is caught within the radius it will not be drawn in but it's chakra will be taken. If there is more than two people/bodies of chakra caught in the surge because of the amohnt of chakra being absorbed and fuelled into the technique at a time this ability gains +20 damage, ONLY when multiple people, bodies of chakra or summons are caught in it.

- Must Know Dark Release
- Pulse Bomb Barrage has 4 usages
- Graviton Surge has 3 usages and a two turn cooldown
- Must be taught by LonelyAssassin

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□ Declined. Shorten this. Jk. The first B rank ability conflicts with existing techniques. Tools will only give +10 up to S rank, that's the cap, whether its explosive tools or w/e. Second one, A rank version, all those small orbs will be weakened and follow normal splitting rules, so unless they are all close together, they can't all suck in techniques of higher ranks. Also, if one sucks in a technique, can it release from another, or? From all of them? Clearly state. Third, Graviton Surge. I am fine with it, just define what a big summon is and then the entirety of the technique needs better restrictions in relation to Dark Release and Wind, as well as its usages. □
 
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Priest

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Kuchiyose no Jutsu: Mesh - Slug Summoning : Mesh
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
Mesh is a small slug roughly one fourth the size of the summoner. His appearance however is quite different from the generic slugs as he's yellow compared to the white color of Kasuyu and her clones. Upon summoning, Mesh would appear fused with the user as most of his abilities are mutual to a host. He is able to fuse to the user and if it makes contact with any one(allies or opponents), fuse with them too. Mesh is able to communicate telepathically with anyone he is fused with.
Mesh is an expert in chakra control. This gives him the ability to sense chakra and due to to his fusion with the user, this makes him form a symbiotic bond with the summoner's body. This results in him able to direct a damage meant for the user to himself However, he can only receive up to the damage the user is capable of receiving after which he stops receiving damage for the user. Upon storing a received damage, Mesh could merge with an opponent and bond with him, while transferring the stored equivalent damage in the form of corrosive acid inside the opponent. Lastly, mesh while merged with the user, continually secrets acidic saliva that passively oozes and coats the user's entire body over a thin layer of chakra. This augments the user's touch or physical attacks by +20 damage, however the user has control over how much the saliva coats the skin, the area it covers or even command Mesh not to secret it at all.
Summoning lasts four turns
Can only be summoned 1x per battle.


Declined: the CJ is bereft of an explanation as to how the slug is able to redirect damage.


Kemono no Shinjō, Keiji - Creed of the Beast, Revelation
Type: Supplementary
Rank: D
Range: Short
Chakra: 10
Damage: N/A(+20)
Description:
This ninjutsu requires one to have the and have stored the substance from the summoning. Due to the ability to passively summon the substance from the infinite seal, the user is able to use this jutsu passively to coat his physical techniques, both taijutsu and ninjutsu(originating from the user's body) with the substance, adding a unique form of extra damage depending on the substance in question. The user would not be affected by the substance as the substance is summoned outwards over a layer of chakra that makes the substance directly not make contact with the user's skin or clothes etc. The user could at his own risk, let the substance directly touch his body should he want a form of interaction with the said substance.
Usable once every three turns.


Declined: when looking at this CJ again, the +20 either needs to be omitted or be reworded. Take for example those substances such as a snake's venom or med nin's custom poison do not have a rank and ergo, should not have a flat damage value ascribed to them.

Kuchiyose no Jutsu: Mesh - Slug Summoning : Mesh
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description:
Mesh is a small slug roughly one fourth the size of the summoner. His appearance however is quite different from the generic slugs as he's yellow compared to the white color of Kasuyu and her clones. Upon summoning, Mesh would appear fused with the user as most of his abilities are mutual to a host. He is able to fuse to the user and if it makes contact with any one(allies or opponents), fuse with them too. Mesh is able to communicate telepathically with anyone he is fused with.
Mesh is an expert in chakra control. This gives him the ability to sense chakra and due to to his fusion with the user, this makes him form a symbiotic bond with the summoner's body, coating the user's epidermis with a translucent layer of his own skin. Any damage directly affecting the layer would affect Mesh until the amount of damage threshold he can withstand is used up and the layer rescinds back into the user's skin, unable to be used again. The skin layer can be passively retracted and brought up if the threshold has not been reached. However, he can only receive up to the damage the user is capable of receiving after which he stops receiving damage for the user. Damage received can only be those directly touching the skin. Mental damage would not be affected. Upon storing a received damage, Mesh could merge with an opponent and bond with him, while transferring the stored equivalent damage in the form of corrosive acid inside the opponent. Lastly, mesh while merged with the user, continually secrets acidic saliva that passively oozes and coats the user's entire body over a thin layer of chakra. This augments the user's touch or physical attacks by +20 damage, however the user has control over how much the saliva coats the skin, the area it covers or even command Mesh not to secret it at all.
Summoning lasts four turns
Can only be summoned 1x per battle.


Declined: I had begun to make edits but then realized that this CJ does in fact require more detail on your part. Be clear with how much damage the slug's ability can withstand. Also, know that the slug can't be providing this damage sponge ability and at the same time be passively giving a +20 boost to physical moves, so think about them costing moves.


Kemono no Shinjō, Keiji - Creed of the Beast, Revelation
Type: Supplementary
Rank: D
Range: Short
Chakra: 10
Damage: N/A
Description:
This ninjutsu requires one to have the and have stored the substance from the summoning. Due to the ability to passively summon the substance from the infinite seal, the user is able to use this jutsu passively to coat his physical techniques, both taijutsu and ninjutsu(originating from the user's body) with the substance, adding a unique form of extra damage depending on the substance in question. Corrosive substances like acids would augment what it's coating with a +20 damage. Venom, toxins and poisons do not increase damage and instead rely on their own innate properties, only affecting the target when contact is made with a biological form or susceptible matter. The user would not be affected by the substance as the substance is summoned outwards over a layer of chakra that makes the substance directly not make contact with the user's skin or clothes etc. The user could at his own risk, let the substance directly touch his body should he want a form of interaction with the said substance.
Usable twice every three turns.

□ All Pending. Leaving for Pekoms. □


Approved: edits annotated in pink. Again, things like snake venom can't arbitrarily be given a damage value after the fact.


(Chiyu Hitonomi) – Healing Bite
Rank: N/A
Type: Supplementary
Range: Short
Chakra cost: 70 per turn
Damage points: N/A (heals 2X the amount of chakra drained)
Description:
An ability seemingly unique to Uzumaki Karin, the Healing bite allows her to heal others and herself in a fast manner by allowing them to bite her or doing it to herself. As she is bitten, green healing chakra, similar to that of the Mystical Palm technique, manifests from the bite into the target, healing it. From an outside perspective it seems as if the target is "sucking" her chakra in a vampiric manner as it heals itself. The speed and the quality of the healing property of the technique is in nothing short of even the strongest medical techniques seen so far (like for example, Creation Rebirth) and is only limited by Karin's own chakra reserves.
Note: Can only be used by Uzumaki Karin
Kiss of Redemption - Shōkan no Kisu
Type: Supplementary
Rank: C
Range: N/A(in bio)
Chakra: N/A
Damage: N/A
Description:
Kabuto using Karin's DNA, creates a modified version of Healing Bite. While Healing bite requires the biting of Karin's skin, Kabuto makes it so that He would be the one biting instead of him being at the receiving end albeit healing still takes place like the normal Healing Bite and all conditions/restrictions attached to Healing Bite still applies. The healing qualities of Karin's skin makes is so that Kabuto would now be able to bite with his own teeth or through his navel snake or snakes connected to his body and transfer Karin's healing DNA into the target body to heal them.
Technique must be stated in the user's bio
Technique is merely a conduit thus passive on the user and still one must post the "Healing Bite" technique which counts as a move.
Can only be used by advanced Kabuto bio.



□ Declined. I don't see it as being feasible to change it that way. □
 
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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 ¤
(Chikuseki) – Accumulation
Type: Defensive/Supplementary
Rank: S
Range: Self
Chakra cost: 60
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 innate healing properties of Yang and the transformative abilities of Asura Path, resulting in a very efficient expression of damage reduction. Practically, this method can be applied when damage has been, or is being 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. However, not all parts of the body can be replaced by the machinery of Asura Path, particularly sensitive organs such as the heart and brain. 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, if the extent of the total damage includes completely reconstructing complex organs or bone the technique requires 70 chakra and the user is still left vulnerable during the healing process, depending logically on the injury sustained. 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 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 be used thrice per battle, with a four-turn cooldown between usages, and Asura Path must be activated.
-For large scale injuries, it will take a full turn before this fully heals the user, leaving said body part unusable in that time. For smaller injuries, it will take a full move slot while also leaving said body part unusable in that time.

¤ Approved, made edits. ¤
 
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( Dokuton: Shi no Jutsu ) - Poison Release: The Art of Dying
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A ( damage of the original technique that was altered )
Description: While using another poison technique in the same timeframe as that technique the user forces more poison chakra into it to alter it further to impart a deceptive and unusual property upon the technique. Once the altered technique clashes with another technique or is nullified it begins to evaporate if liquid or rise into the sky if it is gaseous. This is where the extra chakra comes into play because usually when a technique is infused with excess chakra it is used to empower the technique however this goes beyond that instead of empowering the other technique this one aims to reform and rebuild the lost technique. As the initial altered technique dies off the fumes of poison stagnate in the air high above the battlefield where they begin to condense into numerous liquid drops similar to rain, as well as solidify into poisonous dust-like ash similar to the dust in Poison Creation. Upon the next turn of combat this poison passively begins to fall to the ground similar to radioactive fallout, similar in it's means of delivery, not in it's properties. This poison covers the entire battlefield in a layer of poisonous ash as well as a layer of toxic condensation that poisons anyone excluding the user. This technique does all of this by taking hold of the leftover chakra and energy from the initial technique it altered and along with the extra chakra that was pumped into it through this technique it allows for the last technique to be reborn in a new form. This makes for a rather deceptive way to poison someone as they may not expect this to happen the turn after a clash and could be caught off guard by it. The poison itself causes severe itching the turn it makes contact with skin creating blisters and sores on any flesh touched. Then it causes dizziness, headaches and blurry vision the turn after exposure reducing the poisoned individuals reactions by two ranks. If the initial technique used a custom poison or a specific poison the poison also has all of those effects.
Note: Can only be used twice per battle and only on S rank or below poison techniques
Note: Can only be taught by Xicer


Declined: while the general concept behind this CJ is indeed feasible, it still needs to be more plausible. Some hypothetical clashing of jutsu would dictate that the entirety of your initial move is gone, and so this particular CJ simply cannot always function. In short, reduce the possible damage and ensure that this only functions when logically some gaseous remains would still be present.


( Dokuton: Naibu kōsō) - Poison Release: Internal Conflict
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -20 to the opponent per turn ) ( -10 to an opposing technique )
Damage: N/A
Description: The user concentrates poison chakra into and through their feet while taking a step releasing the pulse of poison chakra out through the surface they are standing upon. This intense rush of poison creates a thick layer of liquid poison upon the ground or in the case of water upon the top layer of water with properties the exact same as (Dokuton: Dokugakure Kiri no Jutsu) - Dokuton: Hidden Poison Mist Technique and in consistency it is sticky and viscous like glue binding anyone effected by it to the surface they're standing upon. This allows the user to either prep the technique beforehand in anticipation of an event layering the ground in poison or to use it in the middle of battle to create a ulterior way of poisoning someone. Since the layer is very thin it can be hard to notice more akin to condensation or moisture than a mass of poison. A custom poison can be copied similar to the above mentioned technique allowing the user to compound the usefulness of the technique. However it doesn't deal damage on it's own like some other poisons making it good for a delivery system and nothing else as it doesn't have an offensive application.
Due to it's chakra draining nature this technique can be used alongside another poison technique in the same timeframe by channeling the chakra through the hands or simply into the other technique. This has the effect of causing the altered technique itself to partially absorb the chakra of the other technique as it clashes with it. This can reduce the rank of the opposing technique by one rank up to S rank stealing away ten chakra, for anything above S rank power it reduces the technique by ten chakra reducing it by twenty damage. This process takes precedence over the clashing of the techniques themselves with this deduction happening first followed immediately by the poison technique and it's opposing technique clashing as they naturally would but with the opposing technique weakened and the poison technique unaffected. This ability can be the deciding factor on whether the poison technique overpowers, or neutralizes the opposing technique due to this fact.
Note: The debuffing ability can only happen twice per battle with a two turn cool down
Note: Can only be taught by Xicer


Declined: to start, this CJ reads like it has two very distinct methods of use which should instead be limited to only one. Whether or not it'll be useable in the same timeframe as another jutsu will be contingent upon the wording. Also, be more consistent with the chakra absorption part; if some clashing jutsu are expected to lose chakra and/or damage, that should not vary based on rank.


(Dokuton: Feru no Ame) - Poison Release: Rain of Fel
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 ( 10 per turn )
Damage: 80 ( 20 per turn )
Description: The user sends subtle substances into the sky through the release of poison chakra creating toxic green clouds high in the sky far above the battlefield. This poison chakra condenses into a sickly, sticky, green liquid that begins to drop down upon the ground like natural rain fall. It is similar in regards to (Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique however it has the potential to poison anyone it touches besides the user seeping into skin and clothes clinging to clothes and cloth soaking them congealing into a slime-like gel that sticks to people and objects. This gel increases the weight of the opponent doubling it reducing their speed by three ranks for as long as the substance stays on their body. This isn't an effect of the poison itself merely it's weight and can be negated by removing the sticky poison and stopping it from clinging to the body. This poison rain is a natural skin irritant, and will cause growing welts, hives, blisters and burns as it makes contact with flesh eroding and killing skin cells causing cell necrosis. It can cause wounds similar to second to third degree burns melting flesh and muscle causing an intense burning sensation on the body. The poison also lands upon the ground creating puddles of liquid poison all throughout the field allowing them to be used as sources for the user. These effects do not harm the user. With a single hand seal the user can solidify the rain into blade like constructs slicing and cutting at anything it makes contact with allowing it to enter an opponent's body with the potential to force itself into open wounds.
Note: Can only be used twice per battle and the poison rain can last four turns
Note: Can only be taught by Xicer


Declined: this CJ should have turn-by-turn details with regards to the effects of the poison.

 
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Drackos

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(Inton: Tsukinogami) – Yin Release: Touch of the Moon
Type: Supplementary
Rank: S
Range: Short
Chakra: 70
Damage: N/A
Description: The user, through physical contact, infuses Yin chakra into the body of another. The Yin natured chakra acts to surge through their entire body and release the target from techniques which manipulate, drain, weaken, or even seal the spirit. The Yin chakra also doubles as a source of spiritual regeneration, allowing the target’s spirit and spiritual energy to reverse the drawbacks of spiritually draining techniques, such as Yin Release, Yamanaka, and Genjutsu, over time. The technique is so potent, given enough time, that it has no limits to its spiritual regeneration. Touch of the Moon can be used three times per battle. Those who are affected by the infusion of Yin chakra cannot use Yang or Yin-Yang Release techniques for a single turn following the infusion. Yin Release masters are able to use this technique on themselves once.

¤ Approved, made edits. ¤
 
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Alyx

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(Inkupo/Genjutsu: Shuuru Fantazumu) Ink Arts/Illusionary Technique: Surreal Phantasm
Type: N/A
Rank: N/A (Same Rank As Genjutsu)
Range: Short – Long
Chakra: X + 10 Infusion (X being the original illusions chakra cost)
Damage: N/A
Description: Through the use of some unique in tattoos on the user’s body; the user may will infuse their lightning chakra into the tattoos in order to cause them to begin to glow bright. This causes a flash of light to occur, which spans up to long range away from the user’s position – causing those who see the light to be inflicted into an illusion. This allows a new and unique way of casting techniques, utilizing the tattoos as a mean to cast an illusion; with the user being able to us any illusion they desire. This technique is passive, but is use in tandem with the illusion, needing the same amount of hand seals, chakra etc for the original technique though with minor infusion of chakra for the flash of light though this method can only be used twice per turn. The tattoos must be posted before battle or within the user’s bio.

□ Declined. While I like the idea, this is more of a Lightning/Ink/Illusion technique, than how you listed it. Also just a way to circumvent the long range restriction on Genjutsu, that's there for a reason. It'd also make all your Genjutsu visual ones due to the medium, meaning all things used through this, if the opponent merely doesn't look at it, they won't be affected. You're restricting the Gen into something, just to get an extent on the range. I wouldn't approve it, while I do see where you're coming from. □
 
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Ushiro

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Updating cj from old submission threads. Can't quote them so i left a link above them.


(Kuro Nokogiri)- Black Saws
Rank: S
Type: Attack/Defence/Supplementary
Range: Short-Long
Chakra Cost: 40 (+10 each turn to maintain)
Damage Points: 80
Description: After performing four handseals the user creates up to 12 black saw blades made of highly condensed chakra created short range of the user but can be manipulated at a distance in any direction. They are 3 ft in diameter and can be turned vertically to block attacks or cut through obstacles by spinning them at rapid speed, capable of competing equally with elemental techniques. They can also be used as platforms to stand on.
-Usable twice per battle
-Cannot be used again until two turns after this jutsu ends
-Lasts 2 turns
-Other jutsu can be performed while maintaining this one


□ Approved. Changed the holding one seal, to lasting two turns, since you can't maintain a technique with a seal, and still use other techniques lol. □


(Fuuton: Kōkū-Bin)-Wind Style: Air-Mail
Rank: C
Type: Supplementary
Range: Short-Long
Chakra: 10
Damage: N/A
Description: With one handseal, the user creates a gust of wind that envelopes a shuriken or other small object within mid range of them and allows them to manipulate it in midair. The gust protects the object from attacks and obscures it from view due to its hazy white coloration. Alternatively the user can send the object on a predetermined path, in which case the gust will take on a somewhat bird-like form. In the NW this can be used to send things across multiple landmarks. In either use, the object can be launched from the gust at any time at the speed of a thrown shuriken.
-Lasts as long as the user continues to concentrate on it or in the alternative use, until it reaches its destination.



✪ Update Declined ✪



(Raiton: Ningen Denchi)- Lightning Release: Human Battery
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: By generating electricity within his body, the user can increase the power of his next lightning jutsu (+1 rank for A rank and below or +10 damage for S-rank). When used on its own the electricity can be discharged from the user's body to shock a nearby enemy.
-Usable 4 times per battle
-No earth or wind jutsu while the charge is present

□ Pending. These two I have, so someone else has to check these. □


Update Approved: S-rank boost reduced. Also note that the same timeframe as another technique bit has been omitted.


(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.

Also updating:

(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
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. By severing rods as they are in motion it is possible to launch them as projectiles. 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.
-Collaborative usages increase the technique’s rank by +1
-A collaborative usage of the A ranked version is usable 3 times per battle with a 1 turn cooldown

□ Approved. □
 
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BusinessManTeno

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(Karasu Kuchiyose: Osiris) - Crow Summoning: Osiris
Type: Summon
Rank: S
Range: Short
Chakra: 80
Damage: N/a
Description: Osiris is one of the strongest crows in the crow family, being called "The Father" of them all. Weirdly it isnt due to his destructive capabilities but more so supplamentary versality, being a genius in chakra control. Osiris is mentally and visually linked while constantly recycling chakra into the users, acting as sort of a "Kai" as long as he stays on the shoulder of the user. This crow just like most crows are pitch black, but his eyes are bright yellow with a yellow streak across his beak area. One of its main abilities is to expand in size, to where as he can carry up to three people or shrink in size to that of a fly, perfect for stealth missions etc but can only do this technique once per altercation (Both expanding and shrinking. Once both is used he go back to default shoulder length size). Unlike most crows his durablity isnt as strong as most and have no elemental affinity, thus in terms of attacks, he relies on dodging rather than counter. Though unlike all crows, he has a unique function to balance out. Once per battle, He is able to release a loud "caw" noise, in an omnidirectional wave around the user up to short range. This caw releases a very powerful ninjutsu shockwave that can disperse an Jutsu up to S rank (While lowering Forbidden Ranked Jutsus by 2 Ranks).

Note: Can summon once
Note: Stays on the battlefield for 4 turns
Note: Techniques count as 1/3 users turn

□ Declined. Link to Crow training? □

(Áiron Shü) Iron Lords
Type: Supplementary/Offensive
Rank: S
Range: N/a
Chakra: 40 (If Summoning)
Damage: N/a
Description: Áiron Shü are a group of 3 puppets said to be created by "The Nine", called The Iron Lords. These puppets have individuals strengths and specalizes in different techniques called "Supers". Each puppet standing roughly 6 feet with size of an average shinobi.

*Titan; The Defender: Titan is the strength puppet. Typicallying wearing heavy and bulky armor, being able to use Taijutsu (Excluding EIG and Kaitos Tai) Up to the users current rank being able to freeform break through harden materials (B rank and below), while also having incredible defensive properties, being able to tank one S Rank technique per battle, while passivley being immune to C rank and below techniques. Titan "Super" is called Senetial Shield. Once per battle, he will create a "shield" out of pure chakra, taking a purple color, while causing that shield to expand up to short range in both left and right direction. This shield is like a much more advance version of sasori mother/father shield. This shield once errected is able to protect the user and anybody behind it from one jutsu up to forbidden rank. Once done the titan would be unuseable.

*Warlock; The Dawn Blader. Warlocks are the reseillence puppet. Being very sturdy in its build it can withstand elemental damage to its body (Asides blunt force) Meaning it cant be burn, rusted, cut or electrocuted by no means. While being completley immune to D rank and below This puppet is a master swordsman, holding a sword, excelling in kenjutsu, being able to use kenjutsu up to the users current rank while able to even cut through any jutsu once per battle up to S rank, The Warlock "super" is called "Daybreak". Once Per Battle, the puppet will release fire chakra from their whole body, causing their body to be set ablaze. Causing Their sword to be set a blaze while forming angel like fire wings on the back of the puppet. The puppet will swing their sword releasing a Jet line of fire in its wake towards the opponent being forbidden rank in power. Once it comes in contact it will not only violently erupt, but erupt into a mini firestorm 5 meters in diameter, having enough heat to start to melt the ground beneath.

*Hunter ; Arcstrider. Hunters are considered the mobile ones or in other terms "The stealth ninjas" being the speedsters and incredible acrobatic. Being able to freeform evade taijutsu (Excluding EIG) and Kenjutsu up to A rank while being able to dodge one technique (within reason, nothing way bigger than the size of the average human such as mountain smash, Kirin, etc) Up to S rank once per battle Even though they lack the durability that titans and warlocks have, their speed is slightly faster, being +4 Speed from the users, being alot faster. The Hunter holds a staff in their hands being able to increase their freeform damage by +10 while also if they spin the staff infused with chakra they can reflect projectile based techniques C rank and below. The hunter "Super" is called "Arc Staff". Once per battle, the puppet will release lightning chakra around their whole body, looking very similar to the raikage armor (Even their staff is electrified) but nowhere near on the same level speed, strength, and defense wise. But majorly increases the flexbility of the puppet. While active the hunter emits very powerful electrical currents up to 5 meters all around them paralyzing anybody within 5 meters (excluding around the puppet user). Once this super is activated, The Hunter will stab their staff in the ground, creating an omni-directional storm of unfocused lightning (Not around the puppet user) Up to long range, paralyzing (Or negating earth techniques of all ranks) all those who are within range.

Note: This puppets can only be summoned once per battle, Via a scroll which counts as a move
Note: Every super counts as a move and only one super can be used at a time and last for one whole turn and must wait 2 turns before another super is activated
Note: Once a super is activated it drains an additional -20 Chakra from the puppet user
Note: Once the super is used for said puppet, the puppet will disperse
Note: User cant use any elemental ninjutsu techniques while the puppets are on the field

□ Pending. Leaving for Pekoms. □


Declined: due to what seems like a lack of training in puppetry. And that Chiyo bio of yours from 2011 was never approved.


(Suiton: Atlantis) Water Style: Atlantis
Type: Supplamentary | Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50 (-30 Chakra)
Damage: 90
Description: This technique was said to be created by neptune, the water God himself creating his home, even on land to gain an advantage in battle. Adapted and passed on the technique continues to strengthen. The user will start by doing four handseals, ending in snake while slamming their hands on the ground. This will cause an incredibly massive wave of water to violently erupt from the ground in all directions except within 1 meter radius around the user. Though the powerful things about this technique isnt the destructive nature of the initiation. The large amount of water will quickly spew out across the battlefield, creating a psuedo or rather a mini sea (smaller than an ocean) turning the battle into a battle under (Or above water). This of course does come with a price. The water being roughly 50 meters above ground, restricts the user from using earth techniques that stem from the ground (unless special means).

Note: Can only use once
Note: No water jutsu above S rank for the next two turns
Note: No water jutsu S rank or above in the same turn usage as this technique
Note: This technique even though is Forbidden rank, deals S rank damage. Enough to break the opponents bones shall they dont get out of the way of the eruption
Note: Due to the huge volume of this technique, it drains more than usual chakra from the user

□ Declined. Similar to existing techniques. □
 
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Zenryoku

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replacing the following two techniques:
(Kekkai: Enchou Seichi no Ranpu): Barrier Method: Dome of Holy Light
Rank: S
Type: Supplementary
Range: Long
Chakra cost: 40 (+10 per turn to keep active)
Damage points: N/A
Description: After the user makes 3 shadow clones they will surround the target/s and make a few hand seals then release chakra to create a dome surrounding the target/s. With chakra manipulation and chakra control the user is then able to make the chakra dome absorb natural light and create the target/s to see a white enclosed room surrounding them 10 meters wide and high. The user may see inside the dome though inside the dome the trapped target/s only see a white room and cant properly judge the exact size of the room because of the light giving off a misjudgement of bigger space. The only way to break out of the dome is to use a large scaled attack covering all the walls. (Barrier Lasts for 3 turns costing +10 chakra each turn to keep active)
Note: Can only be used once per battle
Note: Co-produced by HellsBadass.

(Amatsu Shinsei Awai Kiyome Yoichi Reikon no Jutsu ) –Heavenly Divinity Light Purification of Worldy Soul technique
Rank: S
Type: Attack
Range: Long
Chakra cost: 40
Damage points: 80
Description: The user will create a vortex of chakra in their hands and then using chakra manipulation to absorb natural light making the vortex of chakra turn white and then it shoots at the enemy like a shooting ball of light and then getting nearer to enemy and then splits to shoot prohectile bullet like shots at and around the enemy the size of large spheres and then they explode on contacts creating large craters.
Note: Can only be used once
Note: Can only be Taught by Kaito-sama

and submitting two new additions to replace them:

(Kusarigama no Jutsu: Haijinejji ) - Chain Sickle Technique: Cripple Edge
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: With the use of the Kusarigama, the wielder will manipulate the chain and weight of the weapon and throw and bind their target, restricting their movements and then with a quick burst of speed, the user will attack their target by first delivering a thrust to the targets body and completing the attack with a slash that cuts through their target. The speed of the technique depends entirely on the users rank or any speed enhancements.

(Kusarigama no Jutsu: Omoi Kusaridan ) - Chain Sickle Technique: Heavy Chain Bullet
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will use swiftly deliver a series of thrusts with the weight and chain section of the kusarigama to then strike their foe with powerful strikes. The force of these strikes is enough to cripple their opponent due to the combined force and weight. The user can also use this technique to target weapons and either deflect their blows or cause a target to drop a weapon in hand, making it a very versatile method of attack.


Pending: it is no longer possible to simply replace CJ like this, which means these will count towards the limit.

 
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Zaphkiel

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All Auto-declined: must first undergo Ōtsutsuki training prior to submitting CJ for the field.

.
(Tensei Kyū) - Reincarnation Sphere

Type: Defensive, Supplementary
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: N/A
Description: Tensei Kyū is a technique that is only accessible to those of the Ōtsutsuki bloodline. The Reincarnation Sphere is one that bares a similar appearance to that of (Ningyō Noroitama) - Puppet Cursing Technique but behaves very differently. Tensei Kyū, instead of boasting an offensive, defensive, and supplementary side like its counterpart, is entirely defensive and/or supplementary in nature. Whenever the Reincarnation Sphere makes contact with a technique that is not the user's, it deals solely in phasing into said technique and expelling the chakra found within the attack from it. Because the Reincarnation Sphere attacks chakra solely and boasts no offensive capability, it is able to absolve techniques based on equal or lesser inherent chakra (i.e. chakra cost) rather than damage value, based on the rank used. After disassembling a technique of lesser chakra cost, a Reincarnation Sphere is able to continue at original strength instead of having it's damage reduced--because it carries none. For example an earth technique that throws a boulder at the user will have it's chakra removed as the Reincarnation Sphere passes through, leaving it intact physically, but extracting the chakra found within it. If the opposing technique in question was of a solid nature, the end result will see orbs of raw chakra leaving the technique akin to a soul leaving a dead body while its husk, now devoid of energy remains. The technique, should it be one that depends on chakra to maintain function like a water beast or stone golem will subsequently lose it's form and fall apart leaving the illusion that the Reincarnation Sphere technique had been the one to destroy it. If the opposing technique was an energy type, the sphere would enter, assimilate the technique, and then split apart into subsequent orbs of chakra (see first gif below). For techniques that carry multiple individual parts or is expansive in nature, the user can release a 'blast' version of this technique where a single Reincarnation Sphere can be broken down into tiny embers that spread out great distances (as much as 120 degrees) to encompass the incoming technique, this method of release does not follow splitting rules but remains the original rank chosen. The number of orbs left behind by this technique is determined by a factor of 10 where for every 10 points of chakra expelled from a target one orb is created, and so if 50 chakra is expelled 5 orbs will be created. They (the orbs) are about the size of a closed fist and are 'intangible' in nature, meaning they are unable to interact with people, techniques, or the environment around them and can be considered harmless. The opponent is not able to harvest these orbs either, unless they posses chakra absorbing abilities and even then, can only absorb half the amount of chakra in the orb while the other half is wasted. This technique is also able to affect people, summons, and entities that posses chakra within themselves as well and can expel either massive or tiny amounts of chakra from their bodies depending on which rank of this technique is used. For C ranked applications Tensei Kyū can expel up to 5% of the opponent's chakra from their reserves in the form of an orb(s). For B ranked applications this percentage jumps to 10%, A ranked takes up to 15%, and S ranked applications can relieve the opponent of up to 20% of their total chakra reserves and deposit it in the form of an orb(s). Due to its defensive/supplementary nature, Tensei Kyū is incapable of delivering direct damage to its targets unlike its counterpart, Puppet Cursing Technique. Multiple spheres can also be created following regular splitting rules. These spheres, due to the Ōtsutsuki's incredible chakra manipulation methods, are equal to elemental Ninjutsu techniques.


Note: Both A and S ranked usages will restrict the user form performing Ōtsutsuki related techniques above A ranked for the rest of the turn. S ranked usages will also place this technique on a turn cool down.

Declined. First and foremost this needs to be shortened. I don't decline things, typically, for being too long. So it doesn't play a part in the rest of this decline note. But this is just way too long and it doesn't really need to be like that for what it does. It isn't the reason for the decline, but please shorten this (and your other submissions too). There's a lot of wording here that just isn't necessary. Now onto the actual stuff:

There are elements of this technique, most notably how it interacts with chakra, that just aren't possible for a basic Otsutsuki technique. It requires things like Fuuinjutsu, Yin Release, or a CC-esque ability like the Surgebinder clan. By default, a normal technique isn't capable of this. At best, I could see this playing out similarly to how the Puppet Cursing Sphere actually works: being able to absorb chakra. But this whole playing off chakra values, rather than normal damage clashes, doesn't work on a basic technique. The next important note is that the ability to phase through objects, or something similar, is pretty unique to Yin Release.

But perhaps the most striking aspect of this was that the ability to drain chakra (once again something that requires something else other than just Otsutsuki training - Fuuin, Yin, etc) is just incredibly strong. In one strike you can dispel up to 20% of an opponent's chakra. That's a lot. For some opponents you can dispel up to 400 chakra. Hell, you could even dispel over 600 of my own chakra with this. So this first off won't operate on a percentage of base chakra values. Second, this needs to be tuned down.

Tl;dr - Address how this technique behaves and address the capabilities it has.

How the above behaves:
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(Tensei Hōhō) - Reincarnation Method
Type: Offensive, Defensive, Supplementary
Rank: N/A
Range: Short-Mid
Chakra cost: N/A
Damage: N/A
Description: Tensei Hōhō is a passive technique that is only accessible to those of the Ōtsutsuki bloodline. It deals with the constant governance of chakra within range of the user that is in the form of (Tensei Kyū) - Reincarnation Sphere or that which is left after it has affected a technique. Tensei Hōhō allows for the otherwise useless orbs created in the aftermath of Reincarnation Sphere application to garner purpose for either the sake of attack, defense, or augmentation. Due to the nature of this technique, it is able to be activated passively during the same time frame of a technique being performed, and what it does is allow for the user to gain control over any Reincarnation Spheres and/or chakra orbs present on the field between 5 and 15 meters of themselves. Through this technique, the spheres and orbs of chakra will be able to orbit the user in any fashion he sees fit (while lacking the ability to interfere with both the user's or the opponents' techniques). The first of Reincarnation Method's uses is offensive, where the user controls the orbs to gain offensive properties like that of (Ningyō Noroitama) - Puppet Cursing Technique and can be launched at a target remotely or set to explode like individual mines. Each of these orbs would carry very little chakra individually and so and so their damage would be near negligible, however this technique allows the orbs to join forces and attack collectively instead of one at a time or merge into one. The orbs can be sent to assault in a variety of forms such as streams, projectiles, and blasts. When quantifying the damage and rank of these orbs coming together like this the amount utilized determines their power. Each orb would carry a mere 10 points of chakra and so three orbs coming together would create an A ranked offensive action with it's accompanying damage. When used offensively, the technique no longer becomes passive but instead takes a move. The second use is for the sake of defense, where the orbs can be called to the user's aid to form a plethora of defense based structures like walls, shield, barriers, etc. Again, the user is able to have the orbs act independently or in a joined effort (but never both at the same time). These defense themed structures carry no damage and so the joining of these orbs will only add up to a rank specified by how much chakra was used to create it. For example, three orbs each carrying 10 points of chakra will come together to create a defensive structure of A ranked durability. Both defensive and offensive uses are equal to elemental Ninjutsu of these orbs cannot surpass the 50 chakra points mark (5 orbs). Once this limit is reached any further orbs added to the structure will increase the amount of damage it can mitigate (for defensive structures) and deal (for offensive actions) by a rate of 2 orbs per 20 damage. Defensive manipulation costs a move. Finally, the last side to this technique is its augmenting capabilities which is passive in nature unlike its other two uses. When performing a technique the user is able to have the orbs merge with or orbit his technique to add damage (in the case of offensive techniques). For every orb utilized, the offensive technique gains +5 damage which is then added to the original technique's damage values collectively instead of one at a time. When augmenting defensive techniques the mechanics is slightly different, where for every two orbs absorbed the defensive technique as well as its defensive properties is raised a rank instead of given damage. Now then, as a final form of augmentation, the user is able to pull the orbs directly into himself or his puppets whenever performing Taijutsu, Kenjutsu, free form attacks, or any innate ability. The attacks will gain +10 damage for every two orbs absorbed into themselves when augmented like this to attack. Above all of this though, the user is able to simply take the chakra into themselves to replenish their reserves, but in doing so will forgo all other uses of this technique during the same turn

Note: Only one of each active uses (Offensive/Offensive) can be done in any one turn. If Augmentation is used in any form, this technique goes on a turn cool down.

Declined. Reincarnation Sphere declined, see above.
(Hoshi no Tensai) - Starborne Phenom
Type: Offensive, Defensive, Supplementary
Rank: A-S
Range: Short
Chakra: 30-40 (-5/-10 per turn)
Damage: 60-80
Description: A technique accessible only through the Ōtsutsuki bloodline, Starborne Aura allows the user to manifest a unique application of chakra that behaves unlike any other ever seen in ordinary shinobi. The chakra is of a red glowing state which showcases great malleability and durability like that of Kinshiki's Creation Tools At Will technique. The user will enshroud parts of or their whole body in this chakra to gain not only an otherworldly appearance reminiscent of their extra terrestrial heritage but also its properties to be used in and out of combat. Physically, there isn't much change to be seen in the user's own appearance apart from the constant billowing upward of their clothes and hair along with white, emissive eyes, and occasional flickers of 'red flames' from their skin as the chakra evaporates per turn (all cosmetic). The armor's very activation and sustenance showcases just how different the Ōtsutsuki are. Upon creation, it siphons activation chakra from the user and stores it within itself, to be used per turn at a rate of -10. This means, the S ranked version of this technique can only last 4 turns with each use unless more chakra was used to activate it in any way, or chakra is supplied externally to maintain it. This unique disassociation between user and armor is still facilitated by physical contact and even this can evolve deeper than what is traditionally known. The armor is able to move away from the user's body or select parts (like just around the arms, legs, etc) to act autonomously. If the armor comes completely free it can be observed as an ancient Ōtsutsuki standing over eight feet tall complete with horns, ancient armor, and three eyes. It is able to move up to mid ranged of the user, surviving only off of the chakra it had been given upon birth and is capable of free form attacks (carrying the accompanying damage of the rank used). When separated from a select body part(s) though, it allows for the user to use said limb(s) to attack while the armor itself attacks at the same time. An example of this would be the user striking an enemy, while the armor delivers a second hit at the same time. Whenever the armor comes in contact with a target (or if willed) it releases violent, localized blasts of chakra that serve to repulse and destroy the target(s) with force while relieving any chakra found within, showcasing the same principles of the S ranked variant of (Tensei Kyū) - Reincarnation Sphere. Upon its final turn left on the field, or when the user wishes, the armor can can erupt in a localized explosion spanning up to mid ranged from its location in an effort to dish out massive damage on its last breath. When covering the user, this explosion is aimed outward and can come from a single point or everywhere at once. When separated from the user, the explosion can be controlled in a myriad of ways to ensure the user or any allies present remains unharmed by friendly fire. The lesser, A Ranked version to this technique can also be used by the user but is devised for his puppets foremost, carrying the same abilities mentioned above but with less power (sans the autonomous, full body separation in the case of puppets) and a rate of -5 per turn .

Note: For the S ranked variant, upon willed or timed deactivation, the user will be unable to perform Ōtsutsuki related techniques above A ranked for a turn after, and for the A ranked variant no other Ōtsutsuki related techniques can be performed in the same turn after its activation. Both ranked variants can performed only twice, each.

Declined. Reincarnation Sphere declined, see above.
 
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Detective L

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New Cycle: 09/08/2018 - 16/08/2018

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.
 
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