Custom Jutsu Submission - III

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Drackos

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(Tentai Tesūryō) – Celestial Command
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: A technique not unlike to the Tailed Beast’s Chakra Arm; this technique is available to Tenseigan wielders in the Tenseigan Chakra Mode, or variations. Through their adept chakra molding, the user creates up to four chakra arms, following splitting rules. The chakra arms are capable of an array of uses like attacking enemies, performing hand seals, wielding weapons, or even wielding Gudōdama, should the user possess them. The chakra arms can be sustained over multiple turns, up to three after creation, and used in future turns to attack and defend at the cost of a move. This technique can be used up to five times per battle and only while the user is in their Tenseigan Chakra Mode, or variations.

(Tensei Michi) – Reincarnation Shroud
Type: Offensive, Supplementary
Rank: B
Range: Short – Long
Chakra: 20 (-10 per turn)
Damage: N/A
Description: A weaker version of the Tenseigan Chakra Mode, yet still a heightened transformation restricted to those who possess the Tenseigan. Upon activation the user gains a cyan-colored chakra shroud with four magatama markings on their collar, rather than six. This represents the Four Noble Truths, rather than the Six Perfections. Unlike its superior counterpart, the Reincarnation Shroud appears more akin to that of the Bijuu’s Chakra Shroud. The chakra which forms it does not flare off the user’s body, it merely bubbles and spreads outward over their form. The user is granted access to the same techniques afforded by the superior Chakra Mode, albeit the physical boosts are weaker. The user’s speed is doubled and the strength of their techniques are increased by a single rank in strength, up to and including S-Rank. Techniques above S-Rank are increased by 20 damage. The Reincarnation Shroud can be used thrice per battle, lasting 6 turns each. After use, the user must wait two turns before using it again.

¤ Both Declined, logic behind this doesn't hold up; the Tenseigan Chakra Mode is essentially the higher level of the Doujutsu, comparable in that light to Sharingan MS and Rinnegan as the last one of each were said to be of comparable level when the movie came out. You can't just create a weaker version of the mode, same with the chakra arms. Otherwise, every bio could have some reach to make to obtain chakra arms from some custom that makes energy/chakra shrouds around them. ¤

(Inton: Niryū Mugen) – Yin Release: Lesser Phantom Dragons
Type: Offensive, Defensive
Rank: A
Range: Short – Long
Chakra: 120
Damage: 60 (per dragon), 80 (for multi-element)
Description: This technique is considered the lesser counterpart to Yin Release: Great Phantom Dragons; unlike its superior counterpart, Niryū Mugen lacks the imbued Hungry Ghost, thus freeing it from the inherent spiritual tether created in the Greater version. Through a series of four hand seals and a surge of chakra throughout their body, the user creates a number of large, elemental dragons using any basic element and their Yin Release chakra. The user can create up to five serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Unlike in its counterpart, this technique also allows the user to create dragons of raw Yin Release chakra, appearing as if they were formed from Gudōdama. When created like this, these dragons are neutral to all natures and techniques. Given the vast amount of chakra input and control required, the user is unable to access elements of dragons currently on the field, as well as Yang Release or Yin-Yang Release techniques. Yin Masters are able to create multi-elemental dragons, or even dragons formed from advanced fields and custom elements. However, when done as such they are only able to create up to two dragons. This technique can be used twice per battle, with a five turn cooldown in between usage. When the dragons expire, or are removed from the battlefield, the user becomes unable to use Yin Release techniques above A-Rank for three turns.

¤ Approved, made edits ¤



(Kuchiyose no Jutsu: Khaji Da) – Summoning Technique: Khaji Da
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique allows the user to summon Khaji Da, a single scarab that is .25 meters in length and .15 meter in width. Khaji Da is classified as a Hive Mind Scarab, allowing it to integrate its chakra flow with that of the user, matching it and enabling a form of shared mental consciousness between the Scarab Hive Mind and that of the user. Khaji Da’s primary skill is to manipulate his own carapace and exoskeleton. Khaji Da, when summoned, will locate himself to the user’s back, somewhere on his or her spine. Immediately following this, he will use his chakra to manipulate his carapace to form a navy-blue armor over the user’s body, with an opening on the mouth, eyes, and ears. The armor is very durable yet pliable, akin to that of cured leather. It is light at the joints, allowing for normal range of motion. Khaji Da’s armor possesses an inherent durability against A-Rank techniques, allowing it to neutralize a single A-Rank technique without being dispersed; techniques below A-Rank will fail to weaken the armor. Khaji Da’s second skill is through his classification as a Hive Mind Scarab, allowing for a greater degree of automation and assisting the user in using their elemental ninjutsu. By integrating his chakra with that of the user, he becomes able to access the user’s elemental skills. When summoned, the user integrates their chakra signature with that of Khaji Da, allowing the Scarab to access a single elemental nature of the user’s. Khaji Da is then able to perform techniques, through the armor, in conjunction with the element. These techniques cannot require hand seals, but can be supplemented by the user’s chakra. Khaji Da can be summoned once per battle and will remain on the field for four turns.

□ Pending. Leaving for Pekoms. □


Declined: the Blue Beetle concept is fine but pick one element or do some sort of boost.

 
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Rust

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₪ (Raiton: Hareruya Sanmyaku) | Lightning Release: Hallelujah Mountains ₪
Type: Supplementary
Rank: B rank
Range: Short - Mid range
Chakra: 20
Damage: N/A (40 if used offensively)
Description: A peculiar technique that utilizes the concept of (Raiton: Shichu Shibari) - Lightning Release: Four-Pillar Bind to use Lightning to forcefully shape the Earth into particular shapes, combined with (Raiton: Inazuma ken Fudou) - Lightning Release: Lightning Blades Levitation that utilizes Lightning to allow objects to float/levitate. Through the use of this technique, the user will form 2 hand seals and focus their Lightning chakra into the ground/air. This allows them to form a large, flat sigil in the shape of a circle, which beams upwards, and focuses on an area either short range or up to Mid range (can be specified) of harmless Lightning instantly, in a bright flash colored in a light blue hue. This causes any unused/chakraless Earth or Earthen techniques up to C rank, to be shaped by Lightning into various shapes, most commonly into the shape of large boulders, but it is limited to the users' imagination or use. This levitating piece of Earth can be used to create a make-shift staircase, dodge incoming projectiles, or perhaps creating an elevated position for the user. The objects infused with this, will remain in a levitating position for up to 2 turns at a time, and can slightly move around within the area of the affected space (where the Lightning initially spanned). This technique can also be used offensively, to create make shift defenses, that come into the users' line of sight to block objects, etc. However, the rocks merely maintain a C rank level strength. Offensively, the technique can be used to drop large rocks on the opponent, as with a single hand seal, the user is able to prematurely cut the Lightning's effect, causing the affected rocks to simple fall down with great force.

Notes:

₪The technique can only be used 4 times, with a single turn cool-down in between.
₪The technique lasts 2 turns, but can be ended prematurely.
₪No S rank and above Lightning techniques in the same turn that it is used.
₪Can only be taught by Rust.

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□ Pending. Leaving for someone else. □


✪ Approved ✪

 
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Vroqrak

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Katon: Agni no hōfuku | Fire Release : Agni's Retribution
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user performs a set of three handseals Ram -> Boar-> Dragon and releases katon chakra onto the ground in a form of a circular ring around the short-range of the user. Instantly, the ring erupts into the form of a massive enclosed lotus that acts as an omni-directional defensive wall. Additionally, the lotus also regains its' natural state after a few seconds, releasing exhaustive amounts of fire through the ground upto Mid-Range
Note: Can only be used three times per battle.

□ Declined. Similar to existing techniques, and inadequate restrictions for an S rank technique. □

Gyaku fukku no jutsu | Reverse Hook Technique
Rank: A
Type: Offense
Range: Short
Chakra cost: 30
Damage points: 60
Description: This is a kick derived from the Taekwondo fighting style where the user uses precise chakra control to pivot his body using either of his legs as support and then use the other leg for a spinning kick to the back of the head. This can be used in a quick motion from potentially any position and also allows the user to dodge from any direct attack since the user turns his body away for the kick. The speed of the technique is directly comparable to user's speed and potent damage dealt.


□ Declined. Can be done in free form and a variant of it exists in a CFS. □

Doton: Ekōsuramu | Earth Release : Echo Slam
Type: Offensive
Rank: S
Range: Short(-Mid)
Chakra Cost: 40
Damage: 80
Description: The user performs a set of three handseals Dragon->Ram->Rabbit and slams his hands down onto the ground to release a massive shockwave along the radius of the user. This technique was devised to fight against clones and multiple summons or even shinobi as when the technique travel through the ground, each enemy hit causes an echo to damage nearby units. Real shinobi cause two echoes while clone and summons cause one. After the initial 80 damage hit to everyone in the short-range vicinity, the range of the technique spreads if there are multiple recipients of the damage which creates a chain reaction reaching upto mid-range. The damage value increases by 20 points per each enemy unit hit by the Echo Slam.
Note: Can only be used three times per battle.

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□ Declined. Similar to existing techniques. □
 
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Howard

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( Kuchiyose no Jutsu: Salazzle ) - Summoning Technique: Salazzle
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Salazzle is a dark grey Fire salamander resembling a bipedal salamander. She has a thin dark grey body with a purple underside. Her head is dark grey with purple eyes and slit pupils reducing the amount of light that can enter into the eyes. There are several tooth-like protrusions on the lower jaw being vestigial teeth that can be released after biting something leaving sharp arrow like teeth behind. Salazzle's body has three pink markings, one on the chest, and the other two on the abdomen. Salazzle has a long, dark grey tail with a pink underside and two protrusions come out from the tail's base which can be used like hypodermic needles should a tail strike land allowing her to inject poison directly into an opponent's blood stream. She has hands and feet with five digits each similar to summons like Ma and Pa toad having a somewhat bipedal stance however when she moves she returns to all fours to move and run. She is roughly a meter long small enough to stand on a shoulder or cling to the body thus making travel easier.

She can move at twice the base speed of a Sage rank bio. Salazzle can use poison techniques releasing the poison from her vestigial fangs molding it with poison chakra and expelling it from the mouth allowing her to use any poison technique the user knows up to S rank. Or she can release poison techniques from her tail protuberances shooting the techniques outward or over her head.

Her poison is Samandarin a toxic substance produced by most Fire salamanders. It's effects are over-excitation of the muscles, restlessness, hypertension, rapid breathing, dilated pupils, muscle convulsions, respiratory paralysis, and eventually the poisoned person will faint. Once poisoned by this substance the first symptom is muscle convulsions and over-excitation of the muscles as well as restlessness causing the poisoned individual to twitch and stutter this happens the turn after the poison touched the skin. After two turns the lungs begin to shut down causing labored breathing causing the opponent to need to gasp taking deep breathes to merely obtain enough oxygen to breath as well as hypertension and rapid breathing. Finally after six turns of being poisoned the organs begin to shut down causing the poisoned individual to pass out, for the WSE this causes the individual's health to drop to zero. She is able to communicate with her summoner either verbally or mentally.
Note: Can only be summoned once lasting four turns


Approved: a few abilities were omitted and edits annotated in pink. Note that while most details with regards to its poison remain intact, there was concern with cancelling out bios' passive health regeneration as is. In short, it seemed as though a bio that was neither a med nin or Yang user could be out indefinitely, which was deemed too much. And if you really want a damage boost for poison, rework it and resubmit as an update.


( Kuchiyose no Jutsu: Salazzle ) - Summoning Technique: Salazzle
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Salazzle is a dark grey Fire salamander resembling a bipedal salamander. She has a thin dark grey body with a purple underside. Her head is dark grey with purple eyes and slit pupils reducing the amount of light that can enter into the eyes. There are several tooth-like protrusions on the lower jaw being vestigial teeth that can be released after biting something leaving sharp arrow like teeth behind. Salazzle's body has three pink markings, one on the chest, and the other two on the abdomen. Salazzle has a long, dark grey tail with a pink underside and two protrusions come out from the tail's base which can be used like hypodermic needles should a tail strike land allowing her to inject poison directly into an opponent's blood stream. She has hands and feet with five digits each similar to summons like Ma and Pa toad having a somewhat bipedal stance however when she moves she returns to all fours to move and run. She is roughly a meter long small enough to stand on a shoulder or cling to the body thus making travel easier.

She can move at twice the base speed of a Sage rank bio. Salazzle can use poison techniques releasing the poison from her vestigial fangs molding it with poison chakra and expelling it from the mouth allowing her to use any poison technique the user knows up to S rank. Or she can release poison techniques from her tail protuberances shooting the techniques outward or over her head. [b]Once every three turns, passively she is able to concentrate more chakra and poison into a technique increasing the chakra found inside of the technique by ten and increasing the amount of Samandarin forced into it increasing the amount of poison used for the technique. This has the effect of increasing the damage by twenty and can up the rank of the technique as well (both apply to only A-ranks and below). This ability has a three-turn cooldown and works for a single poison technique that she herself uses. She does this by producing her own toxin, Samandarin and forcing it into a standard poison technique compounding it's power and symptoms with the Samandarin. This happens in the same timeframe as the technique it is being used for.[/b]

Her poison is Samandarin a toxic substance produced by most Fire salamanders. It's effects are over-excitation of the muscles, restlessness, hypertension, rapid breathing, dilated pupils, muscle convulsions, respiratory paralysis, and eventually the poisoned person will faint. Once poisoned by this substance the first symptom is muscle convulsions and over-excitation of the muscles as well as restlessness causing the poisoned individual to twitch and stutter this happens the turn after the poison touched the skin. After two turns the lungs begin to shut down causing labored breathing causing the opponent to need to gasp taking deep breathes to merely obtain enough oxygen to breath as well as hypertension and rapid breathing. Finally after six turns of being poisoned the organs begin to shut down causing the poisoned individual to pass out, for the WSE this causes the individual's health to drop to zero. She is able to communicate with her summoner either verbally or mentally.
Note: Can only be summoned once lasting four turns

□ Pending. Leaving for Pekoms. □


Update Approved: forgot this was a personal summoning but "once per turn" for the boost isn't happening.


( Fuinjutsu: Sairentoarāmu ) - Sealing Arts: Silent Alarm
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 ( +3 to the caster when broken )
Damage: N/A ( 60 if an element is sealed away )
Description: A seal that does exactly what the name suggests creating a silent alarm when triggered. The user is able to place a seal upon a surface such as a weapon, a door, a window, a tree, or a circular area within range on the ground that has a five meter radius. Until the seal is broken an alarm alerts the caster whenever a creature touches or enters the warded area. This is similar to techniques like (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique but doesn't require the user remain inside the area of the barrier or seal to know when it detects something. When the seal is placed, the caster can designate creatures that won't set off the alarm including but not limited to allies, summoning creatures, animals etc. The caster can also choose whether the alarm is mental, audible or both. When designated to be mental it will merely return ten percent of the chakra used to create the seal to the user along with all of the information of what has happened in the warded area including things that have entered the area or techniques that have been used. The seal breaks when the alarm is triggered to facilitate this action, and can even be accompanied by a barrage of sealed weapons or a substance such as ink, water, fire, or poison to combat the intruder. If done in this way the user must seal the substance with ( Han'you Fūin ) - Generic Sealing Technique. The seal breaks when foreign chakra, natural energy from a person, or a heat signature not designated enters it's area of effect, but can also be set off by a change in pressure upon the seal from things like ( Hijutsu: Fūinjutsu Kai ) – Secret Technique: Sealing Release or a touch should the alarm try to be nullified. Finally the seal can be used in a more trap-like nature by sealing away the use of a genjutsu trapping them in an immobilizing genjutsu until they break out of it. This minor illusion would just be the seal itself expanding similar to the Tongue Twister Seal and wrapping around the intruder paralyzing them with a similar feeling to the aforementioned seal. This genjutsu would be A rank and would take proper reasoning and proper actions to be broken. This action is passive and is the seal itself placing the genjutsu meaning if the person who created the seal is nearby they could attack in tandem to it. The aim of this genjutsu is to give the seal creator time to react to the intruder.
Note: The user can place and have three alarm seals active but only one can be trap based

□ Declined. I like the idea, and where you're going with it, BUT, there is a but in this case. How would the alarm sound, without the use of an audible sound, through Sound Ninjutsu? How is it mental, unless of course, you carry a specific seal with you that links you, and said seal, perhaps (to make it more feasible?). The adding of things to emerge when the seal is triggered feel a bit far fetched, as well as the inclusion of the Genjutsu. I don't see how the last two can be done, without a separate technique maybe (the eruption of something can be a pre-made seal, while the Gen, that one is a bit off, not sure it'd work like that). □
( Fuinjutsu: Sairentoarāmu ) - Sealing Arts: Silent Alarm
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 ( +3 to the caster when broken )
Damage: N/A ( 60 if an element is sealed away )
Description: A seal that does exactly what the name suggests creating a silent alarm when triggered. The user is able to place a seal upon a surface such as a weapon, a door, a window, a tree, or a circular area within range on the ground that has a five meter radius. This seal has an intuitive link to the creator through their chakra signature and their chakra supply itself similar to a shadow clone, and when broken has similar effects to the dispersal of a shadow clone as explained further in the technique. Until the seal is broken an alarm alerts the caster whenever a creature touches or enters the warded area. This is similar to techniques like (Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique but doesn't require the user remain inside the area of the barrier or seal to know when it detects something. When the seal is placed, the caster can designate creatures that won't set off the alarm including but not limited to allies, summoning creatures, animals etc. This is a mental alarm alerting the creator when the seal is broken. When the seal breaks it will merely return ten percent of the chakra used to create the seal to the user along with all of the information of what has happened in the warded area including things that have entered the area or techniques that have been used. The seal breaks when the alarm is triggered to facilitate this action, and can even be accompanied by a barrage of sealed weapons or a substance such as ink, water, fire, or poison to combat the intruder. If done in this way the user must seal the substance with ( Han'you Fūin ) - Generic Sealing Technique beforehand, they can then create another link connecting the Kanji of that seal with the new Silent Alarm seal. What this means is when the alarm seal is triggered the released chakra will instantly activate the other seal as they become intertwined in a sort of "push" and "pull" relationship. Contrary to this if someone breaks the ( Han'you Fūin ) - Generic Sealing Technique seal to try and "disarm" the trap, the alarm seal is instantly triggered as well alerting the creator. The seal breaks when foreign chakra, natural energy from a person, or a heat signature not designated enters it's area of effect, but can also be set off by a change in pressure upon the seal from things like ( Hijutsu: Fūinjutsu Kai ) – Secret Technique: Sealing Release or a touch should the alarm try to be nullified. This action is passive and is the seal itself activating the trap meaning if the person who created the seal is nearby they could attack in tandem to it. The aim of this is to give the seal creator time to react to the intruder or even produce an offensive should they have the time. This seal can additionally be placed on weapons, or objects so that if someone tries to take an item from the user, be it a sword, a kunai, their ninja pouch etc the seal will activate alerting the creator and allowing for a trap to be sprung. If the creator is a medical-nin or an advanced fuinjutsu user they can place the seal on someone or their own body for use in either taijutsu or close quarters e.g. if someone hostile tries to touch the user the seal will break and the trap will spring.
Note: When initially using ( Han'you Fūin ) - Generic Sealing Technique to seal a substance a move is used, but the seal activates it passively afterward
Note: The user can place and have three alarm seals active but only two can be trap based


□ Declined. A lot better now, just define to what rank can be included in the seal, how much of that can be released and how. The colored portion exists in other techniques, unfortunately. The part of the creatures is a no, it'll be only linked to you. Not so sure about heat signature and changes in pressure as a way to utilize this, I'll be fine with foreign chakra and natural energy. I think that's all, this technique is hella long. □

( Hāremu to Buromo ) - The Harem and the Brood
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will lift their hand summoning numerous salamanders from their sleeves or they will create a summoning portal somewhere in short range of them to accomplish this effect. As the salamanders are summoned they are thrown forward through the momentum of the summoning similar to how snakes summoned through snake ninjutsu are able to rush out from the sleeves to attack. These salamander rush forward in the form of a moderately sized wiggling mass of salamanders accompanied by liquid poison that is being excreted by their bodies to create a thick gelatinous protective film of poison surrounding the salamander like their natural mucuous defense. These salamander can bite and tear at their opponent as well as poison someone merely through touch. This protective film will take on a jutsu before the salamanders do themselves allowing for the S rank film of liquid poison to collide with a technique allowing the salamanders to continue on after the damage is negated. This poison has the same effects as Ibuse's poison, unless another specific type of salamander toxin is summoned in it's place but that toxin must be something a contracted salamander can produce and that can be referenced to. After this initial clash the salamander can survive sixty additional damage or an A rank and still attack however more then this will kill them.

Alternatively instead of summoning forth mature salamander the user can instead summon forth salamander still in their larvae state before maturing. These appear as slimy balls of a toxic substance with a small tad-pool like creature in their center. These baby salamander are special due to the toxic embryonic fluid that surrounds them. It is fundamentally the same as the poison used in (Dokuton: Dokugakure Kiri no Jutsu) - Dokuton: Hidden Poison Mist Technique instead being in a liquid state. Usually larvae would need nutrition provided to them through their embryonic fluid but this special toxin/excretion bypasses that natural limitation by causing the slime-like gel to instantly and abruptly draw in chakra from others or ninjutsu providing it directly to the baby salamanders. This is able to steal away twenty chakra per turn from an opponent or ten chakra directly from a technique the gel is colliding with either weakening the opponent or weakening their technique by ten chakra and one rank ( twenty damage ) up to forbidden rank. These baby salamander are then provided with this chakra and are able to mature rapidly the moment the chakra is taken in maturing to full growth in seconds. This means that instead of being harmed by the technique that clashed with the fluid, they are strengthened by it allowing them to in theory, if the damage is appropriate survive through a clash and continue to strike the opponent directly in the same manner as the above mentioned mature salamander. These salamander after being grown to maturity can survive through up to sixty damage or an A rank and still attack afterwards. Anything higher than this will kill them.
Note: Can only be used three times per battle with baby salamander being summoned twice
Note: The gel-like toxin cannot be controlled by the summoner but can be controlled by a salamander


□ Pending. Leaving for Pekoms. □


Declined: the film plus inherent durability is too much and no, the gel-like toxin will not be controlled by them like this.

 
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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.

(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 the lightning element 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 is filled with the puppeteer's poison. 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 one arrow of this kind at once and upon them making contact with the ground smoke will be dispersed everywhere.

Note: Each arrow has a one-turn cool down but do note that Exorcism Arrow is only useable four times per event.


Approved: edits annotated in pink.


(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 the lightning 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 up to S-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. This poison will have the effects and properties of the puppeteer poison. (A-rank)

Notes:
~Each ability has a range of Short-Long except Absorption Cannon, which is limited to short-range.
~ Each cannon has a one turn cool down except for Absorption cannon which has a three-turn cool down.


Approved: edits annotated in pink.


(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. The poison used can only be the puppeteer's specialty poison.

Notes:
~Chakra stream ability is equal to A-rank, has a one turn cooldown
~The barrier technique is equal to A-rank, has a three-turn cooldown
~The barrage of Katanas technique is equal to A-rank, has a one turn cooldown


Approved: edits annotated in pink.


Updating: ( )
Summoning Animal: SpringhareScroll Owner: Keji
Others who have signed contract: N/A
Summoning boss if existing: N/A
Other summoning animals tied to contract: N/A
Description and Background: There are two types of Springhare left in the world and both belong to the genus Pedetes, the third has long been extinct. Though the species look alike at a casual glance, scientific study can easily determine which is which. The springhare can range anywhere from 35 cm to the size of a large toad summoning. The springhare resembles a small kangaroo (though unrelated) with well-developed hind legs, which allows the smallest to leap over 10m (30ft) in a single bound. It is for this ability that it gets its name.

The colour of this mammal varies from a reddish-brown to a pale grey, with a black tip on the tail. They have four toes on their hind feet with claws that look like small hoofs; these are wider than those found on the forefeet. They have a thick muscular neck supporting their short head. They also have large eyes, and their ears have a tragus that prevents sand from entering when they are digging. Springhares are mostly nocturnal but are occasionally active in the day. During the daytime, they live in tunnels that they dig. They plug the entrance of the hole with soil from the inside of the tunnel. It is easier for them to dig during the rainy season when the soil is wet. The springhare don't trust many outside species so getting them to allow a human to sign the contract is very difficult.

Abilities:
-Springhare summons are land based summoning's and because of their natural relation with earth are doton masters performing earth jutsu without hand seals but they are not limited to this one element.

-They also perfected taijutsu to take advantage of their natural leg strength which allows them allows for greater maneuverability, jumps and kicks than toad summons. (Tai specialty and +10dmg to leg based tai)

-As they live in burrows springhare are able to free form dig in both solid and wet ground.

-The springhare also have a heightened sense of hearing, smell, and vision.


You must be registered for see images
*Added bolded and Abilities list, if declined suggestions would be appreciated ^^

Approved.

Summoning Animal: Springhare
Scroll Owner: Pyro NB
Others who have signed the contract: N/A
Summoning Boss if existing: Azrael
Other summoning animals tied to contract: Haunter/Eva/Cynn
Description and Background: There are two types of Springhare left in the world and both belong to the genus Pedetes, the third has long been extinct. Though the species look alike at a casual glance, scientific study can easily determine which is which. The springhare can range anywhere from 35 cm to the size of a large toad summoning. The springhare resembles a small kangaroo (though unrelated) with well-developed hind legs, which allows the smallest to leap over 10m (30ft) in a single bound. It is for this ability that it gets its name.

The color of this mammal varies from a reddish-brown to a pale grey, with a black tip on the tail. They have four toes on their hind feet with claws that look like small hoofs; these are wider than those found on the forefeet. They have a thick muscular neck supporting their short head. They also have large eyes, and their ears have a tragus that prevents sand from entering when they are digging. Originating from the Great Wind Desert they now reside in deep burrows underneath the Haunted Forest. Springhares are mostly nocturnal but are occasionally active in the day. During the daytime, they live in tunnels that they dig. They plug the entrance of the hole with soil from the inside of the tunnel. It is easier for them to dig during the rainy season when the soil is wet. The springhare doesn't trust many outside species so getting them to allow a human to sign the contract is very difficult.

Abilities:
~Springhare summons are land-based summoning's and because of their natural relation with earth are doton masters performing earth jutsu without hand seals but they are not limited to this one element.

~They also perfected taijutsu to take advantage of their natural leg strength which allows them allows for greater maneuverability, jumps, and kicks than toad summons. (Tai masters and +10dmg to leg based tai)

~As they live in burrows springhare are able to passively dig/burrow in both solid and wet ground. (1 rank below them)

~The springhare also has a heightened sense of hearing, smell, and vision.


□ All Pending. Leaving for Pekoms. □


Update Declined: it's simply too late to be going back and adding a passive like this. Also, you needn't update the contract here for info pertaining to a boss or other contracted animals, in addition to a WSE location. Those details can be adjusted freely.

 
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Onii Chan

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everything you need, including links, are here - If this is approved i'll be giving my previous weapon's full ownership over to LGeezy

(Chisākuru) - Ring of Power
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: " Three Rings for the Elven-kings under the sky, Seven for the Dwarf-lords in their halls of stone,
Nine for Mortal Men doomed to die, One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie.

One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them
In the Land of Mordor where the Shadows lie. "


The Ring of Power was forged in the age of Kaguya, crafted to one day defeat her rule and to rest upon the finger of the chosen. Silver in material, its ancient text scratched masterfully around the entirety of the circular, thin ring. Its forging crafted with twin gemini; the letters glow with chakra. Its first finger, wrapped around its essence was of evil intent, soon to have controlled the world but failed. Their language speaks clear, the words brightly shine like the sun in the night. A land far from here it lies, from now its birth rises. It seeks a finger, lying in wait for the moment its true master arrives.

'' Ash nazg durbatulûk, ash nazg gibatul, ash nazg thrakatulûk, agh burzum-ishi kripatul. ''

Abilities
The Ring of Power is solely of Ninjutsu purpose, combining two techniques to gift the user a singular passive ability that's able to be activated at any time without hand seals. Two techniques - (Chakra Yokuatsu no Jutsu) - Chakra Suppression Technique, and the (Meisaigakure no Jutsu) - Hiding with Camouflage Technique, both combined to make a singular technique called: (Soreshinjitsushiryoku) - The One True Sight Technique which allows the user to completely turn invisible for a maximum of 1 turn; the decrease in turns active is due to the power increase from combining techniques. When activating the ring the user can dodge offensive jutsu directed towards them if viable and plausible; if the technique in question doesn't cover the entire field or too large to move out of the way (area effect of long range or more). This gives the user a increase in flexibility in combat; being able to counter something and constantly increase pressure and stress to the combatant in both chakra wasting reserves and mental tracking. Furthermore, due to the ring of power the user can move freely whilst in this invisible form; closing the range from long to short in the matter of a single post. Based on the power of the ring one can only avoid one technique per turn whilst the ring is activated, moving distances costs one move slot, dodging a technique costs one move slot as well.



□ Declined, on the basis of the rules of formatting. □

(Hosoku: Fūji no Jigoku) - Ninjutsu Entrapment Art: Containment of Hell
Type: Offensive
Rank: S
Range: Medium
Chakra: 40
Damage: N/A
Description: The user will perform a series of hand seals: Dragon, Snake, Boar, then Rat. Afterwards slamming one hand on the ground in front of them, summoning a chain of iron beneath the ground a few centimeters below the dirt. The chain is covered with a leather strap which protects it from lightning, the user will then curl their fingers into the dirt below where their hand was and grasp the end of the chain, thrusting upwards the chain will ripple out of the ground in a line towards the combatant where it'll swiftly snap out of the ground below the opponent and immediately tighten around the torso and shoulders. If the user dodges or moves out of the way the chain will snap out and upwards from the ground and tighten around both of their ankles instead.
Note: Can only be used twice per battle

□ Declined. The technique is fine, but as an S rank, it needs more restrictions, how long does it last, what can destroy it, how much damage does it cause, if not, does it remain indefinite, etc. □

(Kuchiyose: Fīrudo-Fushō) - Ninjutsu Summoning Art: Wounded Field Technique
Type: Offensive Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will perform the Dragon and then Bird hand seal to which after they'll charge the opponent, whether or not its a shadow clone or the actual user is up to them. Acting as bait they'll purposely get hit by a combatant's offensive technique that they'll automatically substitute, upon substituting the jutsu a massive amount of kunai, shuriken, Senbon, Explosive Tags, or any other tool will be summoned around the combatant then either explode or fly inwards to pierce them.

□ Declined, similar to existing techniques. □
everything you need, including links, are here - If this is approved i'll be giving my previous weapon's full ownership over to LGeezy

(Setsuzoku-Kōtsū) - Ring of Power
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: " Three Rings for the Elven-kings under the sky, Seven for the Dwarf-lords in their halls of stone,
Nine for Mortal Men doomed to die, One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie.

One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them
In the Land of Mordor where the Shadows lie. "

The Ring of Power was forged in the age of Kaguya, crafted to one day defeat her rule and to rest upon the finger of the chosen. Silver in material, its ancient text scratched masterfully around the entirety of the circular, thin ring. Its forging crafted with twin gemini; the letters glow with chakra. Its first finger, wrapped around its essence was of evil intent, soon to have controlled the world but failed. Their language speaks clear, the words brightly shine like the sun in the night. A land far from here it lies, from now its birth rises. It seeks a finger, lying in wait for the moment its true master arrives.

'' Ash nazg durbatulûk, ash nazg gibatul, ash nazg thrakatulûk, agh burzum-ishi kripatul. ''

Abilities
The Ring of Power is solely of Ninjutsu purpose, combining two techniques to gift the user a singular passive ability that's able to be activated at any time without hand seals. Two techniques - (Chakra Yokuatsu no Jutsu) - Chakra Suppression Technique, and the (Meisaigakure no Jutsu) - Hiding with Camouflage Technique, both combined to make a singular technique called: (Soreshinjitsushiryoku) - The One True Sight Technique which allows the user to completely turn invisible for a maximum of 1 turn; the decrease in turns active is due to the power increase from combining techniques. When activating the ring the user can dodge offensive jutsu directed towards them if viable and plausible; if the technique in question doesn't cover the entire field or too large to move out of the way. This gives the user a increase in flexibility in combat; being able to counter something and constantly increase pressure and stress to the combatant. Furthermore, due to the ring of power the user can move freely whilst in this invisible form; closing the range from Medium to Short, Long to Medium or vise versa in the matter of a single post. Based on the power of the ring one can only avoid one technique per turn whilst the ring is activated, moving distances costs one move slot, dodging a technique costs one move slot as well.


□ Declined. How does equipping the ring and becoming invisible allow you to dodge in that capacity as you explain? □

(Kage Bunshin Sokuji-Nekkyō no Jutsu) - Shadow Clone of Immediate Frenzy Technique
Type: Supplementary Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user will begin by initiating a build up of their own chakra inside the entire body, this will swiftly cover the entire body in a thin layer of chakra. This thin layer of chakra will be acted out as a Kage Bunshin where they'll then be mentally commanded to act out a single strike either it be Taijutsu or Kenjutsu but only a singular action to which then they'll immediately disperse. This shadow clone is made out of pure chakra and will start off with the same position or pose the user is doing, it can be left in a previous position that the user once stood on and can be delayed to attack and can even make multiple copies this way. These clones however cannot utilize anything besides Taijutsu and or Kenjutsu, because of this they don't typically share the same chakra source of the user and wont require the user to divide theirs upon summoning, although the same restrictions of a Kage Bunshin still apply.


□ Declined. Similar to existing techniques. □

Summoning Animal: Maneater Worms
Scroll Owner: Onii Chan
Other Users who have signed contract: None yet
Summoning Boss if existing: Kingseeker Frampt
Other Summoning Animals tied to contract: Darkstalker Kaathe
Description and Background: Worms or Wyrms, specifically ''maneater'' are nicknamed for their unique teeth that're sometimes in the thousands. Noted to be able to eat anything and chow its way through pretty much any material. The nickname ''maneater'' comes from the rumor that they once fed upon man and grew through human sacrifices. Their size often varies, for both Frampt and Kaathe they're regarded as large worms, although Frampt is considered taller. Their specialty is earth movement, where they're able to carve through the mass of any earth material with ease and with great speeds, because of this they're known to be completely immune to earth based techniques. Regarding their offensive prowess they're only capable of frontal strikes, often resorting to merely consuming anything that gets into the pathway of their sharp toothed mouth. They're unable to perform any jutsu or technique which makes the Worm contract very limited in viability regarding flexibility, however defensive wise they're great when facing Earth specialists.

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□ Pending. Leaving for Pekoms.


Declined: it does not appear as though there are actually worms with teeth like this and in spite of your intention to not have them being able to use jutsu of any sort, a full immunity to an element isn't likely to be permitted. Of course, with this fixation on teeth, it'd be a simple endeavor to just make a contract jutsu that imitates teeth. If there are in fact worms with thousands of teeth, do let me know.

 
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Shinta

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(Fuinjutsu: Subete no Chi ) - Sealing Technique: All Knowing Eye
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A consciousness trap technique made specifically to fight against Yamanaka, mind readers or mind probers where the user will place a seal upon the mind using the body and brain as a vessel. This seal is placed upon the uppermost portions of the mind and with it the user is able to stave off intrusions into the mind by creating a three-layered barrier; the first layer surrounding the uppermost thoughts. This allows them to seal into the first layer trivial thoughts like "did I leave the stove on?" "what am I going to have for dinner tonight." "I wonder if my opponent knows they really need to clear their nose." these types of thoughts can be perceived by mind readers or probing techniques. Additionally, a song or lyric can be put into this area so that if they try to probe into the mind they are met with a catchy tune or jingle like an ear-worm. This trap is further refined against consciousness swapping or deep diving mind probing techniques as it literally traps the opponent's consciousness in the second layer of the seal quarantining it keeping it forever from returning to its body. It does this by placing the consciousness into a massive maze that is impossible to exit. This happens instead of the Mind Swapping technique swapping consciousnesses meaning the users own consciousness isn't touched during this exchange. This effect only happens for mind swappers and works for techniques up to S rank. Simply put this area is an ever-evolving maze with no entrance or exit changing with the user's own thoughts, walls growing and vanishing.
The final layer is special it literally ciphers and codes the user's real thoughts into a mess of several different ciphers and codes. These thoughts can only be deciphered by the user them-self and are ciphered and coded the moment they enter the mind allowing no time to actually read or understand them. The user does not need to decipher their thoughts though as they are able to perceive them normally only things from outside the mind, like individuals probing the mind will see or perceive these mental defences. If the seal could be looked at it would appear to be a massive eye with a pupil an iris and a sclera this is because the area inside the mind isn't bound by space and time.
Notes:
-Seal can be used in or before combat, and can only be used once per battle
-Can be placed upon a bio


□ Declined. This technique sounds eerily similar to something I have seen before, but I will try and find that. I'm not against the creation of a barrier against mental techniques, but it would have to be restricted better. It would not be able to permanently trap a Yamanaka's consciousness, and needs some more defining to be between good enough and useful, but not overpowered and ambiguous. □

Chakura Udewa - Chakra Bracelet
Type: Weapon/Supplementary
Rank: S-rank
Range: Self
Chakra: 40
Damage: N/A
Description: This bracelet is comprised of Seventeen chakra-resonating beads. Seven represent the seven chakra's and are coloured as such; Red, Orange, Yellow, Green, Blue, Indigo and Violet. The remaining ten beads are made of strange dark material that reacts to the Positive Black and Negative White Chakra that Jinchuuriki and Bijuu are able to utilise. After spending 40 Chakra to activate the bracelet, the ten beads will react by gently glowing white or black as the bracelet begins to absorb and mix Positive and Negative chakra in a ratio of 8:2; instilling this chakra mix into any Tailed Beast Skills the Jinchuuriki uses. This will passively boost the damage of any Tailed Beast Skills by +20 Chakra up to S-rank, or +10 for any F-rank. The Jinchuuriki may opt to override the damage boost and instead boost the rank of the Tailed Beast Skill by one rank up to S-rank however this would have to be actively channelled to work this way.
Another ability of the bracelet requires the active input of the wearer to divert 10 chakra per turn to half the chakra cost of any supplementary jutsu used for the next four turns. The seven coloured beads represent a balance of the Jinchuuriki's chakra with themselves and of their Bijuu's, allowing this reduction to supplementary jutsu;it is these seven beads that the actively channelled chakra must be focused on. This ability requires a two turn cool-down between uses and must already have the bracelet active.
Notes:
-Can only be used by Jinchuuriki or Psuedo-Jinchuuriki
-Is compatible with any Form the Jinchuuriki is in.

Bijutsu-Fūinjutsu: Saishū-tekina rokku kaijo- Tailed Beast Sealing Art: Final Unlock
Type: Offensive/Supplementary
Rank: F-rank
Range: Self
Chakra: 50
Damage: 90
Description: After performing a string of five hand seals, the Jinchuuriki will channel chakra into the finger-tips of their dominant hand, placing them on the Jinchuuriki Seal. From here, the Jinchuuriki will inject their chakra directly into the seal while turning their hand slightly, unlocking the full potential of the Bijuu sealed within for a limited time, gaining the active damage boost to only the Bijuu's primary element (as stated by the full transformation jutsu) for up to four turns. Alternatively, the user may instead place there palm flat on the seal before rotating slightly to allow the Bijuu to fully escape the seal, only tethered to the Jinchuuriki by a leash of bijuu chakra. In this secondary usage of the seal, the Jinchuuriki and Bijuu may act separately to each other the Jinchuuriki maintaining it's base-form damage modifier but will be unable to use any transformation during this separation; while the Bijuu will only be able to use the abilities and respective damage modifiers as stated by their Final Transformation Jutsu. This separation can only be maintained for up to four turns, much like the first usage of this unlocking. Using either of these methods will result in a heavy toll after the expiry of the jutsu; leaving the Jinchuuriki unable to use any Tailed Beast Skills, including the damage modifiers, for the following three turns and causing 15 damage at the time of activation and a following 15 damage at the conclusion of the Separation usage.
Notes:
-Requires Advanced Fuuinjutsu
-Can only be used once per battle




□ Pending. I'll leave these two for someone more versed in Jinchuuriki stuff. □
 
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Goetia

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(Kamunagara) – Manifestation of Law
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kamunagara is not itself an ability that is consciously activated or utilised like one would a jutsu. Rather, it is a product of one’s intent, or emotions, influencing their chakra in such a way that it visibly manifests as a pattern or object that hovers behind or around the user. One such example of this is extreme bloodlust or rage, which has been seen before by Naruto and Zabuza, under the influence of the Kyūbi and sheer force of will respectively. The object, pattern or symbol produced is unique to every ninja, and thus it can be considered as a physical manifestation of their will and being. The color produced is dependent on the type of emotion, e.g. anger will produce red, sadness will produce blue, happiness will produce yellow, etc. While the behaviour of chakra in this technique is able to give off specific auras and incite particular sensations in other people, it cannot paralyse or frighten others on the level of something such as Killing Intent. It also cannot physically interact with or cause any kind of injury to an opponent. This ability, functionally, is passive in nature, as it doesn’t require activation or any form of active input from the user, and is entirely cosmetic.


✪ Approved ✪


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(Fūinjutsu: Sainō Kōshōjin) – Sealing Technique: Ars Notoria
Type: Supplementary
Rank: C
Range: Short – Long
Chakra: 15
Damage: N/A
Description: A technique derived from the Dead Demon Consuming Seal; this technique enables one to view the spirits of the dead. The Dead Demon Consuming Seal, when summoning the Shinigami, enables some level of spiritual awareness and connection to the Death God. This is evident in Hiruzen’s capability to view the Death God alone when summoning it, something that Orochimaru was only able to do when his spirit was being pulled from his body. With this technique the user establishes a connection to the afterlife, rather than the singular Shinigami, allowing them to view the spirits of those who have perished long ago wandering the earth. This does not allow the user to view spirits of those from Yin Release, or other clan abilities. Rather, this is a cosmetic technique designed to allow the user to view the dead strictly for RP purposes. Once activated, lasts until deactivated.


✪Approved ✪


Farao no Hōrei #3. Ōshima no Oshirisu ������ Pharaoh’s Decree #3. Osiris the Overlord
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A (same as targeted technique)
Description: This technique is not one that is intended to directly produce or empower fire, but rather, to exert total control over and manipulate pre-existing fire on the battlefield. By tapping into the chakra within a fire technique of the user’s creation and making three handseals, they can harness it and thus directly control it through hand gestures and movements, identical in principle to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the technique could be used to change the trajectory of a fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. This accounts for the most rudimentary and basic application of the technique. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform the very structure and composition of the technique itself. Harnessing the chakra within a fire technique, the user is able to apply shape manipulation to it, allowing them to alter the composition and form of the technique. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the chakra mass being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). Whilst this technique is in use, the user can only perform fire release jutsu and elements that have fire as a component.

⇒ Usable 4x per battle
⇒ Usable once per turn
⇒ Control of a technique/usage of this jutsu lasts for the duration of the turn that it is used in.
⇒ Can only be used on one technique per usage

♪ Approved: A varied chakra cost won't be approved. Additionally, note that it would be impossible to make techniques larger than they originally were. And, it will be impossible to make anything smaller than, say, a small stone/pebble. And, finally, remember that you specified it would only work with the user's techniques. ♪
Farao no Hōrei #3. Ōshima no Oshirisu ������ Pharaoh’s Decree #3. Osiris the Overlord
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Osiris the Overlord is an ability designed to allow the user control over their Fire-based techniques in a manner similar to that of the Phoenix Sage Fire technique, but to a much greater extent. Revolving around the principle of manipulating the movement of chakra through passive mental control, the user will activate this technique within the same timeframe as performing another Fire-based jutsu, or whilst any of their said techniques is on the field (this requires a handseal), allowing them to control the behaviour of their own jutsu. For example, the user is able to manipulate the target jutsu’s current trajectory, altering its path to avoid a clash or to chase down a specific target. Through this ability, the user is also able to reform the structure of the targeted jutsu, repurposing it by altering its shape and size, even breaking the technique down into pieces to suit their needs. For example, splitting the Great Fireball technique into two fireballs, or breaking them into multiple pieces and creating chakra weaponry through shape manipulation. The inverse is also possible; allowing the user to combine or re-merge different Fire-based techniques. Jutsu which are split or combined in this way will behave according to their new rank (e.g. A + A = S-Rank, B/2 = C-Rank). When a jutsu is merged into another technique which has a duration, that jutsu’s duration is extended proportionate to the rank of the jutsu merged into it (B-Ranks & below will extend duration by an additional 2 turns, A-Ranks and above will extend duration by an additional 3 turns). While merging and splitting through this jutsu is passive in timeframe, being a seamless process, it costs a move to perform per merge/split.

⇒ Usable 4x
⇒ Usable once per turn
⇒ Control over jutsu/usage of this ability lasts for the duration of the targeted jutsu


□ Declined. Keep the original. □

Farao no Hōrei #4. Ra no Kagayaki ������ Pharaoh’s Decree #4. Ra the Radiant
Type: Supplementary / Defensive
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Performing 4 hand seals and channelling chakra throughout the body to every point on the skin, the user will release a coating of fire release chakra that will form itself over the body as a flaming armour, with holes in the armour for the eyes and mouth. The fire itself is above the skin, the flames being angled away from the user’s body that prevents the heat of the fire from affecting the user at all (the user is still able to perform handseals and make movements for techniques that require any kind of movement or gestures). Since the fire is simply a layer of energy with its shape maintained through chakra manipulation, it does not impede the user’s mobility whatsoever, allowing them to move freely and unhindered. The flames themselves are tangible, so they possess a solid quality to them, allowing the armour to deflect basic weaponry, and defend from jutsu according to the S&W scheme. Utilising further shape manipulation, the user is able to passively (in terms of timeframe, though still costing a move) form makeshift weapons of variable strength (E-A rank), made of tangible fire using the armour as a source. Since they are formed from the armor, they'd weaken it proportionally upon being created. For example, forming an A rank weapon would reduce the Armor's rank to A rank as well. If the weapon is prematurely destroyed, the user can (at the cost of a move/use of this jutsu) restore the armor to its original strength. These weapons are simply manifested at will and thus are formed instantly, allowing the user to utilise them immediately upon creation. Any weapons created through the armour can extend up to 5 meters in length and 1 meter in width at maximum. Because these constructs are simply extensions of the fire itself, they possess no weight either. The user can also release single blasts of fire, slightly larger than that of basketballs, towards a target through gestures, that can reach up to mid-range and create an explosion on impact encompassing short-range, which costs a move. In close-quarters combat, this armour is incredibly dangerous, due to the strength and heat of the flames that compose the armour itself, and its ability to create weaponry and even attack on its own. Due to the nature of the technique, only Fire Release and other elements, of which Fire Release is a component of, can be used whilst this technique is active.

⇒ Usable 2x per battle
⇒ Lasts 4 turns
⇒ No Fire techniques above A-Rank on the turn of deactivation

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♪ Approved: Made edits. ♪
Jutsu has a lot of major changes, so it'd be redundant to bold everything.

Farao no Hōrei #4. Ra no Kagayaki ������ Pharaoh’s Decree #4. Ra the Radiant
Type: Offensive / Defensive
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: 80
Description: Forming a string of 4 seals, the user will channel chakra to every point on their body, releasing a coating of flames which, rather than simply create a form-fitting armor, will morph into a being made entirely of flames, resembling a winged humanoid phoenix that can stand at any size up to 15 meters tall at maximum. The user will, by default, float at the center of the phoenix, named ‘Ra’, unless otherwise stated. Built into Ra is a sealing formula which serves to prevent the flames of the jutsu from hurting them by forming a protective barrier which naturally repels the heat and energy from transferring to the user, and to closely bind the mind and body of the user to the phoenix. Through mental control, or through physical movements within the phoenix, the user is able to command the movement of the fiery guardian as if it were their own body, the phoenix being able to perfectly mimic and produce movement equivalent to the user’s current speed, since the flames making up its body are completely weightless. The wings of the phoenix grant it capacity to fly, and its tangible body allows it to protect the user from any kind of external attack, suffering no damage from freeform attacks and interacting with other techniques based on Fire’s S&W scheme. The seal built into Ra also allows for it to contend with techniques which would seek to seal or absorb it. Upon encountering a technique or object that would perform either of the two functions on this one, the seal would automatically destabilise the chakra composing Ra, as it would detect the link established between itself and the user being broken, and would instantly combust before the sealing/absorption completes, dealing damage as a mid-range radial explosion intended to destroy whatever would neutralise it through sealing/absorption, said explosion not affecting the user due to the seal’s protective nature still applying to the flames. Aside from this, Ra is capable of utilising any Fire Release up to its own rank, including specialty-bound techniques due to being a creation of pure Fire Release. Should the user themselves use jutsu through Ra, they only cost half their usual chakra to perform. The jutsu used will instead be spawned from the phoenix’s fiery composition, and can be unleashed from any point on the body. Should the user wish to make use of other elements or skills, the user is able to passively open holes in Ra to allow techniques to pass through harmlessly, though this obviously leaves one open to attack for the period of time performing the technique.

⇒ Lasts 4 turns
⇒ Usable 2x

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□ Declined. The technique feels widely different, I wouldn't say it warrants an update but rather make it another technique, on its own. □
 
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Korra.

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(Chakura Kyūshū-Shi) - Chakra Absorbing Paper
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (- 30 when used)
Damage: N/A
Description: These special paper sheet are created by Korra and is a combination of paper sheets and Fire/Water/Wind/Earth/Lightning Sealing Method. The sheets are orange in color and have the symbol of her Orange Lantern ring. The sheets are used to absorb incoming jutsus by releasing chakra chains that split up and absorb an incoming jutsu into multiple sheets. The user can asborb 1 jutsu per turn. The sheets can also passively when attached to an opponent can absorb chakra up to 40 points per turn including senchakra. The user can than have the sheets return to them and restore chakra from the stolen chakra. The user can also have them attach to summoning and absorb the chakra from the summoning to the point they get reversed summon.
Note: Absorbing a jutsu counts as a move and needs a 2 turn cool between uses
Note: The passively stealing/replinshing chakra can only be done once per turn

□ Declined. We almost good, imma need you to remove Senchakra as a possibility to be absorbed and add a rank restriction of what you can seal, you say one technique per turn, but up to what rank. □

New jutsu
(Origami Fuuinjutsu: Majikkushirinda) - Paper Sealing Arts: Magical Cylinder
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (depends on jutsu)
Description: This jutsu was developed by Korra by combining both her Paper Ninjutsu and Fuuinjutsu abilities. The user will do the Ram sign and create two giant cylinders of paper in front of her on both her right and left side. Both cylinders will have sealing marks in the inside of them. When an incoming jutsus (up to S rank) approaches the cylinder on the left will releases chakra chains/markings that asborb the incoming jutsus all into the cylinder completely protecting the user. The cylinder on the right will than use its sealing marks and release the asborb jutsu back in the direction of the opponent seind it back at the full power it was launched at.
Note: Must know Paper Ninjutsu & Fuuinjutsu
Note: Reqires a 2 turn cool down between usages
Note: Cant use any Paper Ninjutsu the same turn as using this.
What it looks like
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□ Declined. Dark Release, is that you?! O_O Anyway, absorbing and releasing issa no and clashes with many existing techniques. □
Resubbing

(Chakura Kyūshū-Shi) - Chakra Absorbing Paper
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (- 30 when used)
Damage: N/A
Description: These special paper sheet are created by Korra and is a combination of paper sheets and Fire/Water/Wind/Earth/Lightning Sealing Method. The sheets are orange in color and have the symbol of her Orange Lantern ring. The sheets are used to absorb incoming jutsus by releasing chakra chains that split up and absorb an incoming jutsu into multiple sheets. The user can asborb 1 jutsu per turn up to S rank. The sheets can also passively when attached to an opponent can absorb chakra up to 40 points. The user can than have the sheets return to them and restore chakra from the stolen chakra. The user can also have them attach to summoning and absorb the chakra from the summoning to the point they get reversed summon.
Note: Absorbing a jutsu counts as a move and needs a 2 turn cool between uses
Note: The passively stealing/replinshing chakra can only be done once per turn


□ Declined. Needs a limit on how much chakra you can sap like thus, needs a turn limit and the stealing and replenishing of chakra needs to be better restricted. □


Bio with Bees

(Haibutagu) - Hive Tags
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A (-5 for activation)
Damage: N/A
Description: These tags were developed by Korra in conjustion with her Bee Summonings. These tags resemble the color of honey while having a bee hive pattern on them. Upon release these tags release a small swarm of bees that consist of 10 that are double the size of a nomral size bee. These bees will either get close to or sting the opponent and than explode but instead of a straight explosion these bees will explode into sticky honey. A single bee's worth of honey is enough to make it hard to move a hand or foot. If an opponent gets caught with multiple bees it would cause them to be stuck in place and unable to move.
Note: Must be placed in the user's bio or in the beginning of the battle
The Bees:
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Approved: the rank has been reduced to mirror Exploding Snake Tags. Note that A-rank would entail usage restrictions.



(Hachi Kuchiyose: Beedrill) - Bee Summoning: Beedrill
Rank: S rank
Type: Offensive/Defense/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Beedrill is one of Korra's personal Bee summons that she bounded with and mastered. Beedrill is 1 meter tall and has three total stringers two as hands and one on its bottom as a nomarl bee. Just as nomarl bees, Beedrill is able to sting opponents and spew out honey in blast to help bind an opponent. Beedrill has the ablity to create a small bee hive that is used to give access to more bees. The hive can create up to 25 normal size bees once per turn but can be done passively. Beedrill's main ability is being able to release a blast of poison from one of his hand stingers. The poison blast is A rank in strength and can be shot up to longe range. Beedrill can also merge into the user so that he can avoid getting hit and travel with the uesr easier.
Note: Must know Bee summoning
Note: Poison blast counts a move
Note: Beedrill stays on the field for 4 turns
Looks like:
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□ Pending. Leaving for Pekoms. □


Declined: it's a no to this being passively able to spawn a large quantity of bees for an indefinite number of turns. As for the poison, that is clearly bereft of any effects and ergo, needs more elaboration. Also note that as it is right now, the honey blast is rankless.

 
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Skorm

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Resubmitting;

(Taiton/Fūinjutsu: Purometeusu) Typhoon/Sealing Arts: Prometheus
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(per tag)
Description: Prometheus is a pair of tags that works in conjunction with eachother. One seal is always active on the user and must therefore be stated in the bio. This seal has the kanji "プ" - Pro inscribed to it and must be placed inside one of the users hands, like a dark mark. This seal will work with up to two other seals that the user carries with them in person. These two seals can be placed anywhere. The trick is that the user will then create either a pushing torrent of typhoon chakra or a suction vortex in their other hand and then press it towards the other hand with the sealing tag applied to it. This chakra will then be transferred into the other remotely placed seals and the typhoon chakra will be blasted out of those tags that are marked with the kanji "メ" - Metheus. Since there are two applications of this technique, a suction and a pushing the suction type lets the user control a remote vacuum cleaner and suck up anything up to mid-range from the remote tag and ultimately seal it inside of the tag like a fuin fuda technique. Anything with a mass is affected and the force is of S rank. The same deal is for the other application, only this time it pushes anything with a mass away from the sealing tag with S ranked typhoon force. These tags can be placed right next to eachother or up to long-range away from eachother. However, they both corresponds to the same applied function of the torrent. Meaning one tag cannot use suction force while the other uses push. These tags will be destroyed after been used twice but the user may replenish the tags for another battle. The user becomes unable to use fuinjutsu and typhoon techniques above A rank while using the technique.

Note: Needs completion of regular Fuinjutsu.
Note: Needs completion of regular Typhoon.
Note: Each tag can only be used twice per battle, but after that they can be renewed by the user for another battle.
Note: User becomes unable to use fuinjutsu and typhoon technique above A rank while using this technique.
Note: Can only be taught by Skorm.

□ Declined. Nice idea, but lessen it a bit. Up to Long range down to Mid, as well as the rank itself, would work better and be more efficient as a A rank technique (because your explanation would need to be edited if it were to stay S rank, S rank means the Typhoon aspect is A rank and the Fuuinjutsu aspect is A rank, combined making it S rank. That means, the Typhoon aspect can't be S rank on its own, if you understand what I mean). Also, it'd be better suited to suck in everything around a short range area of the seal, but alright >,> And restrict it better, please. □

Added a seal, reduced rank and along with that, damage.

(Taiton/Fūinjutsu: Purometeusu) Typhoon/Sealing Arts: Prometheus
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60(per tag)
Description: Prometheus is a pair of tags that works in conjunction with each other. One seal is always active on the user and must therefore be stated in the bio. This seal has the kanji "プ" - Pro inscribed to it and must be placed inside one of the users hands, like a dark mark. This seal will work with up to three other seals that the user carries with them in person. These three seals can be placed anywhere. The trick is that the user will then create either a pushing torrent of typhoon chakra or a suction vortex in their other hand and then press it towards the other hand with the sealing tag applied to it. This chakra will then be transferred into the other remotely placed seals and the typhoon chakra will be blasted out of those tags that are marked with the kanji "メ" - Metheus. Since there are two applications of this technique, a suction and a pushing the suction type lets the user control a remote vacuum cleaner and suck up anything up to mid-range from the remote tag and ultimately seal it inside of the tag like a fuin fuda technique. Anything with a mass is affected and the force is of A rank. The same deal is for the other application, only this time it pushes anything with a mass away from the sealing tag with A ranked typhoon force. These tags can be placed right next to each other or up to long-range away from each other. However, they corresponds to the same applied function of the torrent. Meaning one tag cannot use suction force while the other uses push. Each tag will be destroyed after been used twice but the user may replenish the tags for another battle. The user becomes unable to use fuinjutsu and typhoon techniques above A rank while using the technique. Nor can they use elemental techniques besides wind and typhoon while using this technique. Each seal can be used twice per battle and all three seals can be laid out in the same time-frame albeit only with short-range from eachother. If the user wants to spread out the tags in a more strategic manner they need to do so within multiple time-frames.

Note: Needs completion of regular Fuinjutsu.
Note: Needs completion of regular Typhoon.
Note: Each tag can only be used twice per battle, but after that they can be renewed by the user for another battle.
Note: User becomes unable to use fuinjutsu and typhoon technique above A rank while using this technique.
Note: Can only be taught by Skorm.

□ Approved. Edits made. □




(Taiton/Katon: Yōgan no Arashi) Typhoon/Fire Arts: Lava Storm
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(+20 in conjunction with Fire or Earth techniques)
Description: The Lava storm is a pretty simple technique and extremely lethal. Through a clever twist using the typhoon chakra in a very specific way, the user will perform 4 handseals and slam their hands on the ground, channeling the typhoon chakra through the ground. From there it will dig itself deep underground until it finally erupts and shreds the ground underneath the target like a huge powerdrill. The strength of the wind is so massive that the debris it will carry with it will grind itself together so hard that it catches fire. In use of another simple katon technique, the user will then ignite the rocky typhoon and thus melt the rocks that are captured in the storm. This results in the magnificent Lava Storm. The wind itself will not combust no matter how strong the fire chakra is due to the elemental strength of the black winds itself being neutral towards fire unlike regular wind. Like most typhoon ninjutsu the user can continuously channel chakra into the storm to feed it with fuel, making it last longer. They will also be left inside the eye of the storm as well. No chakra sensory or dojutsu will be able to see or detect anything that is inside the storm as it is filled with chakra raving all over the place. This also goes for the user, leaving them unable to see or detect their target unless use of other sensory.

Note: Needs completion of Typhoon.
Note: Can only be used twice per battle, lasting a maximum of three turns per initial use and requires a two turn cooldown.
Note: User becomes unable to use elemental jutsus as well as typhoon technique above A rank while using this technique.
Note: Can only be taught by Skorm.

□ Declined. A few concerns. If it erupts from beneath the foe, how is the user left at the eye of the storm, and this would take two technique slots. Or I might be understanding this wrong, can any Fire technique be used with this, or is it like a collaboration technique? If its any Fire, it can't be used like that unless you let the Typhoon ravage, then only add Fire. Together, you can achieve the effect you want here. □




(Taiton: Datsuraku) Typhoon Arts: Shedding
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Shedding is a form to amplify the destructive capabilities of the typhoon release. The user will have released any type of defensive, supplementary or offensive typhoon technique and add two handseals to increase its chakra fuel and make the storm able to pick up the shedding capabilities. What shedding does is that the storm will out-leash tracks that can go in an omni-directional pattern from its vicinity. This means that the storm will even be able to create numbers of equally powerful storms by doing so(up to three). This applies to regular wind release as well.

Note: Needs completion of Typhoon/Wind.
Note: Can only be used thrice per battle.
Note: Can only be taught by Skorm.

□ Declined. Is a no for the Wind ones as well. Also needs better restrictions. □




Signed Contract:


(Kuchiyose no Jutsu: Mamoru) - Summoning Jutsu: Mamoru
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: N/A
Description: Mamoru is a decently large thorny dragon with the same size as a standard human while his left eye is piercingly blue his right eye is black as the night sky. He can be summoned through traditional means and is dark colored with some beautiful blue patterns around his thorns giving him a very majestic and fine look. He's very intelligent and shares a mental link with his summoner at all times. The spikes are sharp and his scales are very tough, able to withstand physical damage up to A rank and due to the sharpness of the spikes they will deal damage to taijutsu moves, cutting and stabbing skin on contact with enough force. Like all Thorny dragons, Mamoru is able to sense chakra through his tounge and his nose via taste and smell, this goes for long range. The combination of his thorns and hard scales makes him completely resistant to parastic infiltration of his body and cannot be taken control over by the likes of creatures that rely on that. His main affinity is Water and makes him able to use all water techniques his summoner knows as well as the thorny dragons default specialty of earth like techniques also giving him the ability to use all doton techniques the user knows. Like most thorny dragons, Mamoru is also able to hide his heat signature when digging underneath the earth. Like other dragons of the contract he can blend in with nature and combine the effects of hiding under rock as well as disappear from sight using active camouflage. Naturally he can still be sensed by the use of chakra sensory or movement sensory. While he doesn't profound in genjutsu or mind altering techniques, he is still an adept in its knowledge and is able to withstand genjutsu and mind altering techniques up to B rank as well as help his summoner if they would be stuck in a genjutsu through either chakra insertion or pain. He has one signature move which is the ability to combine doton and suiton to create a sticky paste of gripping mud that he can shoot from his thorns. This move is of A rank and serves as a catalyst of water techniques adding weight to them and those deal more damage(+1 rank or +20 damage) or just to act as a supplementary binding technique.

Note: Can only be summoned once
Note: Lasts 4 turns
Note: Must be a signer of the Thorny Dragons contract

□ Pending. Leaving for Pekoms. □


Declined: reduce its durability plus omit anything to do with Genjutsu, Sensory, or Suiton if this is to be a user of Doton.

 
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Hotaru Kuchiyose no jutsu: Kazikusu | Firefly Summoning Arts: Kha'Zix
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: 60 (basic claw slash)
Description:
With the ability to selectively breed ninja fireflies, one of the fireflies that eventually came about was Kha'Zix. He is roughly 5 feet tall, often hunched over, with his wing also often hidden down his back and capable of moving twice the summoners speed. Kha'zix has evolved as a firefly to be just as deadly and just as lethal as his other chakra wielding ninja firefly counterparts by evolving his body. Firstly, on each of his front arms, instead of hands he has blades, which while do restrict him from performing handseals (not that he needs any) does allow him to use all kenjutsu techniques. Due to his size, Kha'Zix cannot fly constantly like other fireflies however he can leap long distances very quickly, and even use his wings to hover for 1 turn, (with a 1 turn cooldown).
During the users turn, Kha'Zix can choose to 'evolve' one of his traits for the battle, where this action takes the entire turn. Each trait can only be evolved once and only one trait can be evolved per turn.

-Claws
Kha'Zix evolves his claws to increase their size, adding a +20 to his kenjutsu attacks

-Wings
Kha'Zix grows stronger wings allowing him to fly for 2 turns with a 2 turn cool down inbetween. Once per turn he can use a move slot to "dodge" an incoming attack if it is feasable.

-Camouflage
Kha'Zix evolves his body and carapace to bend light around himself to be able to use the Dustless Bewildering Cover technique, where he seemingly erases his presence, causing him to have neither a physical form nor detectable chakra while the technique is active. This makes him untrackable by any chakra, visual, or physical means.

Notes:
-Can only be summoned twice
-Lasts 4 turns on the field
-The second time he is summoned, he retains all evolutions, however they reset each battle.
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Declined: this firefly cannot use a canon move exclusive to Mū bios. And no, it can't be summonable twice.

Hotaru Kuchiyose no jutsu: Kazikusu | Firefly Summoning Arts: Kha'Zix
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: 60 (basic claw slash)
Description:
With the ability to selectively breed ninja fireflies, one of the fireflies that eventually came about was Kha'Zix. He is roughly 5 feet tall, often hunched over, with his wing also often hidden down his back and capable of moving twice the summoners speed. Kha'zix has evolved as a firefly to be just as deadly and just as lethal as his other chakra wielding ninja firefly counterparts by evolving his body. Firstly, on each of his front arms, instead of hands he has blades, which while do restrict him from performing handseals (not that he needs any) does allow him to use all kenjutsu techniques. Due to his size, Kha'Zix cannot fly constantly like other fireflies however he can leap long distances very quickly, and even use his wings to hover for 1 turn, (with a 1 turn cooldown).
During the users turn, Kha'Zix can choose to 'evolve' one of his traits for the battle, where this action takes the entire turn. Each trait can only be evolved once and only one trait can be evolved per turn.

-Claws
Kha'Zix evolves his claws to increase their size, adding a +20 to his kenjutsu attacks

-Wings
Kha'Zix grows stronger wings allowing him to fly for 2 turns with a 2 turn cool down inbetween. Once per turn he can use a move slot to "dodge" an incoming attack within reason.

-Camouflage
Kha'Zix evolves his body and carapace to bend light around himself to be able to seemingly erases his presence, causing him to have neither a physical form nor detectable chakra while the technique is active. This makes him untrackable by any chakra, visual, or physical means.

Notes:
-Can only be summoned once
-Lasts 4 turns on the field
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□ Pending. Leaving for Pekoms. □


Declined: even if not stated explicitly, the camouflage ability is nearly a copy-paste of Dustless Bewildering Cover.


Law and Order
Type: Custom Weapon
Rank: Forbidden
Range: Short
Chakra: 20/40 per technique
Damage: 40/80 per technique
Description:
Sakura being a natural Taijutsu user, looked for ways to enhance her taijutsu to make her even more deadly, and came across an idea after hours of studying to make Gloves and Boots out of Special Chakra metal woven into fabric. This allowed her to create "Law and Order" a special set of gloves and boots that Sakura can wear which allows her to channel chakra through to enhance her attacks and jutsu further. Due to the excess chakra that can be pushed through the gloves and boots, it can easily use up ones chakra very quickly.
By studying chakra tools that can conduct metal, (such as Asuma's knives) Sakura found that by including them in her gloves and boots, she can enhance her taijutsu even more. By spending a bit more chakra than normal, Sakura could enhance the technique to become bigger and more powerful, when channelling it through her gloves and boots. This special set of gloves and boots allows her taijutsu attacks to cover a wider area than just from the point of impact from her body, extending up to a .5m radius of impact. Due to a larger impact force hitting the target/environment, this also increase the damage done by 40 if using 20 extra chakra or 80 if using 40 chakra (only up to S rank techniques).
Additionally she found that it wasnt just her taijutsu that was improved, but her ability to channel jutsu from her body as well. Any technique that came from her fists or feet, was also increased giving it a larger attack radius and more powerful damage. (+.5m radius on jutsu, +40 damage to attacks up to S rank).
Notes
-Can only be worn by Sakura
-Can only be used in conjunction with attacks forming from hands or feet.

♪ Both Declined: You can't sub Sakura customs without an approved Sakura bio. ♪


Law and Order
Type: Custom Weapon
Rank: S
Range: Short
Chakra: 20/40 per technique
Damage: +20/+30 per technique
Description:
Sakura being a natural Taijutsu user, looked for ways to enhance her taijutsu to make her even more deadly, and came across an idea after hours of studying to make Gloves and Boots out of Special Chakra metal woven into fabric. This allowed her to create "Law and Order" a special set of gloves and boots that Sakura can wear which allows her to channel chakra through to enhance her attacks and jutsu further. Due to the excess chakra that can be pushed through the gloves and boots, it can easily use up ones chakra very quickly.
By studying chakra tools that can conduct metal, (such as Asuma's knives) Sakura found that by including them in her gloves and boots, she can enhance her taijutsu even more with a few different abilities.
-By spending a bit more chakra than normal, Sakura could enhance the technique to become bigger and more powerful, when channelling it through her gloves and boots. This special set of gloves and boots allows her taijutsu attacks to cover a wider area than just from the point of impact from her body, extending up to a .5m radius of impact. Due to a larger impact force hitting the target/environment, this also increase the damage done by 20 if using 20 extra chakra or 30 if using 40 chakra (only up to S rank techniques).
Additionally she found that it was able to manipulate the chakra to a point where she could create a "bowl" shaped chakra infront of herself that extends to short range that would allow her to "catch" incoming jutsu, and effectively throw it back towards its opponent, that was within reason. Ie unable to catch Mountain smash, or anything that is larger than 3 times her size.
Notes
-Can only be worn by Chakra enhanced Strength Bios
-First chakra manipulation ability can only be used once per turn
-Second Chakra ability can only be used 4 times total


□ Declined. Not going to allow above +20, especially for a Sakura bio. The second ability needs to be refined better, and you need better restrictions. □

Ten Junketsu | Heavenly Purity
Type: Offensive/Defensive
Rank: B/S
Range: Short-Long
Chakra: 20/40
Damage: 40/80
Description:
Based along the usage after studying the Eight Inner Gates and the Techniques that were used my Might Guy, The ability Sekizo/Evening Elephant served as inspiration for the Ten Junketsu. The Sekizo uses pure strength to create "Air Cannons" from the users fists, with the combination of the speed that the Gates give to allow the user to rapidly fire them off one after another. However, without the speed of the gates, someone with the equal amount of strength can replicate the same effect, but not multiple times in quick succession.
The B Rank version of the Ten Junketsu is a simple palm/foot thrust in which the user will create a powerful quick column of wind direct at their opponent. This can also be used to propel a boulder of earth or evenused to reflect incoming jutsu back towards an opponent.
The S Rank version is the stronger more powerful but also dangerous attack, where by the user will use more chakra and strength along with rotation to create a powerful twisting column of wind that travels at the opponent collecting debris and rocks as it travels. Powerful enough to destroy large structures this powerful attack travels increasingly fast but not as much as the 8 Gates, the same speed as a lightning jutsu.
Notes:
B rank can be used 4 times with a 1 turn cooldown inbetween each usage.
S rank can only be used 2 times with a 2 turn cooldown inbetween each useage and nothing S rank or above the following turn.

□ Declined. Similar to existing techniques. □


Slug Summoning: Xiaoyu
Type: Summoning
Rank: B/S
Range: Short
Chakra: 20/40
Damage: 40/80 from acid (20 per turn)
Description:
Xiaoyu is a slug that is summoning much in the way of Katsuyu, being varying sizes, and sharing the trait to spit acid as well as divide her body numerous times to avoid damage (up to S rank). What differs Xiaoyu to Katsuyu is in her battle tactics and capabilities. While Katsuyu can be seen as a supplementary or defensive ally, Xiaoyu can be seen as an offensive one. Sharing the ability to absorb people into her body, instead of surrounding them in a large body, effectively like cushioning, Xiaoyu creates a secondary skin shaping her body to match the users without hindering movement. What actually happens is that Xiaoyu has the ability to split so small, that she becomes hundreds of herself as she covers the target. By merging with the user, she can still use her acid attacks, but only at a B rank. This however can be combined with the users Water techniques, to strengthen the acid and negating its weakness to earth. Should Xiaoyu get the chance to absorb or merge with the enemy target, she can start to break down his body on a cellular lever, burning through him with her acid at 40 damage per turn.
Notes:
-S rank can only be summoned once, B rank can only be summoned twice.
-Merging with a target is passive as well as any actions, but take up a move slot in the users turn.

□ Pending. Leaving for Pekoms. □


Declined in your defense, the description for Tongue Tooth Sticky Acid states it being strong to Earth but I believe it is simply outdated. I say this because of a later that includes this statement: "It should also be noted that Silk, Shark Teeth, Slug Acid, Honey are all weak to base 5 elements but strong against raw chakra and largely usable by the summonings, not user." And so in short, the intended change to S/W would not happen as so. Also, do not forget a turn limit.

 
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[Kuchiyose no Jutsu: Hekate] - Summoning Jutsu: Hekate
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: 80 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Hekate, of the Thorny Dragon Lizards, named after the God of Magic. Standing 10m tall on all 4 legs and reaching 20m long, Hekate is one of the larger summons of the contract. His skin colours like dessert camouflage allowing to blend into all rocky and sand based terrains even with his large size. His body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid A rank defence against attacks but would be dispersed from a total of S rank damage. These spikes serve as an excellence defence from physical attacks such as taijutsu as they are extremely sharp causing 50% of the damage received to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt aswell as cutting damage. One thing Hekate is well known for is rolling up into a ball with the user at the center acting as a shield, confident in it's defensive powers. Like all lizards from the Thorny dragon contract, Hakate is able to sense chakra through tastes and smell using his tongue. His main affinity is for Genjutsu, being named after the God of Magic, he tricks people into believing he can use magic through genjutsu being able to use all Genjutsu that the user can use, except Forbidden Ranks or character-bound techniques like MS Genjutsu, all costing one of the users three moves per turn. He has one unique illusion of his own where the target will need to see him moving his tail from side to side, like a hypnosis form of binding. In this illusion, the Target/Targets would suddenly see eyes from out of the terrain around them as several komodo dragon sized lizards shoot up with intense speed biting onto the targets limbs, neck etc, and wrap their tails around the target for painful constrictive binding. This is A rank in power and can be used once, taking up one of the users three moves per turn. Hekate has a mental link with the user, them being able to communicate with each other on an intellectual level. The last ability of Hekate combines two cannon effects into one. Lizards are well known for using camouflage to hide from predators, this allows Hekate to combine the hiding in camouflage technique with the assimilated all creation effect, that only works on earth and rocky terrain. It allows him to blend into the area completely hiding himself as well as to fuse with the earth and travel through it, like he's swimming throw it without disturbing the earth, emerging like a fish jumping out of the ocean. Due to his low body heat, he would be undetectable through heat sensory. This would cost one of the users three moves per turn, is A rank and wouldn't work on earth being controlled by an enemy that is above C rank. This can be used 3 times, or throughout 3 turns.

Note: Can only be summoned once
Note: No summons for two turns after
Note: Lasts 4 turns



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Approved ~With Edits. Ressubmit if you're discontent with the edits.

[Kuchiyose no Jutsu: Demeter] - Summoning Jutsu: Demeter
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: 80 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Demeter, of the Thorny Dragon Lizards, named after the Goddess of Agriculture. Standing 10m tall on all 4 legs and reaching 20m long, Demerter is one of the larger summons of the contract. Her skin colours like dessert camouflage but can change the become like flowing water allowing to blend into all rocky and sand based terrains as well as water sources even with her large size. Her body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid A rank defence against attacks but would be dispersed from a total of S rank damage. These spikes serve as an excellence defence from physical attacks such as taijutsu as they are extremely sharp causing 50% of the damage received to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt aswell as cutting damage. Demeter gained her name due to her special abilities tied to the the contract, which is the ability to retain water within these spikes, and then use the water to help the agriculture methods within Sunagakure where they get little to no rain. Demeter has the unique ability to use chakra control and absorb water into these spikes, from either moisture in the air (vapor or even mist) or from water jutsu A rank and below, to negate attacks or to consume a water source, creating a form of fast scale chakra vacuum, pulling in the water and compressing it within the scales ready for a later use. To absorb a technique, it will cost a jutsu and can be done once per turn, but Demeter always has some stores of water that have been passively gathered that she can use to release any form of water jutsu from her body that the user knows, without needing a water source or handseals. A unique trait of Demeter is her own version of camoflague concealment, being cold blooded, she is hard to sense through heat, but she takes this one step further and will coat her entire body in water that reflects light in the same way to the cannon technique hiding her. Due to the properties of this water, it will also block out any form of chakra sensory, smell/taste sense and basic visual powers, though it's not enough to fool doujutsu. Like all lizards from the Thorny dragon contract, Demeter is able to sense chakra through tastes and smell using her tongue. Her main affinity is for water, being named after the God of Agriculture, he is able to use all water release jutsu the user knows up to and including S rank, all counting towards the users three moves per turn. She will release them through body motions or spitting them out, releasing the water through he thorny scales. Demeter has a mental link with the user, them being able to communicate with each other on an intellectual level. The last ability of meter combines two cannon effects into one. Lizards are well known for using camouflage to hide from predators, this allows demeter to combine the hiding in camouflage technique with the assimilated all creation effect, that only works on water and muddy terrain. It allows her to blend into the area completely hiding herself as well as to fuse with the water/mud and travel through it, like she's swimming through it without disturbing the water, emerging like a fish jumping out of the ocean without disturbing the surface and not being seen. Due to her low body heat, he would be undetectable through heat sensory. This would cost one of the users three moves per turn, is A rank and wouldn't work on water being controlled by an enemy that is above B rank. This can be used 3 times, or throughout 3 turns.

Note: Can only be summoned once
Note: No summons for two turns after
Note: Lasts 4 turns

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Declined ~ The way I see it, you can either make this summon Ninjutsu based or Water Based. For the former, you'll remove his ability to produce water techniques and keep or create a water-like ability for her to be able to manipulate through basic chakra, which can still have a rank attached and some somewhat defined S/W. I'd give the armour itself a weakness against lightning/eletrocution and probably something like neutrality to everything else. This would aslo mean you can keep the camouflage and the assimilate/swim through ability. Both of which have to be restricted in the way they are perceived, I'd suggest a detectable shift in the air/water when she's moving, and s slight bulging/vibration in the earth, though only i the opponent is actively concentrating on that spot.

Otherwise, you'll have to make it water base, give it water's strengths and weaknesses and remove the assimilate technique, so that your lizard can go underwater but not underground.

[Kuchiyose no Jutsu: Demeter] - Summoning Jutsu: Demeter
Type: Supplementary
Rank: S
Range: Short - Long (summon short)
Chakra Cost: 40
Damage: 80 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Demeter, of the Thorny Dragon Lizards, named after the Goddess of Agriculture. Standing 10m tall on all 4 legs and reaching 20m long, Demerter is one of the larger summons of the contract. Her skin colours like dessert camouflage but can change the become like flowing water allowing to blend into all rocky and sand based terrains as well as water sources even with her large size. Her body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid B-rank defence against attacks but would be dispersed from a total of A-rank damage. These spikes serve as an excellence defence from physical attacks such as basic taijutsu as they are extremely sharp causing 20 damage to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt as well as cutting damage. Demeter gained her name due to her special abilities tied to the the contract, which is the ability to retain water within these spikes, and then use the water to help the agriculture methods within Sunagakure where they get little to no rain. Demeter has the unique ability to use chakra control and absorb water into these spikes, from either moisture in the air (vapor or even mist) or from water jutsu A rank and below, to negate attacks or to consume a water source, creating a form of fast scale chakra vacuum in short-range, pulling in the water and compressing it within the scales ready for a later use. To absorb a technique, it will cost a jutsu and can be done once every other turn, but Demeter always has some stores of water that have been passively gathered that she can use to release any form of water jutsu from her body that the user knows (up to S-rank), without needing a water source or handseals. Her main affinity is for water, being named after the God of Agriculture, he is able to use all water release jutsu the user knows up to and including S rank, all counting towards the users three moves per turn. She will release them through body motions or spitting them out, releasing the water through her thorny scales. Demeter has a mental link with the user, them being able to communicate with each other on an intellectual level.

Note: Can only be summoned once
Note: No summons for two turns after
Note: Lasts 4 turns




Approved: edits annotated in pink. Note that the sensory stuff and the last ability have been omitted. To be clear, I do realize that Lili approved a thorny devil with the following sentence: "Like all lizards from the Thorny dragon contract, Demeter is able to sense chakra through tastes and smell using her tongue." But because it was not included in the actual contract description and instead, just one animal's description, do not think that every thorny lizard will actually be entitled to sensory like this. And as for the last ability, Assimilate All Creation Technique works only with earthen materials, stemming from basic ninjutsu in any case.


New:

[Kuchiyose no Jutsu: Aeolus] - Summoning Jutsu: Aeolus
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: 60 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Aoelus, of the Thorny Dragon Lizards, named after the king of Winds. Standing 1m tall on all 4 legs and reaching 2m long, Aoelus is one of the medium summons of the contract. His skin colours like dessert camouflage allowing to blend into all rocky and sand based terrains as well. His body is covered in solid scales that form spikes which give the contract it's name. These spikes give the users a solid D-rank defense against attacks but would be dispersed from a total of C-rank damage. These spikes serve as an excellence defense from physical attacks such as basic taijutsu as they are extremely sharp causing 20 damage to be reflected back onto the target due to the spikes damage, allowing for his strikes to do blunt as well as cutting damage. What gave Aeolus his name, is that he is a master of wind release, being able to use all wind release techniques up to, and including A-ranks. Aoelus has a few unique traits of his own. Most thorny dragons can absorb water into their spikes, but Aoelus created a technique that draws wind currents into his spikes, sucking them in like a vacuum vortex, condensing down and flushing into these spikes. These wind currents can be used to pull projectiles off tracks or even user to pull water in to be stored. Due to them being wind release, they will be capable of pulling in lightning and the wind will break down and negate the lightning currents. The downside of this, is if a fire release technique hits these currents, they will ignite the wind, and deal twice the damage to Aeolus, meaning that a fire technique could cause him to disperse in a burst of flames and hurt everything short range around him. The last ability of Aoelus is that, using his wind release, he can release currents of wind around his body carrying him through the air at 1.5x the base speed of a kage rank bio, allowing him to strike fast or escape a techique.

Note: Relaasing the wind vacuum vortex is A rank, counts as one of the users three moves per turn, can only be used twice. Can only draw in one element. If used to draw in a projectile, if the projectile is the same rank as him, it will cause him to disperse on impact.
Note: Releasing the wind currents around his body to move is B rank, counts as one of the users three moves per turn and can be used 3 times, only once per turn, and only travel in a linear direction.
Note: Only summonable once per event.




Approved: edits annotated in pink.


[Kuchiyose no Jutsu: Apollo and Artemis] - Apollo and Artemis
Type: Supplementary
Rank: B
Range: Short - Long (summon short)
Chakra Cost: 20
Damage: 40 (per strike)
Description: The user will perform the summoning technique or use their tattoo by swiping blood on it to summon Apollo and Artemis, of the Thorny Dragon Lizards, named after the twin Greek Gods. Standing 2ft tall on all 4 legs and reaching 2m long, Apollo and Artemis are of the medium summons of the contract. Their skin colours like dessert camouflage allowing to blend into all rocky and sand based terrains as well. Their bodies are covered in solid scales that form spikes which give the contract it's name. The pair are summoned together as they have a mental link which allows them to communicate with each other as well as the one that summoned them. Each of them has their own affinity though and unique trait.

Apollo: Named after the god of truth, Apollo's abilities reflect this. Through his tongue, he can taste chakra and scents all around him with precise measure, making him the ultimate tracker, which is idea for being partnered with his sister who is the ultimate hunter. Another association of Apollo is that he is the God of the Sun, which is fitting as Apollo is the only Thorny Dragon to know fire release, being able to use all fire release techniques up to and including A rank but costing one of the users three moves per turn to do so. Being able to control fire, he can control his body temperature, so that it always blends with the temperature of the area around him.

Artemis: Named after the Goddess of the hunt, Artemis is the ultimate hunter. Unlike her brother whose abilities reflect tracking someone/something, he abilities reflect those which aid her in hiding from detection. In this she has mastered the Thorny Dragon's ability to blend into the environment, to the level of the camouflage concealment technique, or even fuse with the ground using Leech All Creation. Either of these abilities cost one of the users three moves per turn. Unlike her brother, her affinty actually lies with lightning, as it's based around striking her prey or even stunning them, to enjoy the eternal hunt. Be able to use all lightning techniques up to and including A ranks.

Due to their hard exterior, both of the twins are immune to C ranks and below. They both can store water in their spikes for the user to use at will but will not be able to use them themselves. Due to the spikes over their bodies, if anyone were to strike them with a taijutsu attack, they would receive 50% of the damage back from the impalement.

Note: Can only be summoned once.
Note: All abilities of the pair count as one of the users three moves per turn.

□ All Pending. Leaving for Pekoms. □


Declined: for starters, contracted animals will not be permitted to use jutsu that exceed their rank. In addition, pick one shared element for both of them given that this counts as one CJ. And because there are two of these, the highest rank for their attacks would be one rank below in order to keep things balanced. Lastly, don't forget a turn limit for them.

 
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Zaphkiel

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(Fūin/Ōtsutsuki-Ryu: Tengoku no Tatsujin) - Ōtsutsuki Sealing Style: Heaven's Host
Type: Supplementary, Defensive
Rank: B
Range: Short
Chakra cost: N/A (-10/-20 per Puppet)
Damage: N/A
Description: Heaven's Host is a unique seal developed by an Ōtsutsuki who was well versed in the art of puppetry, and was a unique way of releasing their foot soldiers onto the battlefield. The seal is applied to the Ōtsutsuki's body in any location desired in the form a crescent moon, which is very unusual for a seal's appearance. However, on closer inspection it can be observed as hundreds of tiny symbols all speaking of the Ōtsutsuki and their unprecedented gains in puppetry. Stored within the seal are a line of puppets that are unearthly in both appearance and behavior. The puppets, collectively referred to as "The Hands of God" are machines more than traditional wood/metal-based puppets seen in the Ninja World due to their impressive inner workings and chakra systems (to be submitted). The seal is made before every battle loaded with a predefined amount of the user's chakra devoted to summoning a proportional number these warriors (10 chakra points per puppet sealed) and this must be stated in the biography or at the beginning of each exactly how much chakra is in the seal. By itself, the seal can hold hundreds of puppets from The Hand of God line, but only a maximum of 50 chakra points can be allocated before any match, meaning it only covers for 5 puppets' summoning (60 chakra with 6 max puppets if the user specializes in puppetry). Once it's own chakra is exhausted it will cost -20 from the user to summon any more puppets from it. To summon any one or more of these puppets, the user only needs to will the seal to do so and watch as his warriors appear from a light filled seal that can be oriented on any surface or even in the air. The seal is able to summon up to three (3) puppets in one use and requires a one turn wait each time it is used. For an Ōtsutsuki, bringing these puppets onto the field can be performed in two ways; passively, where upon being summoned they are immobile and unable to attack in the same turn, or actively (i.e. costing a move) where they are able to both move and attack in the same turn summoned. The passive summoning method is mainly used at the beginning of events to bring the army to the field first. The seal can also be replenished easily after each fight by the user simply placing an amount of chakra proportional to the amount of puppets he would like to summon again in his next fight. Heaven's Host can also be used by non-Ōtsutsuki Puppeteers who've access to The Hands of God puppet lineage but only the active summoning rite can be performed.

Note: Must be stated in Biography or at the beginning of each match.

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□ Declined. If those are still to be submitted, how do they have those characteristics already? You're going to have to limit the amount of these puppets to a finite number, and the -20 for extra won't go. □


(Ōtsutsuki-Ryu: Shuken no Kodomo-tachi) - Ōtsutsuki Style: Children of Soverignty
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-10 pr turn)
Damage: 80
Description: By using an Ōtsutsuki technique, (Ningyō Noroitama ) Puppet Cursing Technique, the user will have the orb perform very differently than the ordinary attacking/controlling opponents. Instead, the orb will be made to control the elements around it to forcefully create a psuedo-puppet. This works by extending intricate puppetry strings into material around it up to short ranged and stitch said materials together to form a humanoid puppet to do the user's bidding. The puppet cursing orb will rest in the chest/head of the puppet and will serve as its power source and means of control from the user, although the created puppet will be able to behave as a sentient being like most Ōtsutsuki puppets. The 'Children', lack any special abilities about them. To make up for this, they at the speeds of a Sage ranked shinobi and are able to shape various body parts into rudimentary weapons like swords, shields, kunai, etc. With these crude weapons they are more than capable of killing, but their real damage would come from self detonation. This is where, upon their time on the field being up or at the user's will, they explode and cover up to short range in all directions. This explosion is equal to the rank of the puppet(s) created. Now while the technique that can create puppets that vary from basic to advanced elements such as CE, and HA, only at max two elements can come together to form any one 'Child'. Furthermore, these two elements chosen cannot be of opposing S/W's like water and fire, earth and lightning, etc. When being born of surrounding elements, the orb and its puppet strings are meticulous enough to keep the source material intact and with very minimal damage so that any desirable traits of said material like seals can be transferred to the puppet being formed. Up to four children can be made at a time, following normal splitting rules.

Note: Can only be performed thrice, with a turn cool down between uses.
Note: Puppet(s) last up to three turns each, after which they either explode or breakdown into composing elements.
Note: While this technique is active the user relinquishes control of all other 'traditional' puppets in his control.

□ Declined. This technique is wild. First of all, this clashes with a lot of stuff, when creating familiars of sorts, even if the method is different. How will your puppet strings manipulate elements that are ethereal? Or ones that inherently feed on chakra? Or something that you can't even see, for example? None of this is touched, and you merely place everything under the guise of, it can be controlled.

Now, let's get into the intricacies of the technique. This sentient puppet being made from "materials" as you state, have the speed of a Sage ranked shinobi. That in itself, is a no. What rank would the weapons be? Undefined. Creating the puppets from CEs and HAs, is a no. Combining them? Even worse. I can already see the abuse a mile away. How much damage can they sustain? And them lasting three turns is a no. Perhaps material based, like Earth would have worked but I don't see this working any other way really. □
 
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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. □
(Inkupo/Genjutsu/Raiton: Shuuru Fantazumu) Ink/Illusion/Lightning Technique: Surreal Phantasm
Type: Supplementary
Rank: A
Range: N/A (Same as Genjutsu; to which how far the flash will reach)
Chakra: X + 30 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 (depends on original technique's 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 costs a move, 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. This method can follow with any Genjutsu the user knows up to A-Rank but is can only be used once every three turns. The tattoos must be posted before battle or within the user’s bio.

□ Pending. Leaving for someone else. □


Approved: edits annotated in pink, with restrictions closer to those of Lightning Illusion Flash of Lightning Pillar.


(Inkupo: Kaiga Natsu ) Ink Arts: Painting Summer
Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10 (-5 per turn)
Damage: N/A
Description: Usually used as a means for teaching other’s how to paint with ink, Painting Summer allows the user to manipulate their ink in various forms for different reasons such as demonstrating the applications of the ninjutsu. The range of this technique starts from short range as usual, painting the work of art into life such as furniture to sit on due to ink techniques having been known to sustain themselves, small animals for entertainment etc. The vast possibilities are endless, leaving it up to the user’s own imagination – though this technique has no offensive applications inherently though they may draw things such as weapons for demonstrations. These creations cannot be no bigger than five meters in height.

□ Approved. Edits made. □
 
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(Kirā Kuīn) - Killer Queen
Type: Puppet
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Killer Queen is a puppet developed by Sasori of the Red Sand that focuses on fuuin usage and it's applications. Killer Queen is a rather tall puppet, standing at 6 foot 5 inches. Its crown is flat, while two sharp, triangular shapes resembling cat ears stand on either side of the top of its head. Its eyes comprise cat-like vertical pupils in front of generally light-colored sclera. It has no nose, and its thin-lipped mouth is perpetually closed. It wears dark, studded, leather-like forearm-length gloves, mirrored in style by a garter belt-like band at its waist and ankle-height footwear. Its thumbs are additionally bandaged in white. Four short spikes line the top of its back. Its shoulders, the back of its hands, belt buckle, a plate hanging in front of its crotch, both sides of its ankles and the top of its feet all bear the emblem of a skull with ears resembling its own, in varying sizes and external decoration. Killer Queen's ability is broken up into two sections, Bites the Dust and Sheer Heart Attack. It's first ability, Bites the Dust allows Killer Queen to place a fuuinjutsu kanji (負けて死ね, BITE THE DUST) formula on anything it touches even the smallest item such as Kunai, rocks etc. This Kanji formula can be that of an explosive tag, detonating it causing a powerful explosion. This "Bites the Dust" Kanji formula can also be used with elemental releases(Base 5, KG/AE etc), for example placing a fire based "Bites the Dust" Kanji formula onto the target and once activated can set the entirety of the object/target aflame. Bites the Dust is an A rank Fuuinjutsu ability, meaning that it takes 30 chakra to activate and deals 60 damage on detonation. The second ability of Killer Queen is the Sheer Heart Attack. Sheer Heart attack is a different kind of Kanji seal that can be placed onto any object/target. Sheer Heart Attack (に 弱点はない) is a Kanji formula that when activated can replicate the effects of a Fuuinjutsu that utilizes a Kanji formula that the user possesses. Once activated, Sheer Heart Attacks' Kanji formula "rewrites itself' into the Kanji formula of the technique chosen essentially copying that fuuinjutsu. This is done by sealing a fuuinjutsu technique within the Kanji formula of Sheer Heart attack either prior to battle or as Sheer Heart attack is used. Like Bites the Dust is an A rank ability and requires 30 chakra and a move to activate. The Synergy between Bites the Dust and Sheer Heart attack makes it possible for Bites the Dust to be sealed within Sheer Heart attack for later usage and surprise attacks. Either Sheer Heart attack or Bites the Dust can be used in the same time frame as another technique, to place the seal of either of them onto a physical technique. However, placing a seal in the same time frame as a technique can only be done three times per battle with a two turn cool down in between usages. Seals placed by Killer Queen can be detonated at later times to set up for traps to spring on the opponent. Initially placing the seal in this scenario will require a move and the 30 chakra required, but activating/detonating it would be free of chakra and not require a move. (This is only allowed for seals not activated the turn they are placed). Killer Queen has average defensive capabilities for a puppet, able to defend against B rank and below techniques without harm. Killer Queen also has a slot for Sasori's core located in his abdomen allowing Sasori to switch into Killer Queen when needed. Killer Queen can be used as Sasori's main body if mentioned on the user's bio or stated before a fight.


Note: Can only be used by Daemon

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□ Pending. Leaving for Pekoms. □


Declined: choose two elements and specify two-three seals for the latter ability.

 
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Meiton/Fuuinjutsu: Don'yoku no mugen no shokuyoku| Dark Release/Sealing Arts: Gluttony's Infinite Appetite
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: A Dark release ability which requires the user to first absorb chakra to perform. This technique requires the user to come into contact with their target, placing the hand which holds the Dark mark against it. Upon contact the user, through their knowledge of Fuuinjutu, creates a seal which replicates the Mark & stamps it onto the target. On placement of the marking it lays dormant until it's host begins to channel chakra to which it begins to react & glow a dim purple colour. As it glows the seal begins siphoning the chakra being channelled by the opponent, absorbing it into the mark & effectively cancelling the technique before it can form. Absorptions can only be done once per turn & absorbs the entire amount of chakra from a single technique. The mark can be hidden on the opponent without their knowledge, depending on how it is placed on them by the user. Due to the seal being connected to the same void as the user's original mark, the user is able to manipulate the absorbed chakra to perform Dark related techniques.
Alternatively, the user is able to manipulate the seal into exploding into a fiery of Dark chakra, Damaging the target. This would require the user to perform a handseal, while the damage is calculated by the amount of chakra stored within the seal. For example; 30 chakra would result in an explosion causing 60 damage & 40 chakra would result in 80 damage. This is limited up to S rank. This can only absorb a single technique a turn
- Lasts for 4 turns
- Can be used 2 times
- Cannot be used Consecutively
- Can have no more than a single seal on the target
- Taught by Method.

□ Declined. I believe placing a seal on someone requires Medical Ninjutsu knowledge. □



Meiton/Fuuinjutsu: Eien no kyodai shibari |Dark Release/Sealing Arts: Eternal Sibling Bond
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (+10 each turn active)
Damage: -
Description: After having converted a valid source into Dark chakra, the user releases & manipulates the chakra into two seperate forms of humanoid, sentient figures. One morphs into a male figure, while the other into a female figure. Both lack any facial features & simply consist of dark chakra, condensed to behave as solids while occasionally releasing embers of light blue flames from their bodies. Through the user’s knowledge of Fuinjutsu each figure has a replica Dark mark printed on their hands upon creation. However, each is limited to a single mark; one which absorbs while the other releases. For example, the male figure initially holds the absorb mark on it’s left hand and the female figure holds the release mark on their right hand. The replicas can be passively switched between the figures, however, neither can hold both marks simeltaniously. Due to the seals being replicas of the original, all 3 are connected to the same space chakra is absorbed into. This grants each seal access to the same absorbed chakra. Being granted sentience, just as clones are, the two figures are able to act outside of the user's control when necessary. The user is able to percieve the surrounding of the two through thought, however not visually. Both are able to perform up to S rank Dark release techniques available to them (if Dark chakra is available), though each would be limited to the techniques which correspond with their seal at that time. This technique must still abide by Dark's S&W, with each figure treated as a B rank. If a single figure is destroyed, the user can recreated it by spending 20 chakra & one move slot, though they must be recreated within two turns of it being destroyed.
The figures originally last up to two turns, however, this can be increased by channelling existing Dark chakra within the mark into them. This requires a minimum of 20 chakra each figure.
- Can be used three times.
- Cannot be used consecutively

□ Declined. Nice technique, I just need you to restrict it better. This can be potentially dangerous, due to the mobility of these figures, so restrictions need to be a bit tight if you want it approved. I'd make it usable twice, as well as them only being able to use up to A rank Dark, from themselves. Sensing through them is a bit much. □
Meiton/Fuuinjutsu: Don'yoku no mugen no shokuyoku| Dark Release/Sealing Arts: Gluttony's Infinite Appetite
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: A Dark release ability which requires the user to first absorb chakra to perform. This technique requires the user to come into contact with their target, placing the hand which holds the Dark mark against it. Upon contact the user, through their knowledge of Fuuinjutu, creates a seal which replicates the Mark & stamps it onto the target. On placement of the marking it lays dormant until it's host begins to channel chakra to which it begins to react & glow a dim purple colour. As it glows the seal begins siphoning the chakra being channeled by the opponent, absorbing it into the mark & effectively cancelling the technique before it can form. Absorption can only be done once per turn & absorbs the entire amount of chakra from a single technique. The mark can be hidden on the opponent without their knowledge, depending on how it is placed on them by the user. However, without Medical Ninjutsu Knowledge, the user is limited to placing seals on the opponent's clothing ot items, basically restricted from placing it directly on their skin. Due to the seal being connected to the same void as the user's original mark, the user is able to manipulate the absorbed chakra to perform Dark related techniques.
Alternatively, the user is able to manipulate the seal into exploding into a fiery of Dark chakra, Damaging the target. This would require the user to perform a handseal, while the damage is calculated by the amount of chakra stored within the seal. For example; 30 chakra would result in an explosion causing 60 damage & 40 chakra would result in 80 damage. This is limited up to S rank. This can only absorb a single technique a turn
- Lasts for 4 turns
- Can be used 2 times
- Cannot be used Consecutively
- Can have no more than a single seal on the target
- Taught by Method.

□ Declined. Much better, but I feel like you need to cap it at a rank of up to what it can absorb. As it stands now, its basically unbeatable, the seal can still be broken by an excess of chakra higher than itself. Bring down how long it lasts.□

Meiton/Fuuinjutsu: Eien no kyodai shibari |Dark Release/Sealing Arts: Eternal Sibling Bond
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (+10 each turn active)
Damage: -
Description: After having converted a valid source into Dark chakra, the user releases & manipulates the chakra into two seperate forms of humanoid, sentient figures. One morphs into a male figure, while the other into a female figure. Both lack any facial features & simply consist of dark chakra, condensed to behave as solids while occasionally releasing embers of light blue flames from their bodies. Through the user’s knowledge of Fuinjutsu each figure has a replica Dark mark printed on their hands upon creation. However, each is limited to a single mark; one which absorbs while the other releases. For example, the male figure initially holds the absorb mark on it’s left hand and the female figure holds the release mark on her right hand. The replicas can be passively switched between the figures, however, neither can hold both marks simultaneously. Due to the seals being replicas of the original, all 3 are connected to the same space chakra is absorbed into. This grants each seal access to the same absorbed chakra. Being granted sentience, just as clones are, the two figures are able to act outside of the user's control when necessary. Both are able to perform up to A rank Dark release techniques available to them (if Dark chakra is available), though each would be limited to the techniques which correspond with their seal at that time. This technique must still abide by Dark's S&W, with each figure treated as a B rank. If a single figure is destroyed, the user can recreate it by spending 20 chakra & one move slot, though they must be recreated within two turns of it being destroyed.
The figures originally last up to three turns, however, this can be increased by channelling existing Dark chakra within the mark into them. This requires a minimum of 20 chakra each figure.
- Can be used 2 times.
- Cannot be used consecutively

□ Approved. □

Shikotsumyaku: Shinda hone no seicho| Dead Bone Pulse: Dead Bone Growth
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: -
Description: An all purpose Kaguya technique created to augment both offensive & Defensive capabilities of a Kaguya to an incredible scale. The user begins to channel chakra across their skeletal structure, manipulating their bone to create minuscule spikes that extend & protrude through the skin & merge over the exterior creating a thin layer of bone, this takes on an armor like effect, covering the user's entire body or a selected part of it. The bone though high in density is made flexible around the joints to leave the user's movements unhindered. Even though thin, the density of the bone is extremely high, Thus the user gains a high physical resistance to matter based techniques of A rank & below (of elements that are weak to Shikotsumyaku; B-Ranks for elements that are neutral to it). While this technique is active the user also gains an increased immunity to basic Taijutsu related techniques of A rank & below, & a high resistance to B rank Chakra infused Taijutsu techniques; not including Elemental based versions. It offers no defensive abilities against non-matter based elements. Dead Bone Growth does not increase the user's strength while active, but does increase the damage output of their taijutsu based attacks by +10. This is due to the density of the bone being stronger than steel itself, making it very difficult for opponent's to defend against head on.

Due to the incredible rate a Kaguya is able to regenerate bone tissue, any damage that is caused to the bone is able to be repaired in mere seconds, if not instantly, all depending on the amount of damage the bone takes. To perform this the user must utilize one of three moves a turn to repair the bone. The user is able to sustain the technique by offering +10 chakra each turn. The user is able to perform Elemental jutsu of A rank & below while this is active. The image below depicts a similar look but the bone covers the entire body unless otherwise stated.

- Can be used twice
- Cannot use Kaguya techniques of A Rank & above for the following turn
- Taught by Method
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‡ Approved ‡ You left certain parts ambiguous so I had to clarify them for you.
Shikotsumyaku: Shinda hone no seicho| Dead Bone Pulse: Dead Bone Growth
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: +15
Description: An all purpose Kaguya technique created to augment both offensive & Defensive capabilities of a Kaguya to an incredible scale. The user begins to channel chakra across their skeletal structure, manipulating their bone to create minuscule spikes that extend & protrude through the skin & merge over the exterior creating a thin layer of bone, this takes on an armor like effect, covering the user's entire body or a selected part of it. The bone though high in density is made flexible around the joints to leave the user's movements unhindered. Even though thin, the density of the bone is extremely high, thus the user gains an increased physical resistance to matter based techniques, reducing damage taken by 30. While this technique is active the user also gains an increased immunity to non elemental taijutsu techniques(including chakra enhanced techniques), reducing damage by 40. Elemental infused techniques are reduced by 30 damage from physical harm. The user is still susceptible to effects of elemental Taijutsu such as Lightning & Fire release following the S&W's of Shikotsumyaku. Dead Bone Growth does not increase the user's strength while active, but does increase the damage output of their taijutsu based attacks by +15. This is due to the density of the bone being stronger than steel itself, making it very difficult for opponent's to defend against head on.

Due to the incredible rate a Kaguya is able to regenerate bone tissue, any damage that is caused to the bone is able to be repaired in mere seconds, if not instantly, all depending on the amount of damage the bone takes. To perform this the user must utilize one of three moves a turn to repair the bone. The user is able to sustain the technique by offering 15 chakra each turn. The image below depicts a similar look but the bone covers the entire body unless otherwise stated.

- Can be used twice
- Cannot use Kaguya techniques of A Rank & above for the following turn after this technique ends
- Cannot be used consecutively
- Taught by Method
- The layer is impenetrable by basic ninja tools/weapons
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□ Update Approved. □
 
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Jiton - Jiryoku no Tate | Magnet Release - Shield of Magnetism
Type:
Defensive/Supplementary
Rank: B/A/S
Range: Short/Mid/Long
Chakra: Dependent on Rank (passive drains -5 chakra per turn)
Damage: N/A
Description: This technique is applied to the user bio, or posted at the beginning of a battle and has a passive and active effect. Those who have the ability to use the Magnet Release will constantly exude a small magnetic field around them due to the special quality of their chakra. This field surrounds the user like a barrier and is constantly active as long as the user has chakra. The shield can be deactivated at will, but will require a turn and 20 chakra to reactivate the passive effect. That being said, by consciously manipulating the magnetic field composing the barrier, the user can change both its shape and density to increase its defensive output. Due to the density of the magnetic field produced, the user will be protected from harm automatically. The barrier can repel physical attacks, such as taijutsu, as well as weaponry, and — with a change in magnetic charge depending on the situation — is completely resistant to both other forms of magnetic techniques, as well as electrical maneuvers below B-rank. This technique also will apply a magnetic charge to the user's own weaponry when thrown allowing them to be controlled after being thrown through the usage of other Magnet Release techniques. By controlling the barrier with their hands, therefore willingly, the user can strengthen and expand the area of the shield to reinforce it. With further added chakra the barrier can be expanded to protect large areas and can be used to defend the user against higher ranked techniques. This large scale variation cannot be maintained long, however, due to increased chakra consumption. The true danger in this ability, however, lies in its secondary trait. Anything or anyone who directly comes into contact with the barrier becomes magnetized, thereby leaving them open to a counter attack from the user's arsenal of magnetic techniques.
Note:
-The passive application can only resist up to B-rank techniques and covers short-range, the user will need to apply more chakra to defend against higher-ranked techniques counting towards the user's move count.
-Only usable by Magnet Release bios.
-A rank version usable three times per battle reaching up to mid range.
-S rank version only usable twice per battle reaching up to long range.

Jiton | Bōgai no Tsūshin - Magnet Release | Jamming Signal
Rank: C
Type: Supplementary
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user begins by applying a magnetic field throughout the surrounding area. By creating this field, the user can generate obstructions that hide the presence of the user's own chakra making it harder for chakra sensors, doujutsu, and sensory tools to pin down their location. The obstructions may be generated in a static or dynamic matter, allowing the user to hide their allies and while on the move.
Note:
This field last only three turns.


Declined: Basic Magnet techniques like this CJ obliges a medium; it cannot be the user's body and if the ground is to be the medium, most moves used after on your end will more than likely cancel it.


Jiton |Kugutsu Yaiba no Jutsu - Magnet Release | Puppet Sword Technique
Rank: B
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: By using the magnet release, the user takes control of one or more metal weapons within the user's vision. These weapons will levitate and can further be controlled by hand movements moving much faster than if they were being utilized normally. Once one of these weapons makes contact with its target, it can be made to transfer it's magnetic field to any object struck. The user may also use this technique to take temporary control of an opponent's weapons making them turn against their wielder.
Note:
User may only take control of basic weaponry such as swords, kunai, etc.
Magnetism of affected objects last two turns.


Declined: more or less the same issue as stated in the check above.


Jiton |Jiki Seifuku - Magnet Release | Magnet Subjugation
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: By performing the two needed handseals the user will use their Magnet Release to create a magnetic field that can be freely manipulated to perform different things according to the user's needs. The user can create an attractive force between the user, metals, and/or other magnetized objects causing them to move closer to one another. Also, the user can utilize this same technique to generate a repulsive force between targets repelling them from one another. Lastly, the user may generate a magnetic field that can be used to draw trace metals from the earth that allows them to form shields, pillars, and or other constructs according to their needs. The created constructs last two turns and can be freely manipulated via hand movements.
Note:
The user may only use one application of this technique per usage.
Usable 5 times, with two turn wait in between uses.
Jiton - Jiryoku no Tate | Magnet Release - Shield of Magnetism
Type:
Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra: 20-40 (passive drains -5 chakra per turn)
Damage: N/A
Description: This technique is applied to the user bio, or posted at the beginning of a battle and has a passive and active use. Due to the special nature of their chakra, those who have the ability to use the Magnet Release are able to passively apply a magnetic field around their basic ninja tools or weaponry that come in contact with the user's chakra through either physical touch or through the use of a technique which requires a weapon. The magnetic field surrounds the weapon like a barrier, covering the weapon in a barely visible aura that is constantly active as long as the user has chakra. That being said, by consciously manipulating the magnetic field composing the barrier, the user can change both its shape and density to increase its defensive and/or offensive output. Techniques that utilize Ninja Tools or Weaponry will gain an additional rank due to the density of the magnetic field produced when the weapons are collectively used up to S-rank which gains a flat +20 damage. Because the user's weaponry becomes magnetized, the user is able to control their own weaponry when thrown through the use of other Magnet Release techniques. When this technique is actively used, the user will cross two weapons in front of him while adding additional chakra to the barrier they create with the weapons in hand. Depending on the amount of chakra infused into this the barrier at the time of use, the barrier grows and strengthens becoming a shield capable of blocking physical attacks such as Taijutsu, Weaponry, and Lightning Jutsu of at least equal rank. If the user uncrosses the weapons at any time, the barrier is broken. The true danger in this technique, however, lies in its secondary trait. Anything or anyone who directly comes into contact with one of the barriers becomes magnetized, thereby leaving them open to an attack from the user's arsenal of magnetic techniques.
Note:
-Only usable by Basic Magnetism Release bios.
-B-rank version usable three times per battle reaching short-range.
-A rank version usable twice times per battle reaching to mid-range.
-S rank version usable once per battle reaching to long range.


Declined: there will be no passive damage boost to Jiton that lasts indefinitely like this. And as for the active ability, it's an idea better suited for a standalone CJ that makes better use of Fūinjutsu.


Jiton | Bōgai no Tsūshin - Magnet Release | Jamming Signal
Rank: B
Type: Supplementary
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user begins by applying a magnetic field with their chakra throughout the ground that soon spreads into the surrounding area. By creating this field, the user can generate obstructions that hide the presence of the user's own chakra making it harder for chakra sensors, doujutsu, and sensory tools to pin down their location while the user evades and relocates to a more strategic position. The obstructions may be generated in a static or dynamic matter, allowing the user to hide their allies and while on the move. While this technique is in use, however, the user may not attack making it ideal for escape or stealth maneuvers.
Note:
This field last only two turns.

Jiton |Jiki no Jutsu - Magnet Release | Magnet Manipulation Technique
Rank: A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This begins with the user preforming two handseals alongside throwing a ninja tool or using a magnetic technique, this jutsu allows the user to control their basic weaponry through the use of Magnetism after being thrown. This is even usable on techniques that require that the user has a large number of basic weaponry or tools on the field such weapons summoned through use of the Shuriken Shadow Clone jutsu, Manipulated Tool techniques, etc. By performing the two handseals the user's chakra spreads into the surrounding area as a magnetic field that gathers the objects from the surrounding area. The gathered objects are able to be shaped into any form the user wishes, however their total size may not exceed more than 3x the user's size. The objects created through this technique are able to withstand elemental techniques of equal rank following elemental strengths and weaknesses. It should also be noted, the objects are able to transfer a magnetic field to objects they may come in contact with.
Note:
Only usable by Basic Magnetism bios.
Can only be used on basic ninja tools and weapons.
May be used in the same time frame of another technique.

□ Pending. Leaving for Pekoms. □
 
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Xicer

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(Doton: Hei-Funsha) Earth style: Wall Spout
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: After/while forming a wall made of earth or some variation, the user will add three handseals to end of the jutsu (or use three handseals) to create a pressure under a wall they are forming (or have formed already) to make sprouts of molten versions of their earth erupt from the top of the walls, making them unpassable from above without sustaining great damage. The wall will constantly feed off of the falling particles, reforming due to the imbued chakra initially placed into the technique (or after, if used this way)
Note: Can be used twice per battle
Note: Can not be used within two turns of using it before
Note: Can be used in the same TF as a wall jutsu, or to an existing wall
Note: Lasts 2 turns
Note: Must be taught by Xicer

□ Approved. Edits made. □
 
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RuckenTM

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Sensory Permission: [ ]

(Tsuriai ni Henkanshi no Jutsu) - Imbalance Sensing Technique
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn including 'Chakra Sensing Technique' total)
Damage: N/A
Description:
The extremely rare ability to further sense the hidden states within chakra to a greater detail, these special shinobi are capable of detecting the presence of Negative and Positive chakra through their very own chakra. Upon having an active 'Chakra sensing technique' the user will make a seal of conformation with both their hands (or one hand) together they'll surge chakra from their body before enhancing their capabilities to sense Negative and Positive chakra. While negative/ positive chakra its often confused with Yin/Yang, the main difference is that negative/positive chakra reside within both Yin/Yang rather than being its own. Simply a deep hidden force behind every chakra that's made of Yin/Yang.

Negative Chakra, is usually found in Ninjutsu, Summons, and Genjutsu techniques. Some users are able to use pure Negative Chakra to preform powerful techniques, which can be quickly detected many miles away (up to 2 landmarks away in WSE). With enough practice, users are able to sense negative emotions. Negative Chakra is the counterpart of Positive Chakra. This heavy white colored chakra can only be wielded by Tailed Beasts, and a handful of very special individuals. This chakra is created by negative emotions that flow out the shinobi's body into the world that allows Tailed Beasts to unitize.

Positive Chakra, which cannot be used offensively without using Negative Chakra. The most common location sensed of this chakra is when its being used to creating powerful barriers, healing techniques, and enhancing jutsu abilities. Positive Chakra comes from peaceful emotions and users can understand know of someone is going hide or even know how to get rid of their opponent's will to fight.

When the user is actively aware of both these forces within chakra, their tracking and reaction speed is increased (x2.5) but not only do they react. They can engage in with their opponent without being affected with by their killing intent. This goes further as while this jutsu is active, the user can see the negative and positive chakra upon a person or within, i.e:

Note: Can only be used for 5 turns.
Note: Can only be used by bios with Sensory ability.
Note: If anything similar to 'Tailed Beast Bomb' is being created, the user will passively detect the location without activating their chakra sensing technique; must be posted on user's biography to gain this ability.
Note: Can only be used while "Chakra sensing Technique" is active, resulting in the user unable sense after use for 4 turns.

□ Declined. This is not viable. □
 
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Vayne

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(Ninjutsu: Rei Gurasu) Ninja Arts: Ghost Grass
Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10 (-5)
Damage: N/A
Description: Ghost Grass is a technique which allows the user to create a solid chakra manifested artificial glass. It’s colour is pale green, with a hint of yellow. The grass is initially created short range around the user, then spreads after a turn to mid range, then after another into long range. Additionally, the grass would continue to exist until fully destroyed, otherwise it would regenerate completely by the end of the turn of it’s insufficient destruction. The main use of this grass is to have the user’s chakra constantly displacing and moving throughout the grass. This constant movement would make attacks utilised within the grass undetectable to chakra sensors and dojutsu users. Naturally, the attacks are still detectable through the basic senses. The grass itself is merely 60 centimeters long, with half of it’s length being inside/beneath the terrain. As it spreads, the grass’s power increases, each turn, at D rank damage increase each turn. Additionally, twice per battle, the user can channel additional chakra into the technique allowing it to negate a technique and remain on the field, but at D rank strength. In this case, the user can have the grass cover an initial range of mid range, however for it to spread into long range, it would need two turns. Lastly, despite the grass progressively increasing in power, especially in long battles, the opponent’s feet are exempt from receiving damage/being countered, however, if the opponent used a technique within the grass it would be stopped normally. Naturally, this means that full body armours of elemental nature or similar, would be countered if possible.

□ Declined. I'm lowkey confused as to what this does, or rather, how. How does the damage change? Its worded weird. □


(Kage: Hecate’s Houyou) Shadow Arts: Hecate’s Embrace
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (-5)
Damage: N/A
Description: Expanding the relationship a user has with his shadow, Hecate’s Embrace, allows the user to merge with his shadow techniques, but in a fusion-esque manner. This technique would join the user and the shadow technique(partially or fully, depending on sizes involved) into one entity. In order to achieve this, the user can either draw the shadow technique into himself, or have the shadow technique draw the user into it. The speed at which this occurs at is the speed of the technique or the user, depending on which is being drawn to the other. Upon merging, the user would gain the traits of the shadow technique, and would become capable of utilising shadow techniques from his body, while also utilising Nara clan techniques without a hand seal. The combined form would last the turn(s) remaining for the shadow technique in addition to two turns. Now, while merged, the user would have three new abilities, each dependant on the type of shadow technique he merged with. These abilities would all relate to adding an effect to suitable techniques(solids and liquids). When the user joins with a tangible solid Nara clan techniques would be infused with a layer of solid shadow which causes additional damage(+15). When merging with intangible techniques, the techniques used further would be infused with a layer of shadow that paralyses anything that touches it, similar to the basic technique.(In case it hits the targets shadow, they would also be paralysed, similar to shadow imitation shuriken) Finally when merging with a physical, yet malleable, shadow, the user becomes capable of changing the direction of the technique by moving it through the shadows. If the shadow technique has more than one quality, the user utilise them simultaneously, at a single jutsu cost.. The technique is usable 6 times per battle, with the first two abilities granted being passive/same t/f, but costing an additional 15 chakra. The third ability is active, counting towards the techniques usage limit. After the technique end the user must wait two turns before using it again. However, during it’s active/merged duration, it can still be used.

□ Declined. Nope, give it a consistent time, don't try that NK stuff fam. 6 times too much, no simultaneous abilities, and no passives and same time frame stuff. It'll cost moves, and it restrictions will be done better. □

(Inku Ninpou: Tsubasa Kouse) Ink Arts: Wings of Aggression
Type: Offensive/Defensie/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Through manipulating an existing ink source, either through hand movements or simply drawing, the user would have the opportunity to create a 10 meter large mosquito/fly hybrid(or a swarm), similar to ink techniques that create animals from scrolls. The creature is capable of flight, administering consecutive bites/stabs/sucks, and laying eggs. The creature has three main abilities, each related to the creature’s abilities.
Power: Through utilising it’s proboscis('mouth'), the creature can administer a powerful strike to a target, causing great pain while also taking in some of the targets blood and chakra. Alternatively, the user can have the creature take some of his/targets blood and chakra, in a non lethal manner. When used in a lethal manner, the creature can suck up to 30 chakra points, while delivering A rank damage. When used in a non lethal manner, it can consume up to 60 chakra points. In both cases, any technique the target is sustaining would be prematurely ended. (This can be used two times, lethally, and two time non lethally. However, it’s only usable once on the user) When Power is used on a technique, it would absorb all the chakra in the technique, weakening it by a rank while also piercing it with power.

Without Fuuin, unless shown, Ink isn't able to sap chakra.

Life: Only usable after Power has taken place and both blood and chakra has been consumed. The creature(s) would be capable of laying an egg, through which a miniature version of it would emerge, adding to the overall power of the technique, specifically 10 points per 30 chakra points. This is unusable unless blood is present, and due to it being reliant on power, it can occur in the same t/f of Power, but costing a move.

If the above problem has been solved, this needs a usage limit on how many eggs can be made, and copies, also, what rank it is.

Rule: Rule is the simplest of the creatures ability, it is merely moving/avoiding attacks, at a jutsu cost, but can occur in the same t/f of any of the other abilities. (Usable thrice)
Usable twice per battle, lasting 5 turns, with a two turn interval between usages.
Usages for specific abilities do not count to the techniques second usage, but rather each usage of Wings of Aggression allows for the abilities to be used as described.

Last ability is fine, though the entire technique needs to be lessened in terms of time it lasts, and how many times it can be used.

□ Declined. Look at colored. □
(Inku Ninpou/Fūinjutsu: Tsubasa Kouse) Ink Arts/Sealing Arts: Wings of Aggression
Type: Offensive/Defensie/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Through manipulating an existing ink source, either through hand movements or simply drawing, the user would have the opportunity to create a 3 meter large mosquito/fly hybrid, similar to ink techniques that create animals from scrolls. The creature is capable of flight, administering consecutive bites/stabs/sucks, and laying eggs. The creature has two main abilities, each related to the creature’s abilities.

Power: Through utilising it’s proboscis('mouth'), the creature can administer a powerful strike to a target, causing great pain while also taking in some of the targets blood and chakra. Alternatively, the user can have the creature take some of his/targets blood and chakra, in a non lethal manner. When used in a lethal manner, the creature can suck up to 30 chakra points, while delivering A rank damage. When used in a non lethal manner, it can consume up to 60 chakra points. In both cases, any technique the target is sustaining would be prematurely ended. (This can be used two times, lethally, and two time non lethally. However, it’s only usable once on the user) When Power is used on a technique, it would absorb all the chakra in the technique, weakening it by a rank while also piercing it with power. The absorption quality stems from combining Fūinjutsu, specifically in the form of a seal that gives the creature the aforementioned abilities.


Life: Only usable after Power has taken place and both blood and chakra has been consumed. The creature(s) would be capable of laying an egg(s), through which a miniature version of it would emerge, adding to the overall power of the technique, specifically 10 points per 30 chakra points. This is unusable unless blood is present, and due to it being reliant on power, it can occur in the same t/f of Power, but costing a move. The maximum power that can be increased is 20 points, but it should be noted that each 'Life' usage requires it's own 'Power' usage in which blood is taken. The eggs created would double the amount of creatures on the field, so for a big mosquito/fly only one.

Usable twice per battle, lasting 3 turns, with a three-turn interval between usages.


Approved: edits annotated in pink. Note that its size was decreased and the swarm was omitted, in addition to the third ability.


Removed double speed
(Kage: Bakuha No Seth) - Shadow Arts: Paroxysm of Seth
Type: Supplementary
Rank: B
Range: Dependant
Chakra: +20
Damage: Dependant
Description: Paroxysm of Seth enables the user to detonate any physical shadow based technique through a simple chakra usage. The detonation combines elements of that enable shadow's to be separated from their source. Paroxysm of Seth achieves a similar feat, allowing for shadow techniques to violently erupt at speeds equaling said shadow technique's own speed. The shadow would erupt into a multitude of small that can cause deep laceration and inflict respectable damage. The shards would carry the traits of said shadow technique, and the eruption can be controlled to be either omnidirectional or through specific sides, allowing for the safety of the user in some cases. The damage dealt by the shards would be equivalent to that of the shadow technique, with a boost of twenty points due to the influx of chakra and accompanied erupting speed. As for techniques that are defensive or supplementary and lack inherent damage, the shards would carry damage in respect to said techniques defensive power. For instance if used on a basic B rank physical wall of shadows, the shards would carry fourty damage points. Upon detonation, the shards can either travel short range all around the shadow technique, or reach up to mid range distance from the source if it was directed to a specific point. Overall the technique can be performed five times per conflict, and it's range of activation is directly tied to the technique to be detonated. So whereas it can potentially be activated from a long range, the explosion can only reach short to mid range, with short range for omnidirectional blasts as previously mentioned, and up to mid range if the blast was controlled towards a specific point.

□ Declined. What speed is that? Let the shards deal the damage of the rank of the technique and not what its derived from (otherwise you have a B rank technique dealing 80-100 damage, I see you b). □

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


Declined: the passive boost to ink ninjutsu still isn't going to fly like that. But more importantly, the turn two effect of the snake's venom being able to block the victims' access to certain fields appears to infringe upon El Alucard's medical-nin poison, "The Shapeshifter Poison." As an example, a couple of sentences were written like: "4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities or advanced elements."



(Katon: Tesuro Teshita) - Fire Release: Tesla's Creations
Type: Attack/Defensive/Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (5 per turn)
Damage: 30
Description: A technique that creates numerous(up to 10) little solid flying orb like creatures(max size is 5 cm radius). These creatures are sentient and there offensive/defensive prowess are, as individual creatures, not impressive. However, there supplementary prowess is what sets them apart. Each Tesla, being composed of fire, produces light. The power of the light can be controlled by each Tesla, at will, ranging from the lowest visible to ultraviolet. The light can reach mid range distance from the Tesla. The light can be used tactically to, for example, suddenly blind an opponent for one turn by increasing the power of the light from low to high. This ability is only effective in terrains with low visibility/light and it is passively usable 4 times per battle. The ultraviolet light can, under the presence of glass(usually bulbs with openings carried by the user), be used to produce black light. Mostly for cosmetic reasons. If used to blind, it lasts for 1 turn.
-Usable 3 times per battle with a turn interval between use.
-Lasts for 3 turns.

□ Declined, keep the original. □
Changed from posion to KI, removed user perks and made it more unique to Muses instead

(Kuchiyose no Jutsu: Muses No Frey) - Summoning Technique: Muses the Frey
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Muses the Frey is one of the legendary snake summons of the Ryuchi cave, acting as one of the secret defenders of the land, and potentially the strongest and fastest (20 speed level) amongst her brethren. Muses is of half the size of Aoda, resembling it's distant cousin in colour with additional pigmentation on it's scales. Muses is highly regarded as Vayne's favoured summoning, as they share the ability to utilise Ink ninjutsu. But whereas Vayne was limited in terms of ink utilisation, Muses had the passive ability for a 30 chakra body surge(capable of cleansing the body from Gens/Yamanaka/etc techs of A rank and below) to increase the size of ink techniques, increasing them up to and including 10 meters. Muses’s second unique ability comes in the form of a unique form of killing intent, labeled ‘Aidos’. Aidos takes the form of a chakra presence covering a mid range radius around the snake. Aidos has two usages, one passive and one active. The passive usage of Aidos causes on the first turn a decrease in target’s speed, cutting them by a quarter, while the second turn of continuos exposure cuts it by half, alongside with tracking capabilities. The third turn of continuos exposure locks off advanced fields(Kinjutusu, Fūin, KG/KT/HA/Advanced Elements) higher and including A ranks, and the fourth restricts it to B ranks and above. The active version of Aidos can be used three times per battle, costing 50 chakra points, and acting as a full body surge. It would increase the effects by one turn, and the ability can only be used once every two turns. Aidos, being essentially a chakra mist/presence, blocks out sensors that would be hindered by techniques such as Hidden Mist Technique. Countering Aidos depends on a targets rank, achieved through a full body surge/pain. {Sage(B) Kage(A) Sannin/S-Class(S)} While lower ranked ninja would need to rely on pain release methods that would be one rank higher in total than what they can use.{So Jounin S rank pain, S-Jounin A rank pain, etc) Aidos can also be countered by moving outside of it’s area of effect, or by external sources adding chakra to the targets. When used on summonings/familiars it depends on rank, with it needing equal rank body surges and one rank lower pain for F to A ranks, while lower need higher, similar to Jounin and below. Familiars/Summons that have /resistance immunity to the pain thresholds are forced to overcome it. Aidos can be used to target whatever Muses wishes, allowing it exclude allies. Furthermore, Muses can release ink 'from her body'(achieved through the pigmentations on her skin that are actually ink blobs attached to her body through chakra usage) allowing her to use techniques much easier. If the user were to be atop Muses, she could control the areas the ink is released from, enabling the user to easily stand on her. However, if Muses were to use thirty chakra points, the ink could have one of two effects; either being unleashed in an omnidirectional blast of ink that could reach thirty meters away due it's massive size. The ink would carry sixty damage points, and the user, could fall prey to the ink itself, although the ability to manipulate said ink would typically come into play, allowing Muses to exclude targets, although it would not count as a full body chakra surge in said cases. Alternatively, the ink, for a similar cost of thirty, could be used to cause physical attacks aimed at the snake to slide off, leaving her completely safe. These abilities can only be performed once per turn, and only one variation per turn. Lastly, Muses's combat abilities are augmented by it's ability to use snake ninjutsu techniques, even techniques that are restricted to basic summons, such as the Spinning Snake Thorn. Muses can last four turns on the field, and can only be summoned by those capable of utilising ink ninjutsu.


Declined: aside from the snake having too many abilities, the Killing Intent is not going to lock off any fields like this.




(Hijoujitaitaishokeikaku Kei) - Contingency Plan
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: To be utilised during the performance of a S/T barrier related technique, Contingency Plan allows for the effective countering of techniques that are stream line based, sentient, or similar. When a barrier is used to counter a streamed technique, Contingency plan allows for the transportation of the entire opposing technique. Normally, the S/T barrier would be unsuited to counter stream techniques, however through this technique, once contact is made between the barrier and the streamed technique, a sealing formula of the flying thunder god would spread on the streamed technique, allowing it to be transported 'as a whole' into a marked location. The sealing formula would spread regardless of the nature of the technique, as it would only be a temporary etherial one in a sense. The streamed technique would be effectively cut at it's point of origin, not affecting the original source of it. Upon transportation, the opposing technique would explode into a blast equal to it's strength, covering a short range radius. When a S/T barrier is used to counter a sentient non-living creature, the formula would spread on the creature's body, sending it to a marked location, with the sealing formula lasting until removed. Finally, when used against living creatures/humans, a sealing formula would be placed on the creature, while also transporting them to a marked area. This sealing formula would only last for 3 turns before it wears off, unlike the normal one that lasts indefinitely. The seals would instantly form(S/T instant). Usable once every two turns, and only during a S/T barrier or variant of it.

□ Declined. I understand the concept, but what if the technique is still streamed, will it transport it whole, while the person using the streaming technique is still technically, streaming? As you say it doesn't affect the original source, that being, the person streaming. Why would it explode into a blast when transported (never explained). Issa no for sentient creatures, and it lasting indefinitely would be a no too, anyway. This needs an actual restriction on usage (not once every two turns, where it lasts 3 turns with no usage limit and no restrictions). □


(Kage Fūinjutsu: Battoman To Junbi Jiksn) - Shadow Sealing Arts: Batman With Prep Time
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (Dependant)
Description: Similar to the concept of having ink tattoos, this collaboration technique essentially allows the user to apply tattoos to his very own shadow. Naturally, this must be done when the shadow is in a tangible state. The user can either use this technique to give his shadow tangible form, or simply employ the tattoos on a preexisting tangible shadow. The tattoos are quite similar to those of , as in the user needs to merely draw the shape or kanji(s) of the desired objects, then utilise them at a latter point. The tattoos, at the cost of 5 chakra points, can passively be repurposed into different shapes and constructs similar to Body of Creation. The user can have up to four tattoos placed on his shadow at one point. A single tattoo contains B rank strength, meaning that when repurposing 4 tattoos, the user can create up to and including S rank ink techniques. A single tattoo can expand up to 10 meters length, allowing the user to have a degree of leniency over the size of his creations. Releasing a single pre-set tattoo costs 20 chakra points, releasing two costs 30, while releasing three or all four costs 40. When using a repurposed tattoo into its technique the user must use 10 additional chakra points to the technique. Pre-set tattoos also have a reaction ability which is dependent on the shadows strength. When an opposing technique of sufficient strength meets the shadow to completely neutralise or overcome it, the tattoos would be automatically released in the direction the technique came from, clashing with it and interacting based on s/w. Depending on the number of tattoos present at the point in time, the chakra cost can vary from 20 to 30 to 40. However, for tattoos purposed for specific techniques, it would cost said techniques chakra cost + 10, similar to the release portion of the technique. The pre-set tattoos must be stated in the user's biography or the beginning of a battle. The technique can be used 4 times per battle, with preset tattoos not counting towards the 4 times limit if stated in bio, or at the beginning of the battle.

□ Declined, you're basically trying to make a Shadow version of what you achieved with Body of Creation, but I just don't see it being applicable with shadows in the way you want it to be. It's kind of a reach. □


(Kage: Sono Nagai Naito) Shadow Sealing Arts: The Long Night
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Created for the dichotomy between Fūinjutsu and Shadow techniques, The Long Night offers the user the ability to unify both fields in order to accomplish unprecedented feats, namely in the realms of allowing up to three tag/scroll based techniques to be used through the shadow, with the shadow acting as the reference point instead of a tag/scroll, enabling a more swift execution suitable to those of the Nara clan. Naturally the techniques must be mentioned beforehand in the user's bio/start of battle. Utilising the technique would naturally cost a move, however controlling the shadow in order to release the techniques through it would be passive, costing 5 chakra points. The Lone Night has one additional function that is directly related to self sustenance. Whenever a technique that aims to disrupt the integrity of the shadow, in any fashion, or the techniques applied to it(prior to release), an intangible barrier would instantly be formed, preventing the opponent from tampering with them. This is mainly done to counter techniques that aim to seal away the shadow. This extends to techniques that aim to rob the shadow of chakra, disrupt it, or simply manipulate it in an overall negative fashion. The barrier would essentially act as a counter seal, one that simply prevents other seals/techniques from influencing the shadow, allowing for it to last for the 'Long Night'. The barrier, at the very least would cover the entirety of the shadow and an area short range all around it, allowing for it to be suitable to defend even against underground based techniques. If need be, the barrier's range can extend to meet the opposing technique if it was beyond those parameters. (For instance a Fūin based dome that seals shadow/techniques from a long distance) The barrier carries enough strength to counter-act and seal away opposing techniques of S rank nature. The barrier would automatically be released whenever a disruptive technique comes within 5 meters of it, except in the aforementioned case of longer ranged barriers and similar, where the barrier would be released when the technique comes into play. However, in these cases double the chakra usage must be paid. Per a single use of 'The Long Night', two barriers can be used, with the potential of a dealing with forbidden ranked techniques, at double the chakra cost. In the case that a total of a forbidden ranked opposition is sealed away, then the technique must be used again in order to regain the uses of the barrier, however a turn break must pass before this is done. The technique is usable four times per battle, and it can not be stacked upon itself, as in the maximum number of techniques used through the shadow instead of a seal/scroll must never exceed three, and the barriers can not exceed the aforementioned capabilities.

□ Pending. Leaving for Vex. □

Declined: DNR. I'm not allowing tag/scroll based techniques to be utilized through shadows. The barrier and tag/sealing functions have no relation to one another, and should be separate techniques. I'll tell you right now though, that barrier won't be applicable in terms of normal elemental clashes.
(Hijoujitaitaishokeikaku Kei) - Contingency Plan[/B]
Type: Supplementary
Rank: B
Range: N/A
Chakra: +20
Damage: N/A
Description: To be utilised during the performance of a S/T barrier related technique, Contingency Plan allows for the effective countering of techniques that are stream line based, sentient, or similar. When a barrier is used to counter a streamed technique, Contingency plan allows for the transportation of the entire opposing technique. Normally, the S/T barrier would be unsuited to counter stream techniques, however through this technique, once contact is made between the barrier and the streamed technique, a sealing formula of the flying thunder god would spread on the streamed technique, allowing it to be transported into a marked location. The sealing formula would spread regardless of the nature of the technique, as it would only be a temporary etherial one in a sense. The streamed technique/familiars would be effectively cut at it's point of origin, not affecting the original source of it. This would cause stream techniques to be transported, providing a temporary reprise for the user, although depending on nature of techniques, the enemies could continue it, though this would follow tf rules, allowing the user to recounter again. Upon transportation, the opposing technique would explode into a blast equal to it's strength, covering a short range radius.(This occurs due to the techniques being transported in a chaotic manner, where it’d be arranged, resulting in the aforementioned explosion). Finally, when used against living creatures/humans, a sealing formula would be placed on the creature, while also transporting them to a marked area. This sealing formula would only last for 3 turns before it wears off, unlike the normal one that lasts indefinitely. The seals would instantly form(S/T instant). Usable once every two turns, and only during a S/T barrier or variant of it. Usable 4x

□ Pending. Leaving for Pekoms. □


Declined: after some discussion, pretty much none of this CJ is gonna fly as is. Reword it to be more "logical".

 
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