Custom Jutsu Submission - IV

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Gutsy

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Recently Purchased Mythical Summoning Contract.
Summoning Animal: Wendigo
Scroll Owner: Gutsy Jiraiya
Other Users who have signed the contract: N/A
Summoning Boss if existing: (Currently None)
Other Summoning Animals tied to the contract: (Currently None)


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Description and Background: The Wendigo is a mythical man-eating monster that have been told down through generations in the lands filled with forests, as apparently, the lore spoke of these beings residing in the dense forests of the northern regions of the land of fire and the lands just above. The description of the Wendigo varies from culture to culture, however there is some features that are common to all these cultures, which is the view that the Wendigo is a malevolent, cannibalistic, supernatural being. They are strongly associated with winter, the north, coldness, famine and starvation. The Wendigo is gaunt to the point of emaciation, its desiccated skin pulled tightly over its bones. With its bones pushing out against its skin, its complexion the ash gray of death, and its eyes pushed back deep into their sockets, the wendigo looks like a gaunt skeleton recently disinterred from the grave. What lips that it may have had are tattered and bloody, unclean and suffering from suppurations of the flesh, the Wendigo gives off a strange and eerie odor of decay and decomposition, of death and corruption. They had antlers across their body, or bones sticking out like spikes from their body, and some may wear, or their head resembles that of the skull of a deer or other animals. In the lore of the land, these haunting creatures were described as giants that are many times larger than human beings, a characteristic featured by the story that a Wendigo who ate another person, would grow in proportion to the meal it had eaten, so it could never be full. Therefore, Wendigos are portrayed as simultaneously gluttonous and extremely thin due to starvation. The Wendigo is seen as the embodiment of gluttony, greed, and excess; never satisfied after killing and consuming one person, they are constantly searching for a new victim. According to the lore, these beasts of the supernatural were hunters impossible to escape from due to their unnaturally large, fast, and strong physique, with heightened senses and endurance. They were eventually described as hunters immune to even the harshest climates. It could stalk its prey and mimic human voices, so its favorite pastime is luring people away from safety and driving them mad deep in the wilderness in order to consume them. They were known to torment their victims, tormenting them as it takes over the mind and body, even with them cursing and possessing their body to torment them (Through sealing arts, to be in the summonings submitted). It begins with strange odors that only the victim can smell, they they are plagued with nightmares, their sanity melting away from their sleep-deprived minds. Then they will experience an unbearable burning sensation throughout their legs and feet, and usually end up stripping down, running naked through the forest like a madman.

The Wendigo have a few unique traits which aid them in the world:
- The Wendigos have a unique trait due to their grotesque features and the horror that they feature and represent, they induce fear and can apply their killing intent upon target(s) passively with the power according to their rank.
- Due to them having heightened senses, especially their scent of smell being very sensitive to foreign chakra and humans, and being known for their hunting and tracking abilities as they hunt their victims and induce fear, they have been proven to have passive sensory perception allowing them to hunt their victims.
- The Wendigos hunt, terrorize and hunger for human flesh, they feed upon the fear of people and creatures, and they feed on life through them eating them or in most cases they can by touching a human or animals absorb their life energy weakening them.
- The Wendigos even exhibit powerful affinities for the illusionary arts, and they are capable of sensing chakra that inhibit people or creatures that are foreign and are capable of absorbing it out of that creature.


¤ Declined; abilities. The absorption of life force isn't going to work, take that stuff out. The mimicking voices, smell stuff, need to be separate techs. And they wont all have Genjutsu + x field; if they use Genjutsu, it will require a trigger to use them and no other elemental or other Ninjutsu rated abilities. ¤

Summoning Animal: Wendigo
Scroll Owner: Gutsy Jiraiya
Other Users who have signed the contract: N/A
Summoning Boss if existing: (Currently None)
Other Summoning Animals tied to the contract: (Currently None)


Description and Background: The Wendigo is a mythical man-eating monster that have been told down through generations in the lands filled with forests, as apparently, the lore spoke of these beings residing in the dense forests of the northern regions of the land of fire and the lands just above. The Wendigo is a malevolent, cannibalistic, supernatural being, appearing as a giant fox like creature. They are strongly associated with winter, the north, coldness, famine and starvation. The Wendigo is gaunt to the point of emaciation, its desiccated skin pulled tightly over its bones. With its bones pushing out against its skin, its complexion the ash gray of death, and its eyes pushed back deep into their sockets, the wendigo looks like a gaunt skeleton recently disinterred from the grave. What lips that it may have had are tattered and bloody, unclean and suffering from suppurations of the flesh, the Wendigo gives off a strange and eerie odor of decay and decomposition, of death and corruption. They had antlers across their body, or bones sticking out like spikes from their body, and some may wear, or their head resembles that of the skull of a deer or other animals. In the lore of the land, these haunting creatures were described as giants that are many times larger than human beings, a characteristic featured by the story that a Wendigo who ate another person, would grow in proportion to the meal it had eaten, so it could never be full. Therefore, Wendigos are portrayed as simultaneously gluttonous and extremely thin due to starvation. The Wendigo is seen as the embodiment of gluttony, greed, and excess; never satisfied after killing and consuming one person, they are constantly searching for a new victim. According to the lore, these beasts of the supernatural were hunters impossible to escape from due to their unnaturally large, fast, and strong physique, with heightened senses and endurance, including a heightened sense of smell that is unique to them, as it is highly sensitive towards foreign chakra and humans in particular [Technique to be made]. They were eventually described as hunters immune to even the harshest climates. It could stalk its prey and mimic human voices [Mimicry Technique will be submitted], so its favorite pastime is luring people away from safety and driving them mad deep in the wilderness in order to consume them. It begins with strange odors that only the victim can smell, they they are plagued with nightmares, their sanity melting away from their sleep-deprived minds. Then they will experience an unbearable burning sensation throughout their legs and feet, and usually end up stripping down, running naked through the forest like a madman.

The Wendigo have a few unique traits which aid them in the world:
- The Wendigos have a unique trait due to their grotesque features and the horror that they feature and represent, they induce fear and can apply their killing intent upon target(s) passively with the power according to their rank.
- Due to them having heightened senses, and being known for their hunting and tracking skills as they hunt their victims and induce fear, they have been proven to have passive sensory perception allowing them to hunt their victims.


¤ Approved, made edits. Had to have a set appearance and couldnt allow the possession for this contract. ¤
---
Note: removed the smell part of the tracking and sensory abilities of the Wendigo. Secondly removed the absorbing part and the illusionary affinity.
 
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ReXii

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(Fuuin: Hitei-teki dōka) - Sealing Technique: Negative assimilation
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji 否定的同化 that automatically activates upon the user being struck with a fuuinjutsu from an alternate chakra source to their own I.e an enemy sealing tech. A barrier will form almost instantly over the user taking the form of a rapidly spinning sealing script. The effect of the barrier is to reduce the power of other sealing techs by forcibly assimilating the users chakra in to them to undo the sealing. Much like the canon seal destruction. However this version is autonomous, should the enemy fuuin be equal to or below the rank of this tech it will be completely cancelled. However it will only lower the power of higher ranked fuuin by one rank. Lowering S to A for example.

Note: Can only be used thrice per battle
Note: Only applies to fuuinjutsu techniques
Note: Requires a two turn cooldown between uses.
Note: When activated, the user is unable to perform Fuuinjutsu above A-Rank in the same and following turn.

Approved. Made edits.

(Fuuin: Hiraishin Junbi) - Sealing Technique: Flying Thunder God : Preparation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The user has a seal on their body with the Kanji 準備 that remains present at all times. A variation of the base seal for the flying thunder God technique this body seal simply allows the user to have the seal placed using freeform during battle This seal is unique in that it can be transferred between objects by touch at the users discretion so they may plant it on an object then retrieve it by grabbing said object again. Giving them additional usability.

Note: Can only be used for one seal on the body and can't be duplicated by any means
Note: This may only be used by users of flying thunder God.

Pending. Leaving for Detective L.

± Declined. While this technique increases usability, it also becomes problematic in its freeform usage, which was my initial issue. What does the note mean? ±

(Hiraishin: Shinseina burittsuēsusutairuzero) Flying Thunder God: Divine Blitz Ace Type Zero
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
A technique where the user combines the use of weaponry and the flying thunder God ability. This powerful ability requires the user to have either directly marked their opponent or for said opponent to be within one meter of a seal. With the requirements fulfilled the user will begin to use a slashing or piercing attack with a weapon of their choice while teleporting instantly leaving no time to react or detect the attack by any means. Due to it beginning before teleportation. This will allow the hit to cause critical damage quite possibly ending the fight.
Note: Can only be used 3 times per battle
Note: Can only be used by characters with the ftg ability.

Declined. Not allowing techniques by default to do critical damage.

----
Note on all submissions: make note in the future that you've acquired Advanced Fuuin. Permissions aren't really linkable now, so just say it's in your inventory so we can check.
(Fuuin: Hiraishin Junbi) - Sealing Technique: Flying Thunder God : Preparation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The user has a seal on their body with the Kanji 準備 that remains present at all times. A variation of the base seal for the flying thunder God technique this body seal simply allows the user to have the seal placed using freeform during battle This seal is unique in that it can be transferred between objects by touch at the users discretion so they may plant it on an object then retrieve it by grabbing said object again. Giving them additional usability.

Note: Can only be used for one seal on the body and can't be duplicated by any means. This means only one seal exists on the users body and only that one seal can be transferred. It can not be duplicated by any means. No more than one of these seals may exist at once.
Note: This may only be used by users of flying thunder God.

¤ Declined, to apply the seals, you will need to use chakra to place them; N/A for chakra cost makes this impossible to approve. This means that freeform use will likely not work out like this either. I'm not sure if the note suggests it can function similarly to body seals but if so, it would require Advanced Fuuin. ¤

(Hiraishin: Shinseina burittsuēsusutairuzero) Flying Thunder God: Divine Blitz Ace Type Zero
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description:
A technique where the user combines the use of weaponry and the flying thunder God ability. This powerful ability requires the user to have either directly marked their opponent or for said opponent to be within one meter of a seal. With the requirements fulfilled the user will begin to use a slashing or piercing attack with a weapon of their choice while teleporting instantly leaving no time to react or detect the attack. Due to it beginning before teleportation. This will allow the hit to cause severe damage quite possibly ending the fight. Though enemies who survive will find themselves suffering from heavy bleeding damage. Losing half the base damage of S rank jutsu (40) every turn to their hp until staunched somehow.
Note: Can only be used 3 times per battle
Note: Can only be used by characters with the ftg ability.

Declined. 40 damage per turn lmao. Dawg Kaguya's Ash Killing Bones only deal 10 damage per turn and that shit literally erases you from existence. Tone this down and restrict it better. I probably won't allow quantified damage over time for a technique like this. Any technique that strikes an opponent can cause bleeding, but we don't often quantify that loss of health per turn outside of things like Yang, Poison, etc.

(Fuuin: Kō gyōko-zai) - Sealing Technique: Anticoagulant
Type: Supplementary
Rank: A
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: The user has a seal on their weaponry with the Kanji 抗凝固剤 that remains present at all times. A variation of an advanced fuuin technique this weapon seal simply allows the users weaponry transfer the seal through contact to any wound they create. Preventing the wound itself from closing and causing the blood to not clot meaning it will continue to bleed heavily and freely until the seal is removed. This causes the victim to lose hp based on the damage caused by the initial attack. Losing 50% of the original base damage of the attack (i.e boosting doesn't augment the DoT) every turn to their hp until the seal is removed.

Note: This seal is placed on every weapon the user has so long as the user has it in his biography.
Note: This may only be used by people who have advanced fuuinjutsu as it's conceptually based on an advanced fuuin.

¤ Both Declined, the effect added to the first makes it and the latter technique unable to be approved. . Techniques that do lingering damage like this wont be approved. ¤
 
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Zaphkiel

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REF: Heaven's Host.

(Ririsu, Shiso) Lilith, Mother of All Things
Type: Puppet
Rank: A
Range: Short - Long
Chakra: N/A (+10 per turn)
Damage: N/A
Description: The second Angel of the Hands of God puppet lineage, but arguably the first to exist, is Lilith the progenitor of all modern puppets who is summoned only through the Heaven's Host seal. This impressive piece of machinery blurs the line between what is considered begotten and that which is manufactured with its strikingly organic body covered in an elastic, white material that resembles and behaves like skin and it's inner gears and chakra core which is surrounded by water dyed red to symbolize blood. Lilith is a humanoid puppet standing eight feel tall with a face holding seven eyes and no other prominent features except for a lower body that ends in white, flailing tendrils that eerily resemble tiny, human legs. The Angel stays afloat through chakra control and has no physical weapons like the others but instead has an instrumental chakra core complete with a chakra network similar to human's called an S² (Super Solenoid) Engine which is actually a work of chakra conductive metal intricately designed to store large amounts of chakra and supply the puppet. No other puppet that came before it had such a contraption and very few after it do.This 'engine' allows all of Lilith moves listed below to come from itself rather than the user (not counting toward move limit), but it can only perform and have active at any turn one technique. All other techniques performed by Lilith will count towards the user's moves.

Divine Subjugation: When on the field, all other puppets are referred to as Lilin, meaning children of Lilith as it is the progenitor. Through a seal with the kanji for "My" on the aft side of the unique engine in its body Lilith is able to create an invisible and intangible barrier that spreads from its body up to the borders of mid range in all directions. All puppets in the area not of the Heaven's Host seal will be subjected to its effects where a debilitating amount of chakra is siphoned from them and by extension their users per turn and stored inside the engine. The siphoning takes ten chakra per turn per puppet from the puppets' user through their connections (be it threads or Otsutsuki connection) which lowers the rank and power of all their abilities while retaining their original cost (so an A ranked moved to B while still costing 30 chakra). Unless there are no opposing puppets in the vicinity, this move costs ten chakra per turn from the user. Lasts up to four turns per use and requires a two turn cool down.
A Cruel Angel's Thesis: Through another seal on Lilith's engine with the kanji for "Children", the Angel is able to self destruct. This releases a hellish amount of the red water which was stored inside its body, that can create a powerful wave to crush and drown an enemy (A ranked in strength) or even serve as source for up to S ranked water techniques. In the chaos of it's self destruction, Lilith is able to transfer its engine to another puppet even if it is not an Angel of the Heaven's Host. If there are no other puppets in the area the engine can instead be kept by the user in a protective barrier (no strength assigned, purely cosmetic) for up to three turns, after which it disintegrates. However, should the engine do find it's way into another puppet, said creation would see a rank boost in all its abilities up to S ranked. Abilities that were already S ranked will see an additional twenty damage points increase instead. The engine can provide such an effect for only three turns after which it disintegrates, and the puppet that benefited will see all its abilities losing a rank in power for two turns after.
AT-Field Generation: The final ability of Lilith is its AT-Field which it shares with Adam, the First. This is a unique, defensive barrier that covers the puppet's body like a second skin and originates from a seal on its chest. The barrier is mundane for all intents and purposes being able to defend from up to two A ranked attacks or one S ranked. Upon being destroyed it takes up to three turns to regenerate but as per Lilith's uniqueness, this ability can only be active any time the puppet is not performing any of its other moves. The ability is A ranked and costs 30 chakra from the user to activate.


Declined: first and foremost, none of these abilities will be exempted from the three-move per turn limit. I also believe the artificial CPS has been tried before and declined (but verifying now). Either way, transferring it to another puppet won't fly due to twofold reasons of the explosion and sheer complexity of said CPS.


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(Kami no Te: Wakeru Mono)- Hands of God: That Which Divides
Type: Offensive/Defensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: This is an ability that can only be used by Angels of the Hands of God puppet lineage. How it works is by using the puppets' chakra pathways to create a beam of highly concentrated chakra. This beam is then surrounded with an A ranked, undulating barrier that revolves like and behaves as a drill. The end result is a lance of energy capable of piercing the densest of techniques up to and including S rank. Unique to this attack is its innate ability to sever all attacks of lesser power without it itself losing power or slowing down. This is thanks to the undulating barrier which serves as a shield and buffer to the actual beam of chakra which is the true attack. The barrier is able to contend equally with opposing techniques up to its own rank no matter their damage but cannot be augmented any further. The beam, on the other hand, is only A ranked in power, neutral to elemental techniques, and can be powered up to deal more damage. Once the beam finds its mark it will erupt in an explosion capable of consuming a 10 meter radius of impact (mid ranged) and so it is not wise to use this at close quarters. This technique can only be used four times per battle, with a turn cool down in between uses.

Declined. This is hella janky. It seems you only included the barrier to achieve its ability to lose no strength or speed when it clashes with something. But I don't particularly like how this is an S-Ranked technique (only on the merits that you combined an A-Rank barrier with an A-Rank beam). So if you're going that route, this is going to require two of your three moves in a single turn since this is a combination between Ninjutsu and Fuuinjutsu. Second, this needs to be restricted better.
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Skorm

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Still pending one's;
https://animebase.me/threads/custom-jutsu-submission-iv.764493/#post-21854136
https://animebase.me/threads/custom-jutsu-submission-iv.764493/page-2#post-21857145

(Meiton/Katon: Kyūketsuki no tengoku) - Dark/Fire Arts: Vampire Heaven
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Vampire Heaven is a technique developed by Alucard in his most ambitious goal of blocking out the sun whenever he wanted to and so this technique was born. The user starts by throwing a large fireball into the skies and thus heating up the atmosphere. This creates huge dark clouds which ultimately will spawn lightning, this is a natural concept of some other lightning techniques. As several lightning strikes will fall all across the field, the user will keep their palms in the skies and absorb every single lightningbolt that is naturally occurring and thus outsource the only lightsource there is as the clouds are blocking out the sun. Not only will this make the surroundings completely dark but it also gives the user dark release ammunition as they have absorbed natural lightning. This will then be released on their opponents, blinded by the lack of light. The biggest downside of the technique is that the user is also unable to see by natural means.

Note: Can only be used twice per battle
Note: No dark release technique A rank and above for one turn
Note: Can only be taught by Skorm

¤ Declined, for starters, this isnt possible with Fire release; Fire doesnt have the ability to create Lightning from it. Second, this would require 2 out of 3 jutsu slots to be done. ¤

(Meiton/Raiton: Ordnitaulin) - Dark/Lightning Arts: Ordnitaulin
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Ordnitaulin is an advanced application of dark and lightning release where the user needs to use both of the releases in a fast succession of the other. The user begins by making 4 handseals and creating an immense omni-directional blast of lightning that is designed to paralyse anyone it makes contact with, stretching out up to mid-range from the user. The user will then place their palms with the dark marks on said target and use the lightning current that remains inside of them to absorb it into dark chakra, directly piercing them from inside out with powerful dark chakra.

Note: Can only be used twice per battle
Note: No dark release technique A rank and above for one turn
Note: Can only be taught by Skorm
Note: Counts as 2 out of 3 Jutsu per turn.

¤ Approved ¤

Memento Mori
Type:
Weapon
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: N/A
Description: Memento Mori is a brutally enhanced version of the original dark marks and where created by no one else but Alucard himself, prince of darkness. Memento Mori is a latin phrase and translates to remember death. Alucard removed his original dark marks as his distaste of their mediocrity. He carved out the seals and used his rage and bloodlust to forge new one's. The Memento Mori marks are essentially working just the same as regular dark seals but to a much greater extent. By removing the absorptions weakness to water and earth(the release form still has weakness to those elements however) and making the suction of the seals far greater and granting the ability of "sucking" up matter as heavy as the demonic statue of the outer path mid range away - towards the seal and absorbing it. It also grants Alucard the ability to directly absorb chakra or matter in one seal while simultaneously expel dark release from the other, feeding from the chakra/matter that is being absorbed. All dark release techniques gets a passive +20 damage or a +1 rank(forbidden at most) when having Memento Mori. Another feature of the Memento Mori is that while absorbing anything, Alucard can turn into pure dark chakra and become an entity of the release. This form has no features whatsoever except the fact that his body becomes intangible and will cause severe burns on touch. This maneuver is called Ace and takes one move from the users moveslot.

Note: As the seals are part of Alucards body they cannot be sealed directly or stolen.
Note: Can only be taught by Skorm.

Declined. This is changing what Dark Release is inherently, making the Absorption aspect illogical.

Updating;
https://animebase.me/threads/custom-jutsu-submission-iii.711213/page-83#post-21750598

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

[溶] Flux - An earring made for the users of an unusually strong connection to the spiritual realm. This earring works like the mind-body-switch technique but it's designed to counter foreign chakra that is influencing the wielder negatively(i.e genjutsu, Yamanaka, spiritual techniques). Half of the users consciousness will lie dormant and sealed inside the Flux-earring and respond to the user's will when foreign chakra is influencing the user. In other words, it's purpose is giving the user the opportunity to swap their affected consciousness with the one lying dormant in the earring. Doing this spends one move and makes the wielder to bypass any genjutsu and mind-altering technique. After swapping, the user becomes unable to break genjutsu above A-rank for 3 turns. The swap can only be used once per battle. Unless the user possesses the Yin release, they cannot break free from EMS/MS genjutsu, but if possessing Yin release, the wielder of Flux may break free from that as well.

[真] Truth - The earring that is meant for aggressive Yamanaka users. Unlike Flux, Truth works to increase the potential of a Yamanaka in battle. The earring enhances Genjutsu, and Yamanaka passively. Genjutsu is increased +1 rank OR +20 damage(This affects up to S rank techniques). Yamanaka techniques are enhanced in the way that the user gains one additional rank in terms of casting/holding rather than ranking up a technique. If truth is to affect genjutsu, the user has to specialise in it in some way(however, multi-casting speciality is not allowed).

Note: The powers of Truth are passive and doesn't need a move to activate. However, Flux counts as a move to activate.
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Because of the user splitting their consciousness in 2 for Flux, their individual power is weaker and thus, the user is incapable of multi-casting genjutsu within the same time frame

¤ Declined, these increases in the Truth portion cannot be allowed. Boosted S rank Gen is a definite no as well as the boost in Yamanaka techs given how their defense rules work. ¤
 
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Zatanna

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Karage Hogeki | Body Barrage
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra: N/A-40
Damage: 40-80
Description:
A simple but effective technique where the user will launch themselves towards the opponent using enormous strength in their legs. They will launch themselves at twice their running speed but are unable to change direction during attack. Increasing the strength of the attack, the user can gather chakra around their body, creating a perfect sphere to encase themselves using shape manipulation on the chakra. They can even then take it a step further and add nature manipulation onto the chakra to form a flaming or watery, or solid or electrified etc sphere of chakra surrounding themselves (cannot use Advanced elements or Custom elements)
Notes:
-Adding a barrier of normal chakra is A rank with 30 chakra, and adding an element is S rank with 40 chakra
-B rank can be used 5 times with a 1 turn cool down, A rank 4 times with a 2 turn cooldown and S rank 3 times with a 3 turn cooldown.

Declined. This won't be multi-ranked. Pick one rank with set restrictions.

Ryu no ken | Fist of the Dragon
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra: 20-40 (-10 per turn)
Damage: 40-80
Description:
An advanced nintaijutsu technique, the user will gather chakra into their dominant fist, and with a punch forward release the chakra which will extend outwards. The chakra will then use shape manipulation to form itself into a serpentine chinese dragon that extends from the users fist. This dragon will still be connected to the users fist from its body as it grows being able to reach up to long range, able to contort its body and move to the users will, capable of coiling around the user to protect them or lunge out to strike at opponents as the user punches their fist forwards. The dragon starts out as a B rank with 40 damage, gathering in size, damage and rank next turn becoming A rank, and then the same next turn becoming S rank. After becoming S rank it will then end that turn.
Notes:
Can only be used 3 times with a 2 turn cooldown inbetween.

Declined. Conceptually there are a few flaws with this technique. Considering that it is growing in strength each turn, and being sustained, you will be unable to perform techniques simultaneously. This also needs to be reworked in terms of wording, as it will become very confusing when boosting is involved. For example, if you boost this by 40 damage, then how does that affect the next turn and the following one? Also note that without Yin-Yang Release, this technique will be weak to elemental chakra.
Karage Hogeki | Body Barrage
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (30)
Damage: 60
Description:
A simple but effective technique where the user will launch themselves towards the opponent using enormous strength in their legs. They will launch themselves at twice their running speed but are unable to change direction during attack. Increasing the strength of the attack, the user can gather chakra around their body, creating a perfect sphere to encase themselves using shape manipulation on the chakra.
Notes:
-Adding a barrier of normal chakra is A rank with 30 chakra
-Can only be used 4 times with a 2 turn cooldown.


Approved

Ryu no ken | Fist of the Dragon
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra: 20-40 (-10 per turn)
Damage: 40-80
Description:
An advanced nintaijutsu technique, the user will gather chakra into their dominant fist, and with a punch forward release the chakra which will extend outwards. The chakra will then use shape manipulation to form itself into a serpentine chinese dragon that extends from the users fist. This dragon will still be connected to the users fist from its body as it grows being able to reach up to long range, able to contort its body and move to the users will, capable of coiling around the user to protect them or lunge out to strike at opponents as the user punches their fist forwards.
While channelling this technique, although the other appendages will be free, no other chakra based attacks will be able to be used.
The dragon starts out as a B rank with 40 damage with each subsequent turn increasing in rank following damage scaling until it becomes S rank with 80 damage on the 3rd turn.

Notes:
Can only be used 3 times with a 2 turn cooldown inbetween.

Approved
 
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Punk Hazard

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(Inton: Sutā Purachina) Yin Release: Star Platinum
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 60
Damage: 80
Description: Star Platinum is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. Extremely muscular in build and slightly taller than the user, Star Platinum contains a purple color scheme and is a physically formidable Stand. Star Platinum possesses immense power and speed, containing precise movements and capable of moving through the air at speeds equivalent to a Sage's tracking speed when in short-range of the user. Beyond this range, Star Platinum's power decreases to dealing damage equivalent to A-rank through its blows and moves at the speed of a regular Lightning jutsu. Like all Stands, Star Platinum is not truly alive, and is instead merely a projection of the user's consciousness and will. As such, Star Platinum contains only pseudo-sentience, acting according to the user's best interest and will. As an extension of the user's own consciousness and mental energy, anything Star Platinum perceives becomes known to the user instantly(as with all Stands). Star Platinum, like most Stands, also contains a unique ability; in line with its extreme precision, Star Platinum also possess the ability to become ethereal in form. Like the Hands of the Sloth technique, Star Platinum can become intangible to other physical objects. In this state, Star Platinum retains its visibility but becomes translucent. While Star Platinum is capable of becoming intangible passively, reverting back to its corporeal form occupies a move slot from the user.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while Star Platinum is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

(Inton: Za Warudo) Yin Release: The World
Type:
Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra: 80
Damage: 80
Description: The World is a humanoid "Stand", a projection of the user's mental energy into a physical form through the usage of Yin Release. Extremely muscular in build and slightly taller than the user, The World is grey in color and adorned with yellow clothing-like armored plates. Like most Stands, The World also possesses a unique ability, an S-rank Genjutsu known as "Frozen Time." When executed, The World will release from itself a wave of Yin-infused chakra, appearing as though the color of the world around it is being reverted to an inverted color scheme. This wave spreads rapidly, extending up to short-range, and is capable of placing any targets that are caught by this immaterial wave within the Frozen Time Genjutsu. This Genjutsu affects the target's perception of time, severing their senses from the world around them for one turn, effectively shutting them off. Targets caught experience a "total" shut down, with the moment immediately before the Genjutsu sets seamlessly blending into the moment the Genjutsu ends, as though no change had occurred from their point of view. Mental defenses or barriers that are Yin/MS level, or seals capable of absorbing chakra(by absorbing the wave before it lands) can serve to block the Genjutsu.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: No other "Stand" type customs may be activated while The World is present
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: Frozen Time occupies one of the user's three slots per turn, but can be utilized within the same timeframe as The World's conception
Note: While the opponent is within the Frozen Time Genjutsu, the user cannot activate any ninjutsu but can still utilize The World's physical abilities
Note: Frozen Time can only be used once per usage of The World

(Inton: Gōrudo Ekusuperiensu ) Yin Release: Gold Experience
Type:
Offensive/Supplementary
Rank: S
Range: Short-Mind
Chakra: 60
Damage: N/A
Description: Gold Experience is a relatively small, humanoid Stand, exhibiting a slender appearance not much taller or bigger than the average man. Due to its small stature, Gold Experience is not particularly strong, only able to deal damage equivalent to a freeform blow from its user. However, it makes up for its lack of power in speed, able to move at twice the speed of a Kage-ranked shinobi. Gold Experience possesses a unique ability known as "Life Shot;" upon physically striking another living being, Gold Experience will passively overload them with Yin-based energy, increasing the power of their mind exponentially for one turn. Due to their increased mental fortitude, the target will effectively become immune to any mind-based jutsu, such as Genjutsu, for the duration of Life Shot's effect(with the exception of Yin and MS level jutsu). Due to the target's increased mental abilities, their perception of the world around them will likewise increase tremendously, causing them to process information far faster than normal human capabilities. The world around them will slow to a crawl as a result, as their ability to perceive information will become so intense, they become able to perceive everything in slow motion. This intense increase, however, comes at a steep trade-off. While under the effects of Life Shot, the body will not follow the surge of speed of the mind and will be unable to move despite the target still perceiving themselves as moving, creating an out-of-body experience as the target's consciousness separates itself from their body and its capabilities completely.

Note: Can only remain on the field for two turns before dissipating, and can only be used twice per battle, requiring a 5 turn cooldown period.
Note: While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Note: While the opponent is affected by Time Shot, the user cannot activate any ninjutsu above S-rank
Note: Time Shot can only be used once per usage of Gold Experience

¤ All Approved ¤

(Fuuinjutsu: WanŌru) Sealing Arts: One For All
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: One For All is a star-shaped seal that is placed upon the back of the user's neck near the apex of the shoulder. The seal normally remains dormant, becoming active upon the creation of a clone of some kind. Normally, the user's chakra is divided between the clones he uses, with this seal being created to circumvent that restriction to a limited extent. Rather than divide the user's chakra in order to sustain the clone, this seal instead links the clone directly to the user's chakra system. As such, whenever the clone utilizes a technique, One For All will draw the chakra from the user's chakra system through itself and into the clone for usage. This link does not hinder the user's ability to mold their chakra, allowing them to perform their own jutsu while the clone is performing theirs. This effect only manifests when one other clone is utilized(two for Shadow Clone Specialists). Any higher will render the seal inactive again, splitting the user's chakra as normal once more. The seal remains active so long as the clone is present.

Declined. Fuuin like this can't really be done anymore after Scorps's changes to Fuuinjutsu 2/3 years ago. They aren't just scripts that perform actions like this, they have to actually seal or unseal something.

Declined. Upon further deliberation, this was decided to implicitly be a seal. However, this seal invalidates the Shadow Clone specialty (clones return 50% chakra when dispersed). Go to Vex with any complaints you may have!

(Fuuinjutsu: Ōru Fō Wan ) Sealing Arts: All For One
Type:
Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: All For One is a seal that takes the form of three dots that appear on the user's ear lobe. Normally dormant, All For One will go into effect upon the usage of another technique that seeks to drain the opponent's chakra without transferring it back towards the user. Upon the usage of said techniques, this seal will directly connect to the user to such techniques, granting them the ability to steal the opponent's chakra in order to transfer it directly back to the user's own chakra pool. This technique can be activated a maximum of four times according to the user's volition, able to be activated within the same timeframe as the chakra-draining technique.

Declined. Conceptually this idea is viable. The flaw I see with this is how does a body seal achieve this connection?
 
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Shinta

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This was left pending in the previous CJ thread


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

Declined: I like the idea, but this isn't going to be an S rank defense that lasts 4 turns and can be used twice lol. Reduce the defensive capabilities substantially. Moreover, when looking at the explosive effect, I'm confused as to how this would effect ranged Bijutsu techniques (such as the Tailed Beast Ball). Are you applying these effects to ranged techniques, or is it simply to techniques revolving around usage of the chakra shroud (Such as the chakra arms)?

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.

Declined: You mention boosting damage but then your jutsu mentions boosting the chakra cost instead. I'm not sure on whether or not it's a typo, but I've bolded the relevant portions. In the case that you're boosting the chakra, anything more than +10 likely won't be allowed. Also, halving the chakra cost of a supplementary technique is wild. Simply put a flat cost that it will reduce (i.e 20) and say that it won't reduce the chakra cost of techniques that require less than the flat value being reduced (example, if you have a 20 chakra reduction, it obviously wouldn't work for a supplementary tech that only requires 15 chakra). And, finally, you need to add a duration limit to this technique lol, it's not something that's going to be active for the entirety of a battle.

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

Declined. Not keen on allowing a Bijuu to basically replicate their final transformation with additional uses. It also isn't viable to pull your beast out of you, even if by this leash.

 
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Alyx

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Updating Bubbles and Chisoku, which in the case of the latter is being renamed: https://animebase.me/threads/archive-custom-jutsu-submission-i.28339/post-1415362
Signed Here and Gained Ownership: https://animebase.me/threads/neko-contract.761687/post-21858163

(Nineko Kuchiyose No Jutsu: Ritoru Koneko: Awa) Ninja Cat Summoning Jutsu: Bubbles
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Awa. Awa is a small cat, being the same size of a normal domestic feline. His general appearance is simple, having silver colored fur, with a white underside and having a gold earring on his left ear. He is a happy go lucky cat, always up to be summoned by humans to aid them in combat - as outlined in his name giving a minor idea to his abilities. He is able to use water release up to A rank without the need of hand seals, but when releasing them tends form bubbles alongside them. This is harmless and simply a cosmetic he adds into his ninjutsu mostly to mock the opponent or at times blind the opponents. He can be summoned twice per battle, lasting four turns but in order to resummon him the user needs to waits three turns after his dismissal.

(Nineko Kuchiyose No Jutsu: Sharuru) Ninja Cat Summoning Jutsu: Carla
Type: Summoning
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: The user performs the Summoning Jutsu, either through Hand Seals, their Summoning Tattoo or their Summoning Scroll to summon Sharuru. She is a small, white cat with pink ears and brown eyes. She also has two whiskers on each side of her face. Sharuru wears a pink bow near the end of her tail. Carla's usual top consists of a mustard yellow and pink top with a pink bow tie. She has the passive ability to transform into a humanoid form via the Transformation Technique though more akin to Tsunade's useage having a more permanent form, which she uses as a means of combat - being able to use Taijutsu up to A rank, while also moving twice the base speed of her summoner. She is able to be summoned twice per battle, lasting four turns but in order to resummon her the user needs to waits three turns after his dismissal.
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Both Approved: I'm assuming you mean that this second cat's transformation resembles Tsunade's, not that her strength is the same lol.
 
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Rust

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Deidara Skin
Clay Training

₪ (Kurafuto) | The Craft ₪
Type:
Supplementary
Rank: A rank
Range: Short - Mid range
Chakra cost: 30
Damage points: N/A
Description: A technique where the user will place their hands into the clay and mold it. Through the formation of a Clay creation, the user will cause an extra layer of clay to be formed around their creations. This allows their creations to have an extra defense and offense. The thick layer of clay is able to be formed into any form of armor that the user can think of. This clay is capable of dragging opponents, summons, and the like into it through direct physical contact much akin to the Clay Clone technique. The clay layer also softens the impact of physical elements B rank and below, causing a -20 damage from them upon impact with the enhanced creations. With the incantation of Katsu, the armor formed around the Clay creation can be caused to explode outwards, leaving the creation formed within unharmed and untouched, the strength of the explosion is B rank and encompasses a short range radius around the creation. This technique happens in the same time frame as the creation is formed.

Note:

Can only be used by Deidara bios
Can only be used three times per fight with a turn cool down in between.
Lasts for 2 turns
Can only be used by Rust

Storm biography
Storm Training

¤ Approved ¤

₪ (Ranton: Sairen no denwa) | Storm Release: Siren's Call ₪
Type:
Supplementary
Rank: B rank
Range: Short - Mid range
Chakra cost: 20 (-10 per turn)
Damage points: N/A
Description: Through the formation of two hand seals, the user will focus their chakra into their Storm technique. This allows the user to forcefully shape any existing or created Storm technique on the field into a familiar of their choosing. A dark cloak of black clouds form over the technique as it transforms within an instant. This familiar formed retains the shape and form of the initial storm technique (either in a shifting thunder cloud like shape or in a beam like form) but remains solid and tangible. This familiar is capable of impacting the opponent with the force of the parent technique and causing subsequent damage. The familiar also gains the capabilities of the animal it was transformed into, being able to fly when it has wings, for example. However, the damage remains the same as the initial technique that the familiar is based on. The familiar is capable of being smaller than the initial technique but not larger, and follows the same speed. The shape of the familiar is up to users' imagination. This technique can be performed with another to bring shape to a technique, or it can be initiated mid battle.

Notes:

Can only be used up to 4 times
Lasts up to three turns per use, with a two turn cool down in between.
No A rank and above Storm techniques in the same turn.
Can only be used by Rust

Approved. Made edits. Contact Drackos if you don't like the changes.

₪ (Ranton: Deivu~isu no giman) | Storm Release: Davy's Deception ₪
Type:
Supplementary
Rank: B rank
Range: Short - Mid range
Chakra cost: 20
Damage points: N/A
Description: A technique that is initiated passively in tandem with another technique, either being formed or already on the field. Through command, the user will cause their Storm techniques to shift between their two forms. This allows the user to turn existing Storm techniques on the field into either swirling black clouds as seen in Storm Release: Thunder Cloud Inner Wave or into the beam like energy as seen in Storm Release: Laser Circus. This does not increase their power in any way. The technique however, retains its integrity in terms of shape and form, despite the change of state.

Can only be used up to 4 times
Requires a single turn cool-down in between
Can only be used by Rust

¤ Declined, both have been done before ¤

₪ (Ranton: Marifisshu mērusutorōmu) |Storm Release: Maleficent Maelstrom ₪
Type:
Supplementary
Rank: A rank
Range: Short - Mid range
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: A technique initiated through the gesture of the hand, object or weapon. The user will punch forward, unleashing a massive amount of chakra. Through this, the user will manifest a stable halo of Storm to form around the chosen weapon/hand. From this halo, the user will unleash a maelstrom of Storm beams. These beams however, burst outward in the shape of the chosen weapon or object used to initiate, creating a far larger replica of it (the size of Susano's incomplete arm). For example, if a sword is used, a massive sword of Storm energy would be created and blast towards the opponent. This can be manifested and launched, or through the payment of an amount of chakra per turn, the user is able to sustain it.

Can only be used up to 4 times and lasts up to two turns per use.
Requires a turn cool-down in between
No A rank and below Storm techniques in the turn after this has been activated.
Can only be used by Rust

¤ Declined, for starters, need appropriate handseals, not gestures. The size is also too high for this, lower the scale somewhat. ¤
 
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Pyro NB

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Previous Check: X

(Ōtsutsuki Ningyō: Dou~eina) - Ōtsutsuki Puppet: Dwayna
Type:
Puppet
Rank: S
Range: N/A
Chakra: 40
Damage: 80
Description: Dwayna is based on the Goddess of healing, air, and life from Tyrian lore. Dwayna appears as a young, tall and slender woman adorned in gold and blue armor with fair skin with cyan hair and wields a staff as her weapon. Being a Ōtsutsuki puppet Dwayna is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Dwayna is made up of multiple layers of chakra metal with hundreds of hollow threads between each layer. Along with the ability to perform puppetry techniques, she is built with a few unique ones of his own.

Abilities:
Armor:
Dwayna’s sash is lined with metal feathers symbolic of her depiction of having wings in the lore. In this design, however, her sash when prompted while stiffen and move from her waist to her back and actually act like wings allowing her the ability to fly/evade if necessary whilst also acting as a fan to perform futon jutsu.

Cleansing:
Dwayna takes her staff and throws it into the ground. Upon hitting the ground the staff will begin to glow as a seal spreads 15m out from it onto the ground. This seal activates when a land-based jutsu/technique is performed within range or if there are traps laid about the area to which the seal begins to instantly draw in the chakra from said jutsu/techniques and transfer it into Dwayna storing it within her. This includes friendly jutsu/techniques.

Life/Death:
Using her threads Dwayna can pierce the skin of shinobi, and other puppets to either transfer chakra to or from, extract or inject poisons, stitch together severed limbs. The threads can also be used for non-healing purposes in the form of binding targets, strangling, penetration of muscle to manipulate like a puppet, impaling, etc..

Archangel:
Utilizing the feathers in her sash Dwayna can send them flying towards her target(s) similar to that of a shinobi throwing kunai. These kunai have explosive seals, flashbang seals, and summoning seals(not animals) etched onto them. The summoning seals replace the need for ninjutsu scrolls allowing the user to summon weapons and puppets from them.

Notes:
~Evading is passive upon activation of wings but costs a move every turn after that
~Cleansing can only be used 4 times per event, has a 3 turn cooldown, and only lasts 3 turns
~Threads no matter how many are created are equivalent to S-Rank as a whole
~Archangel has a 2 turn cooldown between uses
~Transferring Chakra and injecting/extracting poison requires Medical/poison training to utilize
~Can only be taught by Pyro NB

Training if needed:
Poison
Med

Otsut
Fuin


Declined: its "Life/Death" ability is bereft of sufficient detail. As it is, there seems to be neither a cap on how much chakra is transferred nor how many times it can be used (plus cooldowns). And as for its "Archangel" ability, each feather should have only one seal and the summoning ones are too nonspecific for my liking—puppets I get, but what other weapons could be summoned via this?

(Ōtsutsuki Ningyō: Dou~eina) - Ōtsutsuki Puppet: Dwayna
Type: Puppet
Rank: S
Range: N/A
Chakra: 40
Damage: 80
Description: Dwayna is based on the Goddess of healing, air, and life from Tyrian lore. Dwayna appears as a young, tall and slender woman adorned in gold and blue armor with fair skin with cyan hair and wields a staff as her weapon. Being a Ōtsutsuki puppet Dwayna is capable of speech when brought to life via (Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique. Dwayna is made up of multiple layers of chakra metal with hundreds of hollow threads between each layer. Along with the ability to perform puppetry techniques, she is built with a few unique ones of his own.

Abilities:
Armor:
Dwayna’s sash is lined with metal feathers symbolic of her depiction of having wings in the lore. In this design, however, her sash when prompted while stiffen and move from her waist to her back and actually act like wings allowing her the ability to fly/evade if necessary whilst also acting as a fan to perform futon jutsu that make use of them.

Cleansing:
Dwayna takes her staff and throws it into the ground. Upon hitting the ground the staff will begin to glow as a seal spreads 10m out from it onto the ground. This seal (A-rank) activates when a land-based jutsu/technique is performed within range or if there are traps laid about the area to which the seal begins to instantly draw in the chakra from said jutsu/techniques and transfer it into Dwayna storing it within her. This includes friendly jutsu/techniques.

Life/Death:
Using her threads Dwayna can pierce the skin of shinobi, and other puppets to either absorb and transfer chakra (up to 30 per turn), extract or inject poisons, stitch together severed limbs. The threads can also be used for non-healing purposes in the form of binding targets, strangling, or impaling.

Archangel:
Utilizing the feathers in her sash Dwayna can send them flying towards her target(s) similar to that of a shinobi throwing kunai. These feathers either have explosive seals, flashbang seals, or summoning seals(not animals) etched onto them. The summoning seals replace the need for ninjutsu scrolls allowing the user to summon puppets or ordinary weapons from them(kunai/swords/shuriken).

Notes:
~Evading is passive upon activation of wings but costs a move every turn after that
~Cleansing can only be used 4 times per event, has a 3 turn cooldown
~Threads no matter how many are created are equivalent to A-Rank as a whole
~Life/Death has a 2 turn cooldown between uses
~Archangel has a 2 turn cooldown between uses
~Absorbing and transferring chakra and injecting/extracting poison requires Fūinjutsu and Medical/poison training, respectively
~Can only be taught by Pyro NB


Approved: edits marked in pink. "Cleansing" is reduced to one turn and the threads will not manipulate muscles, etc.
(Wāmuhōru) Wormhole
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The puppeteer places a seal with the kanji リンク(link) on their stomach and the inside of their puppets. This seal links the puppets directly to its puppeteer's chakra system and flow allowing 2 functions, 1st the user can release jutsu from the puppet. Ex) When performing Earth Release: Multiple Mudshot Technique instead of releasing it from their mouth the user can select a puppet to release the jutsu from its mouth. The 2nd function is a passive one which now that the user and puppet are linked any chakra absorbed through the puppet(if applicable) is sent directly to the puppeteer replenishing their reserves up to but not exceeding their max limit.

Notes:
~This takes up ⅕ of the user's body seals
~This can’t be used with multiple puppets simultaneously
~The user can only utilize up to A-Rank jutsu/techniques through puppets
~User is still required to perform any needed hand seals as the puppets can’t mold chakra
~Can only be taught by Pyro NB

Declined. Requires Advanced Fuuinjutsu.
 
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Geezus

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Akujiki | Evil Eater
Rank:
S
Type: Weapon
Range: Short
Chakra: -20 chakra per turn unsealed; -10 chakra sealed.
Damage: -5 to user per turn unsealed, +20 to kenjutsu unsealed; +10 to kenjutsu sealed.
Description: Akujiki, is an ancient and cursed blade, said to have consumed the souls of men for centuries. It is said, "He who wields Akujiki, wields absolute power." Many wars were fought to control that power and many lives were lost, until a lone shinobi took it upon himself to end Akujiki's legacy of blood. However, his struggles proved to be only the beginning of yet a new battle. The personal katana of Hotsuma Hayabusa, the Akujiki houses what other's have come to call a demonic parasite, constantly sapping the the user's chakra until they eventually die. The blade was passed down to Hotsuma by his grandfather, and it has been said it's what attributed to both of their defection from the Hayabusa clan. The incredibly dangerous Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. If the blade's hunger is left unsatisfied, it will slowly devour its owner's life force. Thus, whosoever uses Akujiki shall forever be cursed with an unfortunate fate; in order to sustain the blade's hunger, those who wield Akujiki must dedicate their entire lives to the slaughter of any and all beings that possess chakra, and then they must be devoured in their last moments. Despite Akujiki's incredible power, it was possible to seal the demon blade with Fuinjutsu. However, because seals of this nature are not indestructible, they must be vigilantly guarded, lest the seal become undone and allow Akujiki to run rampant.To contain its bloodlust, the Akujiki is normally in a sealed state that limits its growth and chakra drain. In Akujiki's case, the blade has been sealed with a sealing formula known as the Ariake Seal. The seal's kanji runs along the length of the sword and forms a thin barrier along the blade equal to A-rank.The chakra emitted from the barrier is made to not only contain the blade's power but also serves to counteract sealing techniques of equal rank and below. Originally this was a counter measure put in place to prevent the seal from being undone by those who's only wish was to gain power. The chakra within the kanji activates when the Ariake Seal comes into contact with a foreign sealing technique. As the sword comes into contact with the opposing seal, the chakra stored by the barrier forcibly enters the seal and counters the chakra within. This disruption can counter one sealing technique of equal rank and below once per turn. To sustain this seal requires no concentration on the user's part, but it does drain a portion of the user's chakra to sustain itself. As mentioned the true purpose of the Ariake Seal is to prevent the sword from draining the user's lifeforce. But by sacrificing a move, the user can choose to undo the seal, and allow the true nature of the Akujiki to come forth. The unsealing happens passively, and once unsealed, the blade begins to draw on the user's life force seeking to consume them and inflicting them with the blade's curse. The user will sustain damage each turn as they bleed in the hand they wield the sword. This is a blood sacrifice the user must forcibly pay in order to temporarily sate the blade's hunger and prevent it from fully consuming him. Meanwhile, the blade fuels itself upon the user's chakra. This unique mix causes the blade to become coated with a blood red hue of chakra that can cause severe burns on contact similar to that of a Tailed Beast in Version 2. This chakra is very dense, and equivalent to an S-rank technique. The chakra is a manifestation of the blade's hunger and can absorb one S-rank or below technique's chakra within short-range while also granting the user's kenjutsu an increase to an additional +20 damage while unsealed. As this dense and evil chakra seeps from Akujiki, it begins to invade the user's mind sapping at their consciousness and will not only make the user unable to preform genjutsu/mental attacks, but also provide temporary immunity to mental attacks aside from those of a stronger nature such as MS Genjutsu and Yin release. The invasive chakra makes it near impossible for the user to preform elemental techniques during its use. If the user should die while in possession of Akujiki, the sword will then forcibly consume and seal the user's chakra within it, leaving only the husk of their body which is rendered to dust.
Note:
  • Requires Fuinjutsu to use.
  • Akujiki is indestructible, but cannot be used to defend against jutsu on its own.
  • Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. However, they are restricted to non-elemental techniques during the duration the seal is undone. The seal can be undone for two turns max per use. Usable three times per battle.
Kuchiyose no Jutsu: Kyōsei-tai Dokueki | Summoning Technique: Venom Symbiote
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40 to summon; 20 per turn to maintain
Damage: N/A
Description: Venom Symbiote or Venom for short is a unique species of spider, accessible to those of the Spider Contract. The Symbiote family, is a class of spider Hotsuma Hayabusa found that requires a host to bring forth its abilities. So much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Venom functions in a very similar fashion. After the user performs the summoning technique, a black spider with white marking is summoned in the user's hand. The spider bites the user's hand, injecting its chakra into them and completing the contract. The spider then explodes while transforming its biomass, similar to the Kyodiagumo's ability, into countless black spider-silk threads weaving, stretching, and completely covering the user's body. As the webbing stretches, it is tightly woven around the user's body and assumes the form of a tight-fitting black body suit with a white spider marking in the middle of the chest and back. When bonded, Venom grants its wearer enhanced Spider Silk abilities for up to four turns. Venom's bond first creates a telepathic connection with the summoner through its injection of chakra, allowing the two constant communication and making it harder for them to be target of low-rank genjutsu (C-rank) due to Venom and its host being two minds in one. Should the user have sustained broken limbs, Venom is capable of sustaining the user through them while not actually healing the damage. Venom's senses will run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in their line of sight. While bonded, the user has the ability to manipulate Venom, creating blunt or bladed objects of various length from the user's body (A-rank) at the cost of a move from the black spider silk. This webbing is much stronger and adhesive than natural silk threads, functioning more like a super glue. Since Venom's very lifeforce radiates throughout his spider-silk form it grants the user's Spider Silk techniques an increase in rank and neutrality to basic elements excluding fire release and sound techniques. However, when the webbing has been disconnected from the main body it will dissolve after a single turn if there's no chakra to nourish them. Venom, however, is susceptible to fire and sound-based attacks, ranked attacks from either will cause the user to sustain +10 additional damage and cause Venom to disperse.
Note:

  • Must be a signer of the Spider Contract.
  • The user may not perform fire or sound release techniques above B-rank while Venom is bonded.
  • Last three turns and may only be used once per battle.
  • Cannot be summoned if another "Symbiote" is on the field.
Kuchiyose no Jutsu - Kyōsei-tai Gyakusatsu | Summoning Technique - Carnage Symbiote
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40 to summon; 20 per turn to maintain
Damage: N/A
Description: Carnage Symbiote, or Carnage for short, is a unique species of spider, and the offspring of Venom. Accessible to those of the Spider Contract, Carnage is like its parent in the regards that it needs a host to survive on the battlefield. Much like how Ma and Pa toad would physically bond with Jiraiya to aid him in combat, Carnage functions in a similar fashion. The user begins by performing the summoning technique, which summons a red and black spider in the user's hand. The spider will proceed to bite the summoner, injecting its chakra into them and completing the contract. Then the spider explodes transforming its biomass, much like the Kyodaigumo, into red webbing which weaves, stretches, and covers the user's body completely. The webbing will tightly coil and form around the user's body covering them in a red and black tight-fitting body suit. When bonded, Carnage grants its wearer enhanced Spider Silk abilities for up to four turns. Carnage's bond first creates a telepathic connection with the summoner through its injection of chakra, allowing the two constant communication and making it harder for them to be a target of low-rank genjutsu (C-rank) due to Carnage and its host being two minds in one. Should the user have sustained broken limbs, Carnage is capable of sustaining the user through them while not actually healing the damage. Carnage's senses will run across the length of this form so it can grant its summoner an awareness of what's behind it or otherwise not in their line of sight. However, Carnage, unlike its parent Venom, has a much stronger ability to manipulate its webbing into various shapes and forms as he is able to manipulate the webbing passively. This ability is most commonly used to create bladed and blunt objects such as swords, spikes, claws, etc. These weapons when making contact with a object have a caustic touch, which will burn and melt through objects due to Carnage's unique spider venom coursing through them. Taijutsu, Weapon techniques, or Spider Silk techniques that work in tandem with Carnage's ability, will be increased by +10 damage and have a neutrality to basic elements, excluding fire and sound techniques. Carnage is even capable of discharging the webbing as projectiles, however, when disconnected from the main body, the projectiles will dissolve within a single turn. To expand upon its ability to manipulate its form, Carnage can also create copies of itself known as Spiderlings, which have a limited life force due to being disconnected from the host. These copies are equal to A-rank, and function is to take control of others by forcibly bonding with a host and restricting their movement by exploding into webbing when they are within short-range, even capable of using various Spider Silk techniques up to B-rank. The copies move extremely fast, able to rival a jonin's base speed due to their small size. However, Carnage is only able to create up to 3 of these copies per battle and they only last two turns at a time. Carnage like its parent is susceptible to fire and sound-based techniques, a direct attack from either would render him unable to continue the battle and deal an additional +10 damage.
Note:

  • Usable once lasting three turns.
  • Must be a signer of the Spider Contract.
  • User may not use fire and sound release techniques over B-rank while bonded with Carnage.
  • No clones of any kind are usable while Spiderlings exist on the field.
  • Cannot be summoned while another "Symbiote" is on the field.


DNR (for the time being): refer to the check above.


Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Arachne Gorgon is the personal spider summon that Hotsuma Hayabusa unfortunately came to possess during his travels in the ninja world. To summon Arachne, the user will withdraw a scroll that contains the Kanji for spider. Unlike normal summonings, that require a minor amount of blood to summon the user must imprint a full palm print upon the seal with their blood inflicting damage to them in the process. Arachne was once a beautiful woman who was apart of a clan known as the Black Spider. This clan was known for seeking retribution against the Hayabusa wishing to steal the power of the Three Great Dragons that bestowed the Hayabusa Clan with their abilities. Arachne as a young woman was a very powerful Black Spider kunoichi who attempted to master the Spider Sage Mode. Unfortunately she was unable to achieve this goal. In the process, her form became that of a giant Black Widow spider, similar in size to the Kyodaigumo, save for her head and shoulders. After this ordeal, she became a self proclaimed Queen over the spiders who began to respond to the powerful chakra she now held. She is able to use all Spider Summon related techniques. However Arachne's true ability is what gradually drove Hotsuma to once seeking revenge against the clan's leader Reborn. Arachne's physical form is susceptible to physical damage due to the unstable form she gained after failing to perfect Sage Mode. Thanks to this make up, she has lost all physical combat ability only capable of inflicting C-rank damage physically and can be dispersed after a single direct A-rank attack. She makes up for this lack of physical ability by becoming a powerful genjutsu user. At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads, invisible to the naked eye without some type of sensory ability. This web of chakra spreads out from her main body up to mid-range filling the area with these threads. For those who encounter this web the closer they are to Arachne the stronger the binding. The spider silk capable of fully paralyzing targets within short-range as the threads wrap around them like a cocoon. Those in mid-range would be reduced to half their base speed as they are entangled by the threads. Targets that are caught in the webbing then come into direct contact with Arachne's chakra and will be subjected to her personal genjutsu known as Arachne's Madness. For those affected, the target will begin to feel a painful sensation in their heads as it begins to feel like tiny spiders are crawling inside their head attempting to rip their mind apart. The first turn begins with the target becoming unable to concentrate chakra to the point they are unable to preform S-rank and above techniques. By the second turn, the feeling begins to worsen as the target's mind begins to hallucinate images of them being formed into a marionette being controlled by Arachne, paralyzing them in place due to the mental strain, while preventing A-rank jutsu and above. It should be noted, that the hallucinations aren't necessarily caused by the genjutsu itself but does begin forcing the targets's mind into a hallucinatory state making it harder to determine what is actually illusion and reality. During this time, the opponents senses are dulled much like the effect of the 5 Senses Confusion Disorder. If left unchecked, after three turns, the target will experience a powerful nauseating sensation before they are rendered unconscious.
Note:

  • Usable once per battle lasting four turns.
  • Arachne's Madness is equal to S-rank and can affect multiple targets at once, however the paralysis effects are diminished based on the number of targets. For example, if there are two targets, both target's speed would only be halved. This can even affect the user subjecting them to the effects of the genjutsu also if they are caught in range of the chakra webs. Usable once.

Declined: the trigger for Arachne's illusion should not be invisible to those without sensory given its potency. Aside from that, the illusion itself can't be fully paralyzing the victim and essentially preventing their use of a full body surge to dispel it—not both in the same, initial turn. Find a way to make this more reasonable and it'll be good to go.

Left Pending:
However minor edits made to make it easier to read.

Akujiki | Evil Eater
Rank:
S
Type: Weapon
Range: Short
Chakra: N/A (-20 chakra per turn unsealed; -10 chakra sealed.)
Damage: N/A (-5 to user per turn unsealed, +20 to kenjutsu unsealed.)
Description: Akujiki, is an ancient and cursed blade, said to have consumed the souls of men for centuries. It is said, "He who wields Akujiki, wields absolute power." Many wars were fought to control that power and many lives were lost, until a lone shinobi took it upon himself to end Akujiki's legacy of blood. However, his struggles proved to be only the beginning of yet a new battle. The personal katana of Hotsuma Hayabusa, the Akujiki houses what other's have come to call a demonic parasite, constantly sapping the the user's chakra until they eventually die. The blade was passed down to Hotsuma by his grandfather, and it has been said it's what attributed to both of their defection from the Hayabusa clan. The incredibly dangerous Akujiki possesses the terrifying ability to indefinitely enhance its destructive power by consuming chakra. If the blade's hunger is left unsatisfied, it will slowly devour its owner's life force. Thus, whosoever uses Akujiki shall forever be cursed with an unfortunate fate; in order to sustain the blade's hunger, those who wield Akujiki must dedicate their entire lives to the slaughter of any and all beings that possess chakra, and then they must be devoured in their last moments. Despite Akujiki's incredible power, it was possible to seal the demon blade with Fuinjutsu. However, because seals of this nature are not indestructible, they must be vigilantly guarded, lest the seal become undone and allow Akujiki to run rampant. To contain the weapon's bloodlust, the Akujiki is normally in a sealed state that limits its growth and chakra drain. In Akujiki's case, the blade has been sealed with a sealing formula known as the Ariake Seal.

Ariake Seal
This seal's kanji runs along the length of the sword and forms a thin barrier along the blade equal to A-rank. The chakra emitted from the barrier is made to not only contain the blade's power but also serves to counteract sealing techniques of equal rank and below. Originally, this seal was a counter measure put in place to prevent it being undone by those who's only wish was to gain power. The chakra within the kanji activates when the Ariake Seal comes into contact with a foreign sealing technique. As the sword comes into contact with an opposing sealing technique, the chakra stored by the barrier forcibly enters the foreign seal's activation mechanism and counters the chakra within preventing the seal from activating or remaining active. This disruption can counter one sealing technique of equal rank and below once per turn. To sustain this seal requires no concentration on the user's part, but it does drain a portion of the user's chakra to sustain itself. As mentioned the true purpose of the Ariake Seal is to prevent the sword from draining the user's lifeforce. But by sacrificing a move, the user can choose to undo the seal, and allow the true nature of the Akujiki to come forth. The unsealing happens passively, and once unsealed, the blade begins to draw on the user's life force seeking to consume them and inflicting them with the blade's curse. This seal may be redone at the cost of a move and three handseals.

Evil Eater
The weapon shares the name with the curse placed upon the user. The user will sustain damage each turn as they bleed in the hand they wield the sword. This is a blood sacrifice the user must forcibly pay in order to temporarily sate the blade's hunger and prevent it from fully consuming him. Meanwhile, the blade fuels itself upon the user's chakra. This unique mix causes the blade to become coated with a blood red hue of chakra that can cause severe burns on contact similar to that of a Tailed Beast in Version 2. This chakra is very dense, and equivalent to an S-rank technique. The chakra is a manifestation of the blade's hunger and can absorb one S-rank or below technique's chakra within short-range once per turn while also granting the user's kenjutsu an increase to an additional +20 damage while unsealed. As this dense and evil chakra seeps from Akujiki, it begins to invade the user's body and mind sapping at their consciousness and will not only make the user unable to preform genjutsu/mental attacks, but also provide temporary immunity to mental attacks aside from those of a stronger nature such as MS Genjutsu and Yin release. The invasive chakra also makes it impossible for the user to mold elemental chakra during its use. If the user should die while in possession of Akujiki, the sword will then forcibly consume and seal the user's chakra within it, leaving only the husk of their body which is rendered to dust.

Note:
  • Requires Fuinjutsu to use.
  • Akujiki is indestructible, but cannot be used to defend against jutsu on its own.
  • Once the Ariake Seal becomes undone, the user may redo the seal at the cost of a move. However, they are restricted to non-elemental techniques during the duration the seal is undone. The seal can only be undone for a maximum of 6 turns per battle.
Declined. There is A LOT going on here. This gonna take a few cycles to make approvable. The first major issue here is that this weapon comes remarkably close to being a sentient creation (jk it is sentient by definition). Given the current state of Yin-Yang Release, that won't fly. Second, this weapon can't use life force, health, blood sacrifices, etc, to activate its abilities given that it would require Medical Ninjutsu or Yang Release.

We're gonna talk about the first ability. This one won't give you a practical immunity to fuuinjutsu (A-Rank and lower). Restrict it better and limit uses.

Oh. And shorten this. Like seriously shorten it. Make it clear and to the point.

Ariake Seal, Active.
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Evil Eater, Active
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Re-submission:
Note: Arachne's Madness has now been split up into two abilities. Please see changes below.

Kuchiyose no Jutsu: Arakune Gōgon | Summoning Technique - Arachne Gorgon
Rank:
S
Type: Summon
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Arachne Gorgon is the personal spider summon that Hotsuma Hayabusa unfortunately came to possess during his travels in the ninja world. To summon Arachne, the user will withdraw a scroll that contains the Kanji for spider. Unlike normal summonings, that require a minor amount of blood to summon the user must imprint a full palm print upon the seal with their blood inflicting damage to them in the process. Arachne was once a beautiful woman who was apart of a clan known as the Black Spider. This clan was known for seeking retribution against the Hayabusa wishing to steal the power of the Three Great Dragons that bestowed the Hayabusa Clan with their abilities. Arachne as a young woman was a very powerful Black Spider kunoichi who attempted to master the Spider Sage Mode. Unfortunately she was unable to achieve this goal. In the process, her form became that of a giant Black Widow spider, similar in size to the Kyodaigumo. After this ordeal, she became a self proclaimed Queen over the spiders who began to respond to the powerful chakra she now held. She is able to use all Spider contract art related techniques up to her rank. However Arachne's true ability is what gradually drove Hotsuma to once seeking revenge against the clan's leader Reborn. Arachne's physical form is susceptible to physical damage due to the unstable form she gained after failing to perfect Sage Mode. Thanks to this make up, she has lost all physical combat ability only capable of inflicting C-rank damage physically and can be dispersed after a single direct A-rank attack. She makes up for this lack of physical ability by becoming a powerful genjutsu user.

Arachne's Web
At the cost of a move, Arachne's powerful chakra radiates out towards a target in the form of a spider silk threads made of pure chakra visible to the naked eye in an ability called Arachne's Web. This webbing is equal to S-rank as this web of chakra spreads out from her main body up to mid-range filling the area with these threads. For those who encounter this web the closer they are to Arachne the stronger the binding. The spider silk capable of completely entrapping targets within short-range as the threads wrap around them like a cocoon preventing handseals and movement.Those in mid-range would be reduced to half their base speed as they are entangled by the threads. Targets that are caught in the webbing then come into direct contact with Arachne's chakra. For those affected, the target will begin to feel a painful sensation in their heads as it begins to feel like tiny spiders are crawling inside their head attempting to rip their mind apart. This allows Arachne to subject the target to her personal genjutsu, Arachne's Madness.

Arachne's Madness:
Arachne continues to feed chakra into her webbing, initiating her genjutsu, at the cost of another move. As he genjutsu takes effect the target becomes unable to concentrate chakra to the point they are unable to preform F-rank jutsu . By the next turn, the feeling begins to worsen as the target's mind begins to hallucinate images of them being formed into a marionette by Arachne, paralyzing them in place due to the mental strain, while preventing S-rank jutsu and above. It should be noted, that the hallucinations aren't necessarily caused by the genjutsu itself but does begin forcing the targets's mind into a hallucinatory state making it harder to determine what is actually illusion and reality. During this time, the opponents senses are dulled much like the effect of the 5 Senses Confusion Disorder. If left unchecked, during the fourth turn, the target will experience a powerful nauseating sensation before they are rendered unconscious.
Note:

  • Usable once per battle lasting four turns.
  • Arachne's Madness is equal to A-rank and can affect multiple targets at once, however the paralysis effects are diminished based on the number of targets. For example, if there are two targets, both target's speed would only be halved in short-range. This can even affect the user subjecting them to the effects of the genjutsu also if they are caught in range of the silk webs. Usable once.


Approved: edits marked in pink.


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New Submission:

Raiton: 120mm Kokuraihou | Lightning Release: 120mm Black Lightning Cannon
Rank:
A
Type: Attack
Range: Short-Long
Chakra: 30
Damage: 60
Description: A focused attack which is initiated by the user horizontally placing thier partially open palms away from his body; the palms are facing each other, albeit distant some inches apart. The user accumulates a mass of his Lightning chakra into tiny sparks of the user's signature black lightning generated between his hands, growing larger and larger in semicircles, that is, until a similarly colored electric projectile is fired from their center towards the target. This technique is powerful despite its reduced size, piercing through techniques of equal rank with ease. The 120mm is a large weapon caliber employed to load very massive cannons and mortars, hence the techniques name.
Note:
  • Can only be used three times per battle, and not in consecutive turns.
Approved. Made edits.

(Raiton: Kuro Raiton no Jutsu) - Lightning Release: Black Lightning Release Technique
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-20 per turn)
Damage: N/A
Description: A technique used to enhance those of water or lightning in combination. As the user is in the process of using a Water or Lightning technique they will continue by infusing or lacing Black lightning into said technique within the same time frame. This will increase the offensive or defensive output of the technique by one rank, or in the case of S-ranks by +20 damage points. In the event that this technique is used to enhance a technique that lasts multiple turns; like those of a Water Golem. This technique will add a defensive layer of black lightning. This increases the techniques defense to A-rank. This will however, cost the user to spend extra chakra while the enhanced technique is active and ends upon the deactivation of the sustained technique.
Note:
  • Requires a 2 turn cool down.
  • Can only be used twice per battle.
Declined. A technique such as this, which uses multiple distinct elemental natures in infusion, would require Yin-Yang Release as a skill necessary to manipulate them simultaneously.
 
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Jᴀʏ

Underdog
Legendary
Joined
Jan 25, 2016
Messages
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(Hebi Kuchiyose: Draco) — Snake Summoning: Draco
Type:
Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Somewhere on the western continent, an baby snake by the name of Draco was discovered. Draco although he was a baby snake was proficient at many complex abilities, making him a prodigy at such a young age. Draco is a jet black snake that coils itself around Genji's waist. Draco is capable of drawing nature energy from the environment and transferring it similar to that of the chakra transfer jutsu into things and people he comes in contact with, this ability enables him to passively draw nature energy from the environment equivalent to 10% of the user’s maximum chakra pool. This chakra can be used as sage energy to utilize PSM/ISM. The nature energy however can only be instantly transferred passively to the user upon activating Sage Mode and until/before then is simply stockpiled within Draco. The user can in no way shape or form transfer nature energy from Draco to himself while in Perfect or Imperfect Sage Mode and without being in contact with Draco. This prevents the user from extending their Sage Mode while it is active. His second ability has to do with his venom production capabilities. Draco is capable of infusing the user’s liquid based attacks and constructs with poison this poison is not chakra-infused and thus can be performed passively. The poison also in no way enhances the liquid based technique in elemental clashes, however should the user’s liquid based techniques make contact with the opponent the poison would deduct 15 DMG per turn for the entirety of the battle. The venom also gives the user's liquid based techniques a green glow/hue however this is only a cosmetic property. Draco is capable of telepathically communicating with it’s summoner and is also capable of utilizing all fuuinjutsu the user knows up to A rank.

Note: In order to summon, no other snakes must be on the field. Lasts four turns. Can only be taught by Jᴀʏ.

Declined: The bolded portion simply won't be approved, considering that techniques like Gushing Water Imprisonment exist. If you want this, you would have to specify that it's only applied to techniques which need to physically 'travel' to the opponent (i.e water dragon). And, even then, it's not something that will last the entirety of the battle.

(Fuuinjutsu: Boutoku Bakemono) - Sealing Arts: Accursed Absolution
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 + ( 1/2 chakra of restored technique)
Damage: N/A
Description: This is a advanced fuuinjutsu seal that can be applied to techniques upon launching and or manifesting a technique by adding an additional seal to an existing set. The user applies the seal with the kanji for "Revive" on the technique they wish to utulize, the only restriction being that the user cannot apply this technique should the jutsu be apart of their body or in anyway attached to their body. While the seal is on the entity it copies and stores it's form, properties, nature etc. So upon it's destruction the seal is capable of instanteously reconstructing and restoring the technique (even it's momentum enabling it to continue on it's course). This technique also be applied after a jutsu had been destroyed (should it's remains still be on the field) and or disappiated without wasting a usage slot, however the technique cannot outlast it's duration. So for example: if a construct lasts three turns and was destroyed on it's first turn it can only stay on the field for two more turns.

Note: Can be used a maximum of four times per battle.
Note: No S rank and above Fuuinjutsu in the same turn.
Note: No A rank and above Fuuinjutsu in the next turn.

Declined, DNR: Restoring a technique as it's destroyed is ridiculous, especially at the same level of strength/momentum/etc.

(Futon: Ryūjin no Taberu Seiun) — Wind Release: Ryujin’s Devouring Nebula
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 to sustain)
Damage: 80
Description: Ryujin’s Devouring Nebula is a unique technique that employs the usage of two of Wind Release’ most powerful properties: it’s suction, and sharpness. The user will begin the technique by channeling his wind chakra throughout his body, and releasing it from every pore in his body, to then form a condensed green or blue dragon, then the user wills the wind dragon to swirl around them at incredible speeds, forming an orb-shaped vortex. This vortex moves at such high speeds that it’s capable of drawing entities towards it slicing them up to ribbons and devouring the technique, person or object entirely. The suction property of this vortex is so powerful it’s capable of drawing enemies objects and techniques from long range to mid range, from mid range to short range, and from short range straight into the Devouring Nebula. The user has an additional usage of this technique, utilizing the same principles by swirling the dragon in the counterclockwise direction, the user is capable of repelling enemies and other entities surrounding them back, preventing the opponent from entering range to perform their techniques. This technique is capable of pushing enemies, techniques and objects from short range to mid-range, and from mid-range to long range, as this technique pushes the enemy back it is more defensive and thus is easier to perform than it’s offensive counter-part. The user can choose to sustain both versions of this technique for a maximum of four turns, but will drain them of chakra for each turn sustained.

Note: Can only be taught by Jᴀʏ
Note: The user cannot utilize S rank or above Wind Techniques in the same turn.
Note: The user cannot perform any techniques that manifest from their person while using Ryujin’s Devouring Nebula.

Declined: This is fine, but not as a 'sustainable' technique. As it is, you're not just going to be restricted from using techniques that manifest from your person, but other techniques in general. Additionally, the technique requires handseals to abide by the new restrictions on elemental techniques.
 
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RuckenTM

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Jutsu Ref: https://animebase.me/threads/custom-jutsu-submission-iii.711213/post-21040029

(Katon: Oyujmahamasu) Fire Release: Greater Death
Type:
Offensive/ Defensive
Rank: S-class
Range: Long
Chakra: 60
Damage: 120
Description: This jutsu can only be used while (Katon: Shishamasu) Fire Release: Death's Hands is active. Making 12 handseals, the user can grinding down the soil around the user to create even more amounts of ash, the user can summon forth terrain changing amounts of ash that can either be used to defend incoming large scale attacks or simply change a terrain to desert of ash to overwhelm their opponent. With unlimited magnitude of uses, if used in the WSE, that landmark becomes an Ash Desert, with dark gray skies of ash flumes. The user still reattains basic uses from (Katon: Shishamasu) Fire Release: Death's Hands, i.e, ability to control the ash and create limitless amounts of ash creatures/ creations.

Note: This Jutsu can only be used after the user has reactivated (Katon: Shishamasu) Fire Release: Death's Hands after having it active for more than 4 turns. After this jutsu, the user cannot use (Katon: Shishamasu) Fire Release: Death's Hands for the rest of the match, while also this jutsu. While using this jutsu, user cannot use (Katon: Shishamasu) Fire Release: Death's Hands to supplement another Fire-related jutsu. User must be a Fire specialist to perform this jutsu.

Declined. A lot of issues going on here. First, I don't allow techniques that note that they alter landmarks by default. This is always done through the Landmark Updates thread, and not overridden by techniques. Second, this needs to follow the template. 120 damage customs aren't allowed. You can go as high as Forbidden ranked, 90 damage. Third, this boils down to an Ash Manipulation/toolbox technique. That's been done before.

(Kemuri no Jutsu: Moderu 1) — Smoke technique: Model 1
Type:
Defensive/Supplementary
Rank: B-class (-1 de-rank to Fire based jutsu used upon)
Range: N/a
Chakra: 20 (-10 to redirect incoming projectile fire jutsu attacks)
Damage: N/a
Description: A simple yet complex smoke jutsu. The user conjures copious amounts of smoke chakra that they can release from their mouth or body surge, upon a Fire jutsu either to defend themselves or cover upon an initiating fire jutsu. This allows the user to weaken incoming fire based attacks as will control their trajectory as they can control the captured fire jutsu in the smoke cloud foam, turning the attack around to be launched back at their opponents. This is limited to projectile fire-based jutsu, as also can be used on creations made out of fire-release.
Note: 1 turn cool-down in between uses.

¤ Declined, the controlling and capturing Jutsu is a definite no. This cannot be approved like this. ¤
 
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Venom

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(Fuuinjutsu: Boutoku Bakemono) - Sealing Arts: Curse of the Phantom
Type: Supplementary
Rank: S
Range: Self
Chakra: N/A (-510 from base)
Damage: N/A
Description: Curse of the Phantom seal is a special body seal created by Venom after utilizing his medical and sealing arts knowledge. Drawing inspiration from the yin seal in the aspect of it storing a fixed amount of chakra, Venom decided to create his own variant, albeit weaker. The user of this seal will always start off with less chakra than others his rank due to this seal. By storing a fix amount of the user's own chakra, this seal is capable of passively being activated and used in conjunction with the user's chakra taxing techniques. What happens is that for every technique the user creates, the seal practically molds an additional +15 alongside it. This is sustained until the chakra cap from the seal is used up. This extra chakra add on does two things basically. First, the increase in chakra value for the said techniques would now be much harder to absorb (Fuuinjutsu, Dark release etc.) due to it having chakra output of a higher ranked technique. Example if the user's A rank technique (30 base chakra + 15 from phantom seal) goes up against a standard fuuinjutsu and/or dark release technique that absorbs A rank and below, it would not work in this instance due to the user's A rank technique not being a standard one in terms of chakra value. Secondly, the other ability of this Phantom seal is that the increase in chakra slightly alters the size of the said techniques. The techniques would increase in size of about 25% of its base size. This plays mainly a cosmetic role as the damage doesn't increase at all. Unfortunately the user has no control on what techniques to use the extra chakra on. So for techniques such as the Earth Hardening technique for example which woukdnt benefit much from the +15 chakra, the user would simply be wasting that chakra.

Notes:
-This seal only works on techniques up to A rank.
-Can be activated and place on body mid-fight OR simply posted in bio where the latter doesnt require a moveslot when activating seal due to it just being a dormant body seal then.
-Upon in battle activation it requires a moveslot despite it being passive due to its standalone nature.
-The seal requires a heavy amount of chakra and so the amount will be cut from the user's max cap.
-Can only be activated twice per fight with a 3 turn cool down period.
-Requires Medical Ninjutsu, Fuuinjutsu and Adv Fuuinjutsu to learn.

-Have Adv Fuuin, Fuuin & Mednin in inventory. Able to submit S & F rank fuuins due to possessing a Uzumaki bio (Nagato)

¤ Declined, this clashes with a previously approved custom by Sasori and can't be approved in this way. ¤
 
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BusinessManTeno

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Summoning Animal: Hellhounds
Scroll Owner: Phaizon
Other Users who have signed contract: N/a
Summoning Boss if existing:N/a
Other Summoning Animals tied to contract: N/a
Description and Background: Hellhounds are a mythical breed of K-9s said to reside in hell. These hellhounds typically are stronger and more powerful than the typical "dog" breed, making one believe they are a dog "sub-breed" Each Hellhound has access to fire chakra/jutsu and excel at it allowing them to use it without handseals from their mouth, while majority of the hellhounds are actually coated in fire overall. Each Hellhound has extensive sensing via smell and extroindary pinpoint heat sensing, allowing for them to sense anything that has heat within the same landmark. The unique thing about hellhounds, is that due to the mass amount of fire surging through and around them, they are immune to Fire release techniques of the same rank and lower.

¤ Approved, made edits ¤

(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Phantom
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Hell hounds essentially have three leaders. Two of them being the head over the lot overall, and one in charge of the pack. Phantom is considered the third leader and the only summon who inherited the blue flames of the owner, being slightly engulfed in blue flames. He is able to control the heat that the flame on his back produce. This is to obviously accommodate his owner, or others he dont wish to harm. Though the flames can get so hot and intense, that the ground below his paws will melt. These fires cant be extinguished by anything other than large bodies of water (such as oceans, seas, large lakes, etc). Phantom stands roughly six feet and five feet wide and speed is roughly twice the speed as the owner. He is able to speak proper english and have a very gruff voice but dont talk often. Like all hell hounds he has access to all fire techniques without the use of handseals, by expelling them from the mouth, immunity to fire techniques and have pinpoint heat sensing through the nose. The special thing about phantom is his ability to absorb fire techniques and use them as fuel for their fire techniques. This is not only limited to fire but fire based energy elements nothing like lava, or solids. Depending on the rank of the technique it gives him +5 to his fire techniques from C rank and goes up +5 for every rank at which after C rank. Ending with +30 for forbidden rank. He can absorb once per two turns and expel once per two turns.

Note: Can only stay on the field for a max of 4 turns
Note: Using the absorbing techniques reduces the duration of the summon by 1
Note: The fire on its back can be as warm as a bonfire all the way to S rank heat/fire which upon contact can deal 3rd degree burns and last as long as needed but cant use any fire jutsus during this time

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¤ Declined, blue fire is a no as well as controlling the temperature of the flames. Add a line that says the flames on his back dont harm the summoner. You also don't have to mention the abilities every Hellhound shares (not an issue, just a tip since they all share it). Boosts above +20 are a no and the stacking system cant he approved as the highest boost will always take precedence in this setup, meaning +5 max. Actually the temp thing is good if it counts as an actual ability either usage cap/restrictions. ¤

(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Caution
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Caution is the only puppy of the hellhound contract but one of the deadliest, also the only one who has access to senjutsu chakra aside from the sages of the hell hounds. Caution chakra reserve is so massive that he was cursed to stay as a puppy cause if he was to fully mature it would be too wild, and strong to contain. Caution is roughly the size of pakkun (kakashis dog). He has a skull around his head all the way down his body similar to a jinchuruki version 2 while always glowing bright red. His body is so hot that it can burn through your clothes but due to always covering their body in chakra to protect their owner, this is something that doesnt hinder the user themselves. Though if he decide to attack an opponent the heat of his skin can cause 3rd degree burns. Caution has the same speed as the user but typically only hands on the body of the user themselves. Caution isnt an offensive hellhound thus is also the only one who doesnt use fire jutsu though he does have several unique traits. One of them is his ability to disperse fire/fire based/raw ninjutsu by simply howling. This howl is extremely loud and powerful with enough force to disturb the flow of chakra of its own natural element (and raw chakra) while dispersing it all the same. The howl is powerful enough to cause those who hear it up to long range to lose their hearing for two turns if not properly protected. Another thing is his incredible chakra control and reserve. He is constantly fueling chakra into his owner upon contact, refreshing the owners chakra network while giving the user +10 ninjutsu containing fire (such as CE, scorch etc) and +20 to pure fire techniques. Last but not least his ability to constantly draw in natural energy (similar to ma and pa) as long as they are on the owners body. Being an infinite fuel source for senjutsu giving the user +10 to their senjutsu techniques. Though this only pertains to imperfect sage mode. Perfect sage mode with this summon can simply prolong perfect sage mode by 2 turns.

Note: Can stay on the field for a max of 4 turns
Note: Can only howl once per turn and can howl and dispurse S ranks up to 3 times (including empowered S ranks) and Forbidden rank one time
Note: Howling can be used only within short range
Note: This technique counts as one of the users turns

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¤ Declined, this has too many vague and unclear references. "Massive amounts of chakra" is too vague to allow/justify. "Same speed as user" is also too variable because it can change depending on who Summons it, give it a set speed such as Chuunin or Jounin rank speed. The howl ability makes no real relation to the contract nor explained well enough to keep as is. It's a howl used to combat Jutsu, I don't see why it will specifically negate fire based attacks like you mention but the hearing part is a definite no. Lastly, the infusion of chakra will only affect fire Jutsu, not all fire based ones. The Senjutsu use also needs to be a set limit, not extend it indefinitely. It can increase your Senjutsu chakra pool by x amount overall, but not to a point there is no real limit. To approve that at least half of these abilities will have to go ¤

(Kenjutsu: Ikoku Sovereignty) Sword Arts: Ikoku Sovereignty
Type:
Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: Ikoku Sovereignty is the strongest technique of the sword style created by the masters of sword styles and can only be used with both hands. The user will grip the sword while pooling a massive pool of chakra into the blade. The user will then swing the sword with massive strength that releases a colossal shockwave of chakra that ranges mid range high and wide. The chakra shockwave is so powerful and destructive that it rips through harden material with major ease, rivaling even steel release in terms of destructiveness. This technique spite being incredibly powerful has major physical drawbacks. When using this technique, the strain on the arms are great as it sprains the arms to a high degree.
Note: Can only use once per battle
Note: Once used, cant use kenjutsu/taijutsu for five turns after use
Note: Jutsus doing handseals deal -5 due to pain of sprained arms
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Pending. Leaving for Vex.

Declined: This is cool and everything, but you need to specify the dimensions of the technique. Is it omnidirectional? Or just focused in one direction? Also, the restrictions are hella strict, particularly the second one. Feel free to tone that down lol.
(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Phantom
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Hell hounds essentially have three leaders. Two of them being the head over the lot overall, and one in charge of the pack. Phantom is considered the third leader and the only summon who inherited the blue flames of the owner, being slightly engulfed in blue flames. He is able to control the heat that the flame on his back produce. This is to obviously accommodate his owner, or others he dont wish to harm. Though the flames can get so hot and intense, that the ground below his paws will melt. These fires cant be extinguished by anything other than large bodies of water (such as oceans, seas, large lakes, etc). Phantom stands roughly six feet and five feet wide and speed is roughly twice the speed of jounin rank. He is able to speak proper english and have a very gruff voice but dont talk often. The special thing about phantom is his ability to absorb fire techniques and use them as fuel for their fire techniques. This is not only limited to fire but fire based energy elements nothing like lava, or solids. No matter the rank it increases their fire by +15. He can absorb once per two turns and expel once per two turns.

Note: Can only stay on the field for a max of 4 turns
Note: Using the absorbing techniques reduces the duration of the summon by 1
Note: The fire on its back can be as warm as a bonfire all the way to S rank heat/fire which upon contact can deal 3rd degree burns But it cost a move slot to adjust the heat, but heat does not hurt the user
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(Makairyouken Kuchiyose: Shishiza) Hell Hound Summoning: Caution
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Caution is the only puppy of the hellhound contract but one of the deadliest, also the only one who has access to senjutsu chakra aside from the sages of the hell hounds. Caution chakra reserve is so massive that he was cursed to stay as a puppy cause if he was to fully mature it would be too wild, and strong to contain (This is simply for cosmetic purposes). Caution is roughly the size of pakkun (kakashis dog). He has a skull around his head all the way down his body similar to a jinchuruki version 2 while always glowing bright red. His body is so hot that it can burn through your clothes but due to always covering their body in chakra to protect their owner, this is something that doesnt hinder the user themselves. Though if he decide to attack an opponent the heat of his skin can cause 3rd degree burns. Caution speed is that of jounin rank.Caution isnt an offensive hellhound thus is also the only one who doesnt use fire jutsu though he does have several unique traits. One thing is his incredible chakra control and reserve. He is constantly fueling chakra into his owner upon contact, refreshing the owners chakra network while giving the user +20 to pure fire techniques. Last but not least his ability to constantly draw in natural energy (similar to ma and pa) as long as they are on the owners body. Being an infinite fuel source for senjutsu giving the user +15 to their senjutsu techniques Up to 105 per battle. Though this only pertains to imperfect sage mode. Perfect sage mode with this summon can simply prolong perfect sage mode by 3 turns.

Note: Can stay on the field for a max of 4 turns
Note: The body of Caution even though it causes 3rd degreen burns doesnt have a rank, simply deals 40 Damage
Note: If the user is who summons this has a KG that contains fire, the fire portion of the KG gains +10DMG

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¤ Both Declined, you didnt address the things I asked you to change. Due to the update for Summoning Contracts, message me regarding this and I'll edit the techs directly for approval. ¤

(Makairyouken Fukanzen Sennin Modo ) - HellHound Imperfect Sage Mode
Type:
Supplementary
Rank: S
Range: N/a
Chakra: N/A ( -10 turn to sustain )
Damage: N/A (Active +20 Damage to all Ninjutsu and Taijutsu up to S-Rank)
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is able to reduce 20 damage from damage for the duration of this technique and reduces cold based techniques by 30. The user is able to passively sense chakra not only through nature sensing but heat sensing and his/her perception and reflexes and speed are doubled by x2. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, Genjutsu cast by the user are empowered Increasing the range of each genjutsu by +1. Lastly, The user gains specific traits to the hell hound contract. The user tracking via the nose is increased, allowing the user to track scents up to 2 landmarks away. The user also gains incredibly sharp K-9 Teeth (The four sharpest teeth in the mouth, simply for cosmetic purposes)
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

¤ Approved, made edits. The heated fur and cold reduction should ve traits of Perfect SM, not Imperfect. Edited the scene related part to be better for the contract. ¤

(Kenjutsu: Ikoku Sovereignty) Sword Arts: Ikoku Sovereignty
Type:
Offensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: Ikoku Sovereignty is the strongest technique of the sword style created by the masters of sword styles and can only be used with both hands. The user will grip the sword while pooling a massive pool of chakra into the blade. The user will then swing the sword with massive strength that releases a colossal shockwave of chakra that ranges 20 meters high and wide and is not omnidirectional. The chakra shockwave is so powerful and destructive that it rips through harden material with major ease, rivaling even steel release in terms of destructiveness. This technique spite being incredibly powerful has major physical drawbacks. When using this technique, the strain on the arms are great as it sprains the arms to a high degree.
Note: Can only use once per battle
Note: Once used, cant use kenjutsu/taijutsu for three turns after use
Note: Jutsus doing handseals deal -5 due to pain of sprained arms For Three turns

Approved

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System001

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(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require, and that only a single Flames of Purgatory technique can be produced per turn. This technique can be deactivated at will, lasting four turns maximum. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter.

Approved. Made edits. Contact Drackos if you want this declined instead.

(Katon: Kage no Nidhoggr ) - Fire Release: Shadow of Nidhoggr
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: This technique employs the basic Ninja concept found in more basic jutsu such as the 'Shadow Shuriken Technique' in that it seeks to hide a second, hidden, sneak attack in the wake of the first. In this case, through use of this jutsu the user will be capable of using the bright and easily perceptible flames of fire release as a mask to hide a secondary ash based attack in the shadow of the firsts. As this technique has no independent usages it can be used virtually instantaneously, in the same timeframe as the target fire technique. By infusing 30 chakra into the target fire technique either before, or immediately after its creation, the fire technique will begin to exude ash as it travels. The ash hidden behind the fire technique, will adopt a shape and size identical to that of the target fire technique as well as a power level equal to the technique that spawned it, travelling directly in the fire techniques wake as if it were it's shadow. The result will be that, if the user were to release a fireball towards an opponent, a ball of superheated ash would be secreted by the flames to travel at an angle beneath and behind the fireball, layered as if it were it's very shadow so that a less perceptive shinobi might easily be deceived as to its presence. The subterfuge of this technique can be logically discovered by visual cues, such as the ash shadow not flickering and shifting in size as an actual shadow would, and can be easily countered by, for instance, sending an S rank wave of water to neutralise the two fire projectiles.

Notes:
This technique can only be used three times, with a two turn cooldown between uses.

Declined. Replicating the damage of another technique within the same timeframe, with a simple infusion of 30 chakra, is extremely powerful. I won't outright DNR this because you may have a way to tune this down to an acceptable point, but as it stands now I can't approve this. I can see so many ways for you to abuse this with techniques like Symphony and Salamander.

(Katon: Kage no Nidhoggr ) - Fire Release: Ifrit; The Aspect of Fire
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The rapid expenditure of masses of fire chakra from all over the body and the performance of three handseals will facilitate the creation of a large (up to ten meters tall), chiseled humanoid figure - complete with arcing rams horns that adorn its head and a flowing mane, comprised purely of fire chakra. This figure will be created around the user, completely surrounding him not at all unlike Suasono'; unlike the Uchiha technique however, this Djinn of chakra will lack any corporeal properties and, as a result, will have no inherent ability to defend the user from attacks or cause damage. The purpose of this humanoid is to instead interact with the users fire techniques. Firstly, this technique will passively apply the effects of 'The Phoenix Feathered' Muffler to both itself, the user, and any being that the users indicates to be part of Ifrit's protection - thus affording immunity to ally fire techniques (not enemies). In line with this ability comes Ifrit's capability to directly interact with fire techniques. The user will be capable of directing Ifrit to 'grab' a fire technique produced either by himself, or by an ally, with either it's main body, Ifrit's four arms, or by producing tendril like offshoots from his main body to latch onto the technique in question (tendrils can extend up to long range). Once Ifrit comes into contact with a fire technique, he will be capable of establishing governance over it - freely manipulating its form, shape, size and direction according to the users directions. For instance, if the user were to spew a fireball while Ifrit is active, Ifrit would be capable of taking hold over the fireball with it's body and forcing it to stay in place, or orbit around the user instead of continuing linearly towards the opponent - alternatively, by attaching a tendril to the fireball, Ifrit could direct it to travel in an arc towards the opponent. Essentially, Ifrit increases the flexibility that the user has in regards to his usages of Fire Release - opening up new avenues and levels of versatility to an ability that is traditionally indiscriminate and linear. Finally, Ifrit can absorb the chakra of a fire technique of the users (thereby extinguishing its existence) and, through it's sacrifice, extend its stay on the field. A ranks and below will add two turns, while S ranks can add three.

Notes:
Ifrit can be created up to three times, with a two turn cooldown between uses (from when it ends.) He can stay on the field for four turns and, on the turn after he ends the user will be incapable of using Fire techniques A rank or above.
Ifrit's abilities also apply to advanced forms of fire such as Fire based KG/CE (Scorch, Blaze etc)

Declined. I won't allow immunity to allied fire techniques. There's nothing that really warrants that distinction with an ally's chakra, other than sheer convenience. Reduce its uses to two. Reshaping fire techniques is fine, but the size of a fire technique can't change dramatically. Turning a small fireball into a massive wall of flames won't be viable for this technique. Basically the quantity of fire will always remain the same. Otherwise this should be fine.
Updating in regards to a hard usage limit being added

(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require. This technique can be deactivated at will, lasting four turns maximum, with its effects persisting in fire techniques that it is applied to within this period until their very expiration. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter.

Approved

(Katon: Kage no Nidhoggr ) - Fire Release: Ifrit; The Aspect of Fire
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The rapid expenditure of masses of fire chakra from all over the body and the performance of three handseals will facilitate the creation of a large (up to ten meters tall), chiseled humanoid figure - complete with arcing rams horns that adorn its head and a flowing mane, comprised purely of fire chakra. This figure will be created around the user, completely surrounding him not at all unlike Suasono'; unlike the Uchiha technique however, this Djinn of chakra will lack any corporeal properties and, as a result, will have no inherent ability to defend the user from attacks or cause damage. The purpose of this humanoid is to instead interact with the users fire techniques. Firstly, this technique will passively apply the effects of 'The Phoenix Feathered' Muffler to both itself, the user, and any being that the users indicates to be part of Ifrit's protection - thus affording immunity to the users own fire techniques, and that which is created by a spawn of their chakra such as a familiar, clone or creation (not enemies). In line with this ability comes Ifrit's capability to directly interact with fire techniques. The user will be capable of directing Ifrit to 'grab' a fire technique produced either by himself, or by his creations, with either it's main body, Ifrit's four arms, or by producing tendril like offshoots from his main body to latch onto the technique in question (tendrils can extend up to long range). Once Ifrit comes into contact with a fire technique, he will be capable of establishing governance over it - freely manipulating its form, shape, size and direction according to the users directions. The only restriction to this being that the overall quantity of flame cannot change, but a ball of flames could be stretched into a thin wall of flames. For instance, if the user were to spew a fireball while Ifrit is active, Ifrit would be capable of taking hold over the fireball with it's body and forcing it to stay in place, or orbit around the user instead of continuing linearly towards the opponent - alternatively, by attaching a tendril to the fireball, Ifrit could direct it to travel in an arc towards the opponent. Essentially, Ifrit increases the flexibility that the user has in regards to his usages of Fire Release - opening up new avenues and levels of versatility to an ability that is traditionally indiscriminate and linear. Finally, Ifrit can absorb the chakra of a fire technique of the users (thereby extinguishing its existence) and, through it's sacrifice, extend its stay on the field. A ranks and below will add two turns, while S ranks can add three.

Notes:
Ifrit can be created up to two times, with a two turn cooldown between uses (from when it ends.) He can stay on the field for four turns and, on the turn after he ends the user will be incapable of using Fire techniques A rank or above.
Ifrit's abilities also apply to advanced forms of fire such as Fire based KG/CE (Scorch, Blaze etc)

Approved
 
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Priest

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de Avaritia
My inventory to show I have fuin and Adv fuin.

Sacred Endowment: Equilibrium - Shinseina Kifu: Heikō
Type: Supplementary
Rank: B
Range: Self
Chakra: N/A (+5 to said jutsu)
Damage: N/A
Description:
This is a small clover shaped seal located on the back of the neck of the user. It's task is focused towards odd damage outputs of the user's technique. Just like how de Avaritia balances the user's chakra according to the damage by leeching more chakra from the user, Equilibrium passively rounds up the odd damage value in a user's offensive technique to an even damage value by leeching some chakra from the user. The seals directive is simple; whenever the user's technique's overall damage output is odd(eg: 5, 15, 25, 35, 45), the seal collects 5 chakra from the user and feeds it to the technique in order to round up it's power to the nearest even(eg: 10, 20, 30, 40, 50) respectively.
Must know Advanced Fuinjutsu.
Must be placed in bio.

Declined. Based on the wording of this technique it seems you're trying to get around boosting rules. But that aside, I'm just not keen on approving something like this, which isn't really even a seal.
 
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Ryóma

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(Gazou no Chuushinbu) Heart of Imagery
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Heart of Imagery is not a traditional jutsu which encompasses chakra to use but rather acts as an innate skill the user of this technique possess. Outlined as a modifier, this technique allows an artist of ink ninjutsu the ability to utilize their works of art at any desired rank they chose bar F Ranked. This isn’t to be confused as an empowerment – but rather a simple execution of a technique at a higher degree. This is evident in techniques such as the “Ninja Art: Beast Imitation” which is C rank while the advanced version “Ninja Art: Super Beast Imitation” is one rank higher but ultimately achieves the same purpose. Thus this technique acts to replicate this – allowing for the user the ability to pick what the initial rank of their ink techniques are though there are some drawbacks to this. The user must pay the usual chakra cost as outlined in the rank (i.e A rank needing 30 chakra) but also this only allows the initial rank to only be one rank higher than it’s original, however they user may also reduce the rank by any amount based on the original rank. This is means that if the initial rank is B rank, the user may choose to reduce it down to C or even E rank if they desired while the drawbacks of the technique still apply as normal despite the lowered rank. This skill doesn’t require to be “activated” and thus simply needs to be posted within the user’s bio/beginning of battle and as a reference when a technique is affected by it and can only be used twice per turn but goes on a cool down in accordance to how much times it was used (thus using it twice means it goes on a two turn cool down etc). This technique also requires a person to have Ink Ninjutsu as a specialization within their bio to utilize this effectively.

Declined. I was never a fan of these techniques that boost it, without actually being a boost.

(Inkupo: Gandr) Ink Art: Gandr
Type: Offensive
Rank: A Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will have three distinct tattoos located on each hand, each representing a single shot with this technique. After aiming at a target location, the user will shape their hand into a finger gun and shoot a piercing bullet of hardened ink, capable of piercing through rock easily while also moving twice the user's base speed though can only travel in a linear path thus making it quite easy to dodge at range. Can only be used thrice per battle, with a cool down of related to how much bullets where fired in a turn (i.e firing three will cause a three turn cool down). A max of three bullets can be fired per turn (with the power being divided per shot, though firing all three counts as one move). There is some aesthetics to this technique, such as the color of the fired ink blast and the dormant tattoo state, all being up to personal preference of the user.

Approved

Attack animation
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Dormant State of Ink Tattoos
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-Broly-

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Karada no tsuyo-sa | Strength Of Body
Type:
Supplementary
Rank: A
Range:
Short
Chakra: N/A
Damage: + X DMG Resistance of Body to Tai/Ken Related Techniques
Description:
The user uses his body's resistance as an aid to his physical techniques. Now, when the user is utilizing Tai/Ken/ related techniques, these attacks gain passive damage equal to the amount of damage that the user's body currently resists. This is simply the user using his natural durability as a positive for his physical combat and combining his offense with his defense. Therefore this technique is passive. This boost only applies when the user is combating a physical target such as the opponent or a physical technique, as energy would not need to combat the user's durability like a physical object would to deter him. This boost this technique provides the user's physical attacked is only applied via the amount of Damage the users BODY can resist, and not extra chakra based techniques
Note: Must have Tai and Normal NB Tai Mastered
Note: Must have Resistance Specialty

⛧ Hmmm.⛧

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Declined, DNR: This is hella abusable. For instance, using two jutsus, I can increase my immunity to up to 80 damage. This would give huge boosts in damage, and could even be stacked with something like the Gryffindor potion. This likely won't be allowed, and will require a hard cap on the damage boosts it will be provided, but in its present form it's a DNR. Making this a passive boost when you need to actively use this technique is wild as hell too.

Senpo: Kichāji | Sage Arts: Ki Charge
Type:
Supplementary
Rank: S
Range:
Short
Chakra: N/A (+100 Sage Chakra)
Damage: N/A
Description:
The user will stand in any given stance and will draw in Nature Chakra to his body, transfering it into his already existing sage pool. This may only be done by users that have reached Perfect Sage Mode due to the precise control that is required to do this at a quick rate. By using 1 move slot in a turn he may gain 100 Sage Chakra. The user may use this technique up to 3 times, and may use this technique up to 2 times per turn. The user is unable to move or use chakra for new techniques while utilizing this technique.

Declined, DNR. Perfect Sages are not able to prolong their Sage Mode, as per the restrictions here. Aside from this, this technique would extend Sage Mode for far too long, removing the need to meditate at all to gather an optimal amount of chakra. It is far too convenient.

(Kuchiyose no Jutsu: Ajitēta ) - Summoning Technique: Agitator
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Agitator is a small snake that is worn around the user's wrist like a wristband. Agitator has a symbiotic connection with the user it is a descendant of the Snake Sage and constantly absorbs and provides sage chakra through and into the user's body, helping to ease the load of sage chakra expenditure on the users part. Each Sage Mode chakra related costs from techniques and effects including the cost of maintaining PSM, are paid by the amount of 15 Chakra by this summon

His second ability is that through using a variation of the chakra transfer technique, the snake can flush the users body with the power of the vitality of natural energy. This effect makes it so that the user's Medical Chakra/Techniques created under the influence of this effect are done so with more strength and vitality. All Med Related Abilities up to S Rank are now +1 Rank/20 Damage more effective during the effects of this ability. The activation of this counts as a move and this effect lasts for 3 turns. This move can be activated twice per battle with a 2 turn cooldown between each use.


The third and final ability is for it to be able to flush the user's chakra with a dose of natural energy that is equivalent to ( Iryo Ninjutsu: Modosu Heikō ) - Medical Technique: Restore Balance in its use. This is due to the powerful chakra being flushed throughout the user's body. This may be used 4 times per battle and costs a moveslot.
Lasts 4 turns, can be summoned twice with 2 turn cooldown in between


Declined: as said on Discord (and stated in the bio rules for SM, CJ that prolong PSM aren't permitted. Not only would this snake cover the mode's base upkeep but it also would cover each chakra related cost of senjutsu. Also, the second ability should not last three turns with one use. Lastly, each contracted animal can only be summonable once.


(Kuchiyose no Jutsu: Ajitēta ) - Summoning Technique: Agitator
Type: Supplementary
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Agitator is a small snake that is worn around the user's wrist like a wristband. Agitator has a symbiotic connection with the user it is a descendant of the Snake Sage and constantly absorbs and provides sage chakra through and into the user's body, filling it with natural energy and increasing his vitality and fortifying his body. Due to this, the amount of damage that is resisted naturally by Sage Mode is raised by 10 DMG points. This effect of course only happens as long as the user can maintain Sage Mode.

His second ability is that through using a variation of the chakra transfer technique, the snake can flush the users body with the power of the vitality of natural energy. This effect makes it so that the user's Medical Chakra/Techniques created under the influence of this effect are done so with more strength and vitality. All Med Related Abilities up to S Rank are now +1 Rank/20 Damage more effective during the effects of this ability. The activation of this counts as a move and this effect lasts for 2 turns during which the increased resistance is lost. This move can be activated twice per battle with a 2 turn cooldown between each use.me

The third and final ability is for it to be able to flush the user's chakra with a dose of natural energy that is equivalent to ( Iryo Ninjutsu: Modosu Heikō ) - Medical Technique: Restore Balance in its use. This is due to the powerful chakra being flushed throughout the user's body. This may be used 3 times per battle, costs a moveslot, and has a one-turn cooldown.
Lasts 4 turns, can be summoned once



Approved: edits marked in pink.


Karada no tsuyo-sa | Strength Of Body
Type:
Supplementary
Rank: A
Range:
Short
Chakra: N/A
Damage: + X DMG Resistance of Body to Tai/Ken Related Techniques
Description:
The user uses his body's resistance as an aid to his physical techniques. Now, when the user is utilizing Tai/Ken/ related techniques, these attacks gain passive damage equal to the amount of damage that the user's body currently resists. This is simply the user using his natural durability as a positive for his physical combat and combining his offense with his defense. Therefore this technique is passive. This boost only applies when the user is combating a physical target such as the opponent or a physical technique, as energy would not need to combat the user's durability like a physical object would to deter him. This boost this technique provides the user's physical attacked is only applied via the amount of the highest SINGULAR influence of DMG Resistance (whether this be a jutsu or a passive ability) that his body can combat.
Note: Must have Tai and Normal NB Tai Mastered
Note: Must have Resistance Specialty

Declined, DNR. This requires permission from Vex to resubmit, noted on AB and linked in the resubmission.

( Fukushū-sha ) - Avenger
Type:Weapon
Rank: S
Range: Short
Chakra: N/A (listed in description)
Damage: N/A
Description: Avenger is a black chakra blade in the shape of a standard katana engineered with the users Medical and knowledge of Natural Energy in mind. Made with a special sort of chakra metal that is capabale of conducting not only normal chakra, but also Natural Energy that naturally inhabits the area around it. The abilities granted by this Weapon are listed below.

By to the constant Natural Energy constantly flowing into the sword combined with the sharpness and quality of the material, a pure strike from this blade is raised exponentially in power. This makes it so that all Chakraless sword based attacks are raised to S Rank/80 Damage when used through Avenger.


The modified chakra metal that helps make up the material makes it an extremely powerful chakra conduit. This is further improved by the chakra being run through the blade mixing with the Natural Energy surging through the blade mixing with the user's chakra being input. This makes it so that all chakra based enhancements made to Avenger are raised in effectiveness by 1 Rank/20 Damage. The user may only use 1 other chakra based technique in the turn this effect is applied however.


Through the Medical Knowledge of the user, Avenger has been made to be symbiotic and is attuned with the user, when the user is damaged and in contact with Avenger, the sword is able to immediately detect this and is "programmed" to release medical chakra within the user when this happens. This chakra is similar in nature to "Medical Technique: Cellular Regeneration" and "Medical Technique: Mystic Palm Technique" and is capable of healing the user and even regrowing tissue immediately. Due to this, the user is able to instantly heal up to 40 DMG from a single damage dealing technique, which makes it so that it effectively negating the corresponding amount of damage from said technique. The user may do this 4 times per battle and must pay 1.5x the amount of Damage negated.

Declined: Freeform S rank strikes indefinitely is a no, make that an ability that needs to be activated and then lasts a set amount of time. The second ability, resulting from the blade being an especially powerful conductor is not being approved lol, you wilding with that one. The final ability is cool, though you'd need to have a way that the blade 'detects' the user being injured that doesn't imply that your weapon is pseudo or semi-sentient like Samehada or a Wand. Maybe through a seal or something? Moving onto the healing ability. Just like mystic palm, you'd need to pay 2x the amount of chakra per damage point healed, and this won't be healing lethal/internal organ/severed limb-based damage. Finally, this is a 1 time per battle max thing, as I'm not giving you 4 extra lives in the NW, fam.

Pending. Leaving for someone else.
 
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Krampus

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(Hyouton: Sunōdōmu) - Ice Release: Snow Globes
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: Originally this technique was created as a means of entertainment. The Snow Globe would be crafted with ice with an internal structure so that light was reflected to create images within the ice. Skilled craftsmen could even make the light appear to move within the globe, adding to the artistry. It wasn't until later that this skill was developed into a technique to use in battle. Similar to the Ice Disk technique, this technique relies on the reflective nature of ice to concentrate light to the point where the energy becomes dangerous. Where the Ice Disk technique acts as a lense to focus the light on a target, the Snow Globes technique will reflect the light within itself in such a way that once light enters it becomes trapped. As more light rapidly enters the globe, the internal energy of the globe builds until it violently explodes. The user can create dozens of softball sized globes, one boulder sized globe, or something in between. These can be manifested anywhere on the field so long as the conditions permit it, but regardless of the number or size created they must be limited to a short range radius with their explosion. The user can craft the globes in such a way as to direct the explosion, preventing the attack from hurting themselves if used in short range.
-Can be used four times per battle.
-Requires a two turn cool down between uses.
-Requires sunlight to be used.

¤ Declined, I'm not sure how Ice is capturing and causing light to explode. I'm gonna need a stronger explanation with this one. ¤

(Hyouton: Kōruzōn) - Ice Release: Frozone
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15 (-10 per turn)
Damage: N/A
Description: To create this technique the user will flood the environment with their ice chakra to drop the temperature significantly. The main purpose of this technique is to raise the awareness of the user. While the frozone is active the user will be able to sense warmer objects in the area. This is a crude sensory type and cannot detect small variations, only becoming able to detect something when it is at least around normal body temperature. Non-ice users within this area will begin to feel the chill as well. They lose one point in speed per turn they're in the zone up to a maximum of four. The also lose some dexterity in their fingers, halving the speed of their hand seals.

¤ Declined, if this will decrease speed, it will need to be higher than C rank, have a duration limit and usage limit. I believe this, as is, would require A rank imo ¤

(Mythical Summoning Contract has been purchased and is in my inventory)

Summoning Animal: Bigfoot
Scroll Owner: Krampus
Other Users who have signed the contract: N/A
Summoning Boss if existing: N/A
Other Summoning Animals tied to the contract: N/A
Description and Background: The Bigfoot is a mythological ape that has been sighted by cultures across the globe with varying descriptions and names. Despite being one of the most well known and most commonly sighted mythological creatures, the Bigfoot has continued to evade both capture and photographic evidence, displaying an almost supernatural level of avoidance. Some theorize that the Bigfoot is really a modern day descendant of Gigantopithecus, an extinct species of ape that grew to similar sizes. The Bigfoot of this contract have split into several clans which are geographically isolated. The northern clan call themselves the Yeti and are most notable for their white fur. They prefer the mountainous regions where contact with humans is quite rare, though it has become more common in recent times. The southern clan call themselves the Sasquatch and reside in heavily forested areas within the Land of Fire. They're slightly larger than the Yeti and have dark brown fur. The third clan of Bigfoot settled in a swampy region of the eastern continent, calling themselves the Skunk Ape. They're most notable for their orange-red fur and foul, swampy odor.
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While their appearances may vary, all three clans share similar abilities. The secret to their nigh-supernatural ability to disappear is two-fold. First, despite their size, they're able to passively move with the same deftness as someone using the silent homicide technique. On top of that, each member of this contract has access to the Hiding in Camouflage Technique, requiring activation and lasting the duration of their summoning unless canceled. These skills are more likely to be used for remaining hidden than in combat, but the Bigfoot are not unskilled fighters. Like other apes, they are strong in taijutsu capable of using up to A-rank taijutsu known to their summoner. They are also talented smiths, capable of creating unique weapons and armor so that each summon is equipped with one for battle, though these are far too heavy to be used by a human.

¤ Declined, no contract can be half humanoid or more (having human arms/legs/torso/etc or being completely humanoid). ¤
 
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