Custom Jutsu Submission - III

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Serpent

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(Oto-Genjutsu: Sunappujin) Illusionary Sound Technique: Snapping bombardment
Type: Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage points: N/A
Description: The user will focus his chakra and snap his fingers. This will create a sound wave that will travel in all directions and place anyone who hears it (other then the user) into a Illusion. In this illusion, the target(s) will suddenly find themselves being bombarded by multiple shock-waves of sound that continuously hit from multiple angles keeping the opponent bound in both the illusion and the real world. Loud explosions will also be heard that will deafen the opponent while the illusion is in place. Ultimately, this technique is designed to hinder the opponent while masking another possible threat.
Note:
-Requires a two turn cool down
-Can only be used three times per battle
-Can only be taught by Serpent

Approved

(Fuuinjutsu: Edo Soutei) Sealing Technique: Impure World Binding
Type: Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage points: N/A (+20 each turn that passes)
Description: After placing a special tag for "Edo" (Impure World) upon a target. Ghostly arms will reach out from the seal and bind the opponent. If they successfully catch the opponent, he will be immobilized do to the impure nature of the arms. This will also prevent a target from focusing high levels of chakra while bound. (cannot use techniques S-ranked or above while bound) The arms will constrict and tighten overtime which can lead to broken bones if not unbound.
Note:
-Requires a two turn cool down
-Lasts three(3) turns
-Can only be used three times per battle
-Can only be taught by Serpent

Declined - too much like kinjutsu for my liking.

(Kchuysei: Edo Kanmon) Summoning: Impure World Gateway
Type: Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40 (-200 chakra from target)
Damage points: N/A
Description: The user will slam his hands together causing a gateway to open up from under the targeted area. This gateway leads into the Impure World. A massive Ghostly arm will reach out from the gateway and catch the Target. If it successfully catches the target, it will be immobilized, this is caused by the impure nature of the arm and as it does not physically bind them. The arm will then absorb chakra from the target before it drags the chakra back into the gateway and takes it to the netherworld.
Note:
-Can only be used twice per battle
-Requires a four(4) turn cool down
-Cannot use techniques above S-rank next turn
-Can only be taught by Serpent

Declined - same as above.
 
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Kankurō1

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(Raiton: Sai no Tsuno) - Lightning Release: Rhinoceros Horn
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30
Description: The user channels his chakra towards his forehead and through the use of shape manipulation, creates a blade-like protrusion that resembles the horn of a Rhinoceros. The cutting and piercing power of the lightning is able to penetrate through low level earth techniques (C-Rank and lower) as well as some steel techniques (C-Rank and lower & within reason). The length of the blade can be extended to the length of a sword allowing for versatility in close range combat especially when combined with taijutsu in all its forms.
Note: Lasts five turns while active

‡ All Declined ‡ You can't submit on multiple accounts in a single cycle. Please read the rules.
 
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Leathercandle

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(Katon: Gurētorōma no sakurifaisu) - Fire Style: Great Roman Sacrifice
Type: Supplementary
Rank: F
Range: Self
Chakra: 50
Damage: 10 - 50 to user
Description:
Etched into the user's body via burns when this technique is activated are the first five roman numerals. The first is on their right arm, the second their left arm, the third their right leg, fourth their left leg, and fifth on their back. Using this technique activates the first of the five roman numerals, which is visibly shown as the first roman numeral glows red and orange. Each turn that passes after activation of this, another roman numeral lights up, in numerical order.

I
The user's senses are heightened due to a constant "pinging" of katon chakra from the first roman numeral into the air up to mid range around, above, and below the user. This pinging can detect foreign chakra sources and hi-light them with a barrage of sparks constantly (which does no damage number-wise).

For fire release this doesn't make sense

II
The user's fire techniques gain the ability to lock on to and track targets as long as the user stays focused on the technique and holds the final hand seal wove to create it, or if none was used, then to hold the "tiger" seal.

Clashes with existing jutsu
III
The user's fire techniques all passively go up by 1 rank when they clash against techniques that are of a higher rank.

Doesn't make sense that they only go up a rank against stronger jutsu nor do you explain how it happens

IV
A sphere of flames which follows the user around at all times is created. This orb can be handled by the user to create weapons at will, whether it be it creating a sword out of it, a spear, kunai, etc. Weapons can also be sent forth from the sphere with force behind it, allowing it to attack targets (all created objects are C ranked, and cost no extra chakra, but do count as a move when creating things).

Clashes with existing jutsu
V
A thin layer of flames covers the user's body, allowing them to preform all and any fire techniques with no hand seals, but at the cost of 5 more chakra when doing so. This layer of fire also can neutralize up to 3 fire techniques of S rank and below, though the user takes 10 damage each time this happens due to the heat of the opposing technique (doing this counts as a move).

No handseals and body covered in fire?

Notes:
-Each time a new roman numeral activates, the user takes 10 damage.
-The user does not need to continue to focus on keeping this technique active throughout the entire time it is running, meaning they can preform other chakra requiring techniques as this is in effect.
-Can be used once per battle.
-This technique can be cancelled at any time during the user's turn, but only after the next roman numeral has lit up, causing the user to take the 10 damage.
-Can only be taught by Leathercandle
*The roman numerals can also be thought to be like gates or stages of something.
*The abilities of the roman numerals stack, aka activating a new roman numeral does not override the old abilities from the past one(s), but simply adds on to them.

Declined - DNR - this is not an F rank, it's 5 lower ranked jutsu and most didn't make sense as i pointed out above. Plus it's pretty much a fuuin without being labled so from the way you execute it.
 
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RuckenTM

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(Katon: Uchiha Gōkakyū no Kyojin) - Fire Release: Uchiha Great Fireball Giant
Rank: S-ranked
Type: Offensive, Supplementary, Defensive
Range: Short-Mid (Long range, if hot-ash shuriken launchings)
Chakra Cost: 40 (+10 chakra to other Katon Jutsu, if user decides to utilize any other Katon-related jutsu through this jutsu)
Damage Points: 80 (-20 per opponent’s turn sequentially)
Description: While performing the jutsu, the Great Fireball Technique as a stream, the ninja will perform extra necessary hand-seals Monkey → Boar → Horse → Tiger, allowing them to stream even more extra amount of Katon chakra into that jutsu, which will enlarge both the height and width of (as it develops outwards as a sustained gigantic ball of flames (takes a small timeframe), spanning throughout the given vacancy of the user in range radiance) the normal spewed fireball (at this stage of the gigantic fireball is equal to an A-rank Katon jutsu; Short-Mid range) from their mouth (released through a ring hole made by the thumb and index finger). While the user streams the gigantic fireball, they’ll release solidified ash that will in-turn coat the fireball, forming into a monstrous gray-black texture mix (boss summoning size equal), with igniting gas imbued within the ash, the reactionary effect will make it flare up. That process will make a brilliant blinding flash and intensive heat to be released without it exploding (Short-range heat-wave burn equal to B-rank), which will (once during same turn of its creation) allow lavation of its ash skin to be used launched as flamethrowers to burn afar distances like huge ash shurikens (B-rank equal). This layering of katon chakra means the flames are dense enough to be solid that it can deal great physical damage, but likewise with great control, (if user’s biography is a Uchiha) they’ll be able to utilize A-rank or below Katon-related jutsu through this jutsu (counts towards move slot), making this jutsu outstandingly powerful. After a while, the core of the jutsu cools returning the flame giant into hot ash as it crumbles to the ground.
Notice: Must be used after, Fire Release: Great Fireball Technique in same turn. Thus the heat from this creature allows it to levitate over the ground, meaning it’s capable of flight. This jutsu can be cancelled/countered, during stage of the gigantic fireball but, countered only if the opponent overwhelms the gigantic fireball in its devolving stage with an equal B-rank or greater Suiton Jutsu.
Note: Lasts for 4 turns until its Damage is zero, no other S-rank or higher Katon jutsu in same turn, and while this jutsu is active.
Note: This jutsu can only be used once every other 6 turns (also if it was countered).
Note: Katon Specialist only, the user will have to control the jutsu at all times. With an Uchiha user, they can sync the actions with their giant and cast an A-rank Genjutsu during the flash bang, which will paralyze their victims as they see a shadowy figure with the sharingan, before they’re placed into dreaming. Note, this will cost a move slot for the Genjutsu being casted, as a small timeframe, it’s secondly after the flash. Requires Sharingan 3tomoe & Sharingan Gen w/o either Genjutsu field completed.
Note: Non-doujutsu users will be sight blinded for 1 turn.
Jutsu Depiction:
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Declined - it's just a bit too much for one jutsu:

1. Sustaining fireball
2. Covered in ash
3. Use flamible gass to make it bright
4. Ahs shurikens and more

Remove the gas that blinds as that doesn't even make sense especially with a coat of ash.
Fully reedited jutsu.

(Katon: Uchiha Gōkakyū no Kyojin) - Fire Release: Uchiha Great Fireball Giant
Rank:
S-ranked
Type: Offensive, Defensive, Supplementary
Range: Short - Mid
Chakra Cost: 40 (-10 each turn for sustainability) (+10 to other katon jutsu released through this jutsu)
Damage Points: 80
Description: Uchiha, who are gifted in the Fire Release nature transformation, weaves a few hand seals for the Great Fireball Technique and combining it with chakra-infused ash to create a (boss summon-size) monstrous creature. Manipulated through handseals and constantly feed with chakra, this enlarged, gray-black monster has the ability to cause an reactionary effect that will emit heat flares from all over it's body that will blind the target; use its arm as a flamethrower to completely incinerate them; and/or launch from it's solid, ash body shuriken-like weapons to burn them from afar. Additionally, the excess chakra would increase the intensity of the Jutsu that is manipulated through the creature, dealing more damage power. Layered with Katon chakra and ash, this creature resilience and physical power is so dense, which makes it outstandingly powerful. After a while, the core of the jutsu cools returning the flame giant into hot ash as it crumbles to the ground.
Note: Short-range Heat-wave = C-rank; Mid-range Hot Ash-Shurikens = C-rank, Short-range Flamethrower Arms = C-rank.
Note: Target Temporary blinded for 1 turn and the user will have control over the jutsu at all times.
Note: The heat from the Great Fireball Technique allows it to levitate over the ground, making it capable of flight.
Note: Only used by an Uchiha Biography.
~ Usable only twice per battle.
~ Last 4 Turns and a Jutsu used through this jutsu (Rank limit: S-rank), counts toward a move slot. While on the field counts as a move per turn to control it. Can only use fire release while active
~ No other S-rank or higher Katon Jutsu in the same turn.
Jutsu Depiction:
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Approved - made edits

(Katon: Uchiha Gurēto-en kuraudo no Jutsu) - Fire Release: Uchiha Great Flame Cloud Technique
Type: Offensive, Defensive
Rank: S-rank
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Boar → Tiger hand-seals and the user inhales air while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth toward the sky. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time, in this instance the clouds within range. These massive streamed intense flames from the user have enormous range and can cover a huge area; forming a solidified form of clouds that cover the area skies. The main advantage of the technique is that it can inhibit or seal-off the skies as an escape route, for the above sky is sizzling hot it vaporizes the moisture like steam (A-rank or lower Suiton-based jutsu).

Note: The heat wave lasts for three turns.
Note: No S-Rank or above Katon in the user's same or next turn.
Notice: While if the user is a Uchiha biography/ Katon Specialist, they can summon up the flames from below the area after hand-seals by clapping and placing their hands onto the earth; erupting from the surface (Mid-range) the flames will quickly race toward the skies with much more force starting with shaking of the ground, (which results in the opponent falling and if so, losing aim) not as like one who would've released the jutsu from their mouth. The aftermath of the release spot of the flames, leaves a lava pool. Doing so, they'll have spent a move slot. Cannot be made under the opponent.

Declined
(Katon: Uchiha Gurēto-en kuraudo no Jutsu) - Fire Release: Uchiha Great Flame Cloud Technique
Type:
Offensive, Defensive
Rank: S-rank
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: Performing the Boar → Tiger hand-seals and the user inhales air while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth toward the sky. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time, in this instance the clouds within range. These massive streamed intense flames from the user have enormous range and can cover a huge area; forming a solidified form of clouds that cover the area skies. The main advantage of the technique is that it can inhibit or seal-off the skies as an escape route, for the above sky is sizzling hot it vaporizes the moisture like steam (A-rank or lower Suiton-based jutsu).While also heated air directly above, will be creating a sharp shift in air density levels near the ground. As light passes between the different levels, it will bend, creating mirages.


Note: The heat wave lasts for three turns.
Note: No S-Rank or above Katon in the user's same or next turn.
Notice: While if the user is a Uchiha biography/ Katon Specialist, they can summon up the flames from below the area after hand-seals by clapping and placing their hands onto the earth; erupting from the surface (Mid-range) the flames will quickly race toward the skies with much more force starting with shaking of the ground, (which results in the opponent falling and if so, losing aim) not as like one who would've released the jutsu from their mouth. The aftermath of the release spot of the flames, leaves a lava pool. Doing so, they'll have spent a move slot. Cannot be made under the opponent or User.

Declined.

(Ration: Doragoni Chāpu, Sandādoragonbodi)- Lightning Style: Dragoning Chirp, Thunder Dragon Body
Type:
Offensive, Supplementary, Defensive
Rank: S-Forbbiden Rank (+1 rank to other A-rank or lower Raiton Jutsu, only during F-rank)
Range: Short-Mid (Long range, if launched as Dragons)
Chakra: 40-50 (+10 per turn to sustain)
Damage: 80-90 (+10 to Shuriken-related jutsu utilized with this jutsu) (+10 to Taijutsu only during F-rank)
Description: The user starts by molding their Raiton chakra in their whole body, surging it throughout outwards as claws. Using shape manipulation, they release the Raiton chakra in form of a solid claws (standard form) that they can be manipulated to stretch out up short-range. Notice, that the user can farther release into the Forbidden state, where’s that their raiton chakra will imbed itself within the users skeleton, releasing itself through that channel, as it rips outward from within their bones forming (limit: mini-sized) hair claws. This advanced state allows the user to have voltage movements as each movement releases an electric current around them. This can be used offensively in other three ways but is mostly used defensively. The user having created condensed claws, each formed outward upon the user's body together in a fashion much like fan blades, allows for greater control which forms a semi-sphere around them and absorbs all physical attacks. This happens much like a fan (the user being the stem), where the fan blades spin at around 1620 RPMs. With the omnidirectional control of releasing the blades from their body to spin, they’ve developed the second ultimate defensive and offense in the NW. When used defensive and offensively at the same time, they charge at their opponent with the high-spinning blades around them, slashing into them leaving the remains of their victims into what finally becomes of them being a gas state. Claw Ring Release, another attack mode; this is when they decide to break the linking to spinning claws and release them at sudden, causing them to splash slash around (Doujutsu users can target and aim at sources). This move is very deadly upon close range to the user as this move has a greater number of claws fragments (12 inches in length), making the attack near impossible to evade. Whenever the user releases the claws (either when launched or simply emerging form their body), it appears as crests cracking due to the vibration at a high frequency, creating a short loud strained-bird chirp sound. Going beyond the random launching of the claws, the user can release the claws into dragons up to 4 in total, the blue-lightning dragon creatures which then emanate at a different vibration then a regular Lightning jutsu. This different vibration of lightning chakra will have a spring coil likeness to it. These dragons are each 3 feet in length and 2 feet in diameter thickness (when 4 have been released, but as one, width & length x4). These dragons can chase up to 4 shinobi(s), as they'd split up the target(s) upon themselves. The spring like coil and hoping state of this lightning jutsu, gives the miniature-like dragons ability to outwit objects in the way as they head forward only. They behave much like pawns on a chess board, moving only forward and never backwards toward their enemy when released from the hands of the user. These Dragons once released, they will lock on and track the target, till they shock them, unless the target(s) manages to get passed them. With each dragon made reduces the power of the whole jutsu and ultimately ends it, 1 = S-rank, 3 = A-rank, 4 = B-rank, the user can also choose to release 1 = B-rank up to 4 in-total allowing them to sustain the jutsu, till the initial releases are equal to 4. Choosing to do so, they'll not be able to launch above B-rank types. Given that they don't kill on contact but, will rather shock the enemy also paralyze them. The user also can install the jutsu's launched dragons with kunai(s), shuriken(s) and similar weapon size-like entities launching them in unison.

Note: User can only sustain the jutsu, in the standard form for up to 2 turns.
Note: No other S-rank or higher Raiton jutsu in same turn, and while this jutsu is active.
Note: Can only be used once per battle. While if F-rank is being used, the user cannot use any other Elemental jutsu except Raiton based Jutsu only. The Forbidden state does not change the amount (increase or decrease) of power of the released dragons/launched fragments. After Forbidden state, the user’s body will be fragile and weakened, as also their chakra is over taxed (-10 to user’s health per each player’s turn, for 2 turns after use or otherwise put "-40" total).
Note: Once shocked paralyzation lasts 1 turn if successful but is ineffective against bios who have a Primary Lightning Specialty. Note: This jutsu will only avoid preexisting obstacles in the way as they move onward. The user can command or let the jutsu decide the course of path only before launching (mentally). Note: User must be a Lightning Specialist to utilize this jutsu.

Declined - OP and pick a single rank.
Not an Update Anymore.

(Ration: Doragoni Chāpu, Sandādoragonbodi)- Lightning Style: Dragoning Chirp, Thunder Dragon Body
Type:
Offensive, Supplementary, Defensive
Rank: Forbbiden Rank (+1 rank to other A-rank or lower Raiton Jutsu)
Range: Short-Mid
Chakra: 50 (+10 per turn to sustain)
Damage: 90 (+10 to Taijutsu/Kenjutsu-related jutsu)
Description: The user starts by molding their Raiton chakra in their whole body, surging it throughout outwards as claws. Using shape manipulation, they release the two forms of Raiton chakra in form of a solid claws that they can be manipulated to stretch out up short-range. While their first form of raiton chakra release will had embedded itself within the users skeleton, releasing itself through that channel, as it rips outward from within their bones forming mini-sized hair claws. This advanced state allows the user to have voltage movements as each movement releases an electric current around them, capable of being streamed through short-range objects. Then, after as the second bunch appears over their skin as huge arm-length claws. This can be used offensively in other few ways but is mostly used defensively. The user having created these condensed claws, each formed outward upon the user's body together in a fashion much like fan blades, allows for greater control which forms a semi-sphere around them and absorbs all physical attacks. This happens much like a fan (the user being the stem), where the fan blades spin at around 1620 RPMs. With the omnidirectional control of releasing the blades from their body to spin, they’ve developed the second ultimate defensive and offense in the NW. When used defensively and offensively at the same time, they charge at their opponent with the high-spinning blades around them, slashing into them leaving the remains of their victims into what finally becomes of them being a gas state. Claw Ring Release, another attack mode; this is when they decide to break the linking to spinning claws and release them at sudden, causing them to splash slash around (Doujutsu users can target and aim at sources). This move is very deadly upon close range to the user as this move has a greater number of claws fragments (12 inches in length), making the attack near impossible to evade.
~Notice: Having used this jutsu, will leave the user harming their body permanently for the whole battle (-20 to user health per turn after jutsu).
Note: User can only sustain the jutsu for up to 2 turns.
Note: No other S-rank or higher Raiton jutsu in same turn, and while this jutsu is active.
Note: Can only be used once per battle. While being used, the user cannot use any other Elemental jutsu except Raiton based Jutsu only.
Note: Once shocked, paralyzation lasts 1 turn if successful but, is ineffective against bios who have a Primary Lightning Specialty.

Declined
 
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ReXii

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(Taijutsu: Kibisu Gaeshi) - Body Technique: Heel Trip Reversal
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while lowering his body, grabbing his opponents upper body while also grabbing the opponents heel, pulling the opponent down to the ground with considerable force and winding him along with possibly breaking his ribs, certainly doing so if extra force was applied to the heel trip. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back.

~Notes~
- Usable 3x per battle
- Must be taught by ReXii

Declined - do you pull him forwards so he hits the ground face first or push him back? Also why does it need to be A rank?

(Taijutsu: Yama Arashi) - Body Technique: Mountain Storm
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while grabbing the opponents shoulder and flipping him directly over the users shoulder using both his legs and arms to supply force in to the throw crashing his opponent in to the ground with tremendous force enough to shatter the floor and winding him along with breaking his ribs, certainly proving fatal if extra force was applied. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 20% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. Should he survive the attack of course.

~Notes~
- Usable 2x per battle
- No S rank tai the same and following turn
- Must be taught by ReXii

Declined - really doesn't need to be S rank for flipping them over your shoulder and why are they both jutsu? Seems alot like freeform movements or C rank tai. I mean the intersection method is a skilled move with the power the break bones and that's only B rank?

[Doppurā karambit] - Doppler's Karambit
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The karambit is believed to have originated among the Minangkabau people of West Sumatra where, according to folklore, it was inspired by the claws of big cats. As with most weapons of the region, it was originally an agricultural implement designed to rake roots, gather threshing and plant rice. As it was weaponised, the blade became more curved to maximise cutting potential. Through Indonesia's trade network and close contact with neighbouring countries, the karambit was eventually dispersed through what are now Cambodia, Laos, Malaysia, Myanmar, Thailand and the Philippines. The karambit is held with the blade pointing downward from the bottom of the fist, usually curving forwards however occasionally backwards. While it is primarily used in a slashing or hooking motion, karambit with a finger ring are also used in a punching motion hitting the opponent with the finger ring. Some kerambit are designed to be used in a hammering motion. This flexibility of striking methods is what makes it so useful in self-defense situations. The finger guard makes it difficult to disarm and allows the knife to be maneuvered in the fingers without losing one's grip.
The short Filipino karambit has found some favor in the West because such proponents allege the biomechanics of the weapon allow for more powerful cutting strokes and painful "ripping" wounds, and because its usability is hypothesized as more intuitive, though there continues to be debate about this matter. This particular Karambit comes in a set of two and is used in the same way as a traditional karambit. This allows the user to perform handseals even while holding the weapon thanks to the ring system functionality. Additionally the blade enables normal taijutsu punches to be augmented with killing force, becoming the exclamation point on the end of a sentence as it were. Finally it's true ability lies in the chakra steel the weapon is created from, it directly augments any chakra passing through the blade enhancing the ability by +20 at the cost of a move slot, being considered an active boost. This ability can only be used on techniques that pass directly through the karambit such as chakra flow techniques.

Notes:
- Can only be used by ReXii and those he permits.
- The chakra flow enhancing ability can only be used four times per battle and costs a move slot each time.
- The blades are indestructible.

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Declined - the history of the blade that doesn't pertain to the narutoverse can be removed O_< +20 from adding chakra through blade is too much and not really unique either.
 
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Ańbu Juniør

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(Kōton: Kakuchou Fantomu) - Steel Release: Noble Phantasm
Type: Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will perform two handseals and focus his koton chakra into the ground or a source of steel to unleash countless bladed weapons all across the battlefield or from a localized area. They erupt and travel at the speed of the shards in the canon technique Steel Release: Bullet Swarm. The weapons can be of any variety as long as they're bladed (e.g. swords, daggers, spears, et cetera), can levitate and are capable of moving through the air as long as this is active. The user can govern the movement of all the weapons through hand gestures but must focus on this technique to maintain it (Similar to Earth Release: Great Stone Golem). Essentially, attempting to perform a new technique while using this will cause the user to lose control of said weapons. This can't be used from directly under the opponent.

Note: Can only be used 4 times per battle
Note: No Steel above S-Rank on the turn this is deactivated/destroyed

Approved - Made edits. Nice creative jutsu buddy.

‡ Pending ‡ Leaving for Pervy.

(Katon/Doton: Bureijingu Chikyū, Shinku Uingusu) Fire/Earth Release: Blazing Earth, Crimson Wings
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user performs the tiger handseal as he gathers fire chakra before releasing it throughout his body and into the ground. The flames will appear to briefly envelope the user completely before it's released in the form of a spinning fiery dome that surrounds the user and quickly spreads up the mid range. At the same time that the dome is formed, the fire chakra that the user had channelled into the ground will explode upwards, unleashing a barrage of molten chunks of earth that will form around the dome as it expands outwards, effectively creates a ring of earth that that spreads along with the dome as it expands to create a combination technique. The original explosion of the ground would also send earth flying into the air, which would rain back down upon the battlefield and set ablaze anything they come into contact with.

Note: Can only be used twice per battle.
Note: No S-Rank fire techniques can be used in the same turn.
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‡ Declined ‡ This is basically Lava Release.

(Kenjutsu Kuchiyose: Piasu Ten) Sword Summoning Art: Piercing Heavens
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Created by the combination of summoning Ninjutsu and the Sword Ats, the user will channel chakra into his sword before stabbing it into the earth, which acts as the summoning rite for this technique. Once the rite has been completed countless replica of the user's sword will appear to rapidly descend from the heavens. When they strike the earth the swords will do no destructive damage, but will effortlessly stab into the terrain or the opponent. The swords reach up to six feet in length, are two feet wide, and will disappear in a puff of smoke after one turn. This way of summoning the sword replica is basic at best, and is best used to attack multiple targets, but there is a secondary skill known as "True Flame Heaven Piercer", that can be used with this technique. Instead of channeling raw chakra into the sword, the user can substitute it with fire chakra before thrusting it into the ground. By doing this the replicas created will appear clad in a fiery aura, and their blades will appear as if they were molten, but will still have a solid composition. When the fiery sword strike the earth they will drastically raise the temperature of their surroundings, and will also be able to evaporate large bodies of water in a short amount of time.

Note: Can only be used twice per battle.
Note: Cannot be used consecutively.
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‡ Declined ‡ Clashes with a technique of Zaphkiel's
 
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(Mokuton: Hayashi no Coucy) - Wood Release: The Forest of Coucy
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: A technique based on "(Doton: Uitenpen) - Earth Style: Wheel Of Fortune". While Forest of Coucy has the same concept as it, in which the user would summon a large amount of rocks and during the process, he would manipulate the topography according to his liking with a scroll, but that would only include the first usage of the technique, which is the most common one. With Wood Release: The Forest of Coucy, the user would bite his thumb and slam his hand on the ground, on the scroll. By doing so, the user would summon a large amount of derived creations of wood, from blossoming flowers that are capable of releasing pollen to render the opponent unconscious to roots covering the ground to the regular trees and branches. The ground would also appear as if it turned into wood, however, what happened was a large portion of wood was summoned below whoever is on the battlefield, and covered the ground completely so that the user and the opponent(s) would have nothing but wood below them for hundreds feets long. The ground would be basically this portion of wood as well as whatever is covering it, which would mean none of them is capable of using earth from the ground, or any other element/kg other than wood. Of course, that is just for the ground based ones. The secondary usage is a more uncommon one. Since the first usage and Wheel of Fortune technique depends on a combination of element and summoning technique, the second usage rather depends on reverse summoning. The user would do the same which is biting the thumb and slamming his hands on scroll on the ground, which would cause anyone within the area of reach (Unless the user specifics otherwise) to be reverse summoned to Hashirama's castle, The Forest of Coucy. While it isn't technically a castle, it is just an area fully made of wood, the ground is wood covered by roots, blossoming flowers and surrounded by trees all over the place. Such place for any wood user is a castle. Whether the user chooses to use the first or second usage, he can manipulate the topography of all creations of wood through the scroll with which he can defend, attack or just supplement himself. Snake handseal could be used as an alternative to the scroll, but the user would have to perform it whenever he makes a change to the area.

Note: Can only be used thrice per battle
Note: The technique lasts until all the wood is destroyed or 5 turns, whichever comes first.
Note: The change of the topographyed thrice per usage
Note: Can only be taught by Kamishiro

Pending – need to discuss with NK

Declined - for the scale of it it needs to be useable once as it's like a scroll jutsu too.
(Mokuton: Hayashi no Coucy) - Wood Release: The Forest of Coucy
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: A technique based on "(Doton: Uitenpen) - Earth Style: Wheel Of Fortune". While Forest of Coucy has the same concept as it, in which the user would summon a large amount of rocks and during the process, he would manipulate the topography according to his liking with a scroll, but that would only include the first usage of the technique, which is the most common one. With Wood Release: The Forest of Coucy, the user would bite his thumb and slam his hand on the ground, on the scroll. By doing so, the user would summon a large amount of derived creations of wood, from blossoming flowers that are capable of releasing pollen to render the opponent unconscious to roots covering the ground to the regular trees and branches. The ground would also appear as if it turned into wood, however, what happened was a large portion of wood was summoned below whoever is on the battlefield, and covered the ground completely so that the user and the opponent(s) would have nothing but wood below them for hundreds feets long. The ground would be basically this portion of wood as well as whatever is covering it, which would mean none of them is capable of using earth from the ground, or any other element/kg other than wood. Of course, that is just for the ground based ones. The secondary usage is a more uncommon one. Since the first usage and Wheel of Fortune technique depends on a combination of element and summoning technique, the second usage rather depends on reverse summoning. The user would do the same which is biting the thumb and slamming his hands on scroll on the ground, which would cause anyone within the area of reach (Unless the user specifics otherwise) to be reverse summoned to Hashirama's castle, The Forest of Coucy. While it isn't technically a castle, it is just an area fully made of wood, the ground is wood covered by roots, blossoming flowers capable of releasing poisonous pollen and surrounded by trees all over the place. Such place for any wood user is a castle. Whether the user chooses to use the first or second usage, he can manipulate the topography of all creations of wood through the scroll with which he can defend, attack or just supplement himself. Snake handseal could be used as an alternative to the scroll, but the user would have to perform it whenever he makes a change to the area.

Note: Can only be used once per battle
Note: The technique lasts until all the wood is destroyed or the user deems it's inactivation.
Note: The change of the topography is passive and can only be used twice per usage
Note: Can only be taught by Kamishiro

Approved

Made it once per battle.

[Mokuton: Fuzen Bunshin] - Wood Release: Partial Clone
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: This technique is a derived technique from the normal Wood Clone technique, however it somewhat follows the same principle. The use would create a wood clone using his wood skills from his body, however the difference is that the wood clone(s) wouldn't emerge fully from the users. The wood clone(s) would just partially emerge up to stomach level and therefor they wouldn't have any mobility to it. (It would be slightly similar to the Soma no kou twins). The best thing about the clones is that they don't have a specific size, they can be as small as a normal cat and as big as the user's body (up to the stomach level). Although the clone(s) would be attached to the user, each of the clones have a different chakra circulation than the user. That is because there would be a layer of wood at the end of the clone's stomach enclosing the posterior end of the stomach, isolating the clone(s) bodies from the user's. These wood clones would have the same abilities as the normal wood clone along side with the ability to gather natural energy for the user which was the main purpose of them when they were created by Hashirama. However, they can also do as much as any wood clone could do, using only Senjutsu, Wood, Earth and Water./B]
Note: Follows the same rules as normal clones
Note: Can only be used 4 times

Pending - I'm just not sure, you could just make a mini clone on your back that no one can see, have it gather natural energy and let you enter sage mode while you go wild. Where as with normal wood clones atleast your opponent could target them.

Declined - needs to be something more visible if its for entering SM


(Mokuton: Fuzen Bunshin) - Wood Release: Partial Clone

Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: This technique is a derived technique from the normal Wood Clone technique, however it somewhat follows the same principle. The use would create a wood clone using his wood skills from his body, however the difference is that the wood clone(s) wouldn't emerge fully from the users. The wood clone(s) would just partially emerge up to stomach level and therefor they wouldn't have any mobility to it. (It would be slightly similar to the Soma no kou twins). The best thing about the clones is that they don't have a specific size, they can be as small as a normal cat and as big as the user's body (up to the stomach level). Although the clone(s) would be attached to the user, each of the clones have a different chakra circulation than the user. That is because there would be a layer of wood at the end of the clone's stomach enclosing the posterior end of the stomach, isolating the clone(s) bodies from the user's. These wood clones would have the same abilities as the normal wood clone along side with the ability to gather natural energy for the user which was the main purpose of them when they were created by Hashirama. However, they can also do as much as any wood clone could do, using only Senjutsu, Wood, Earth and Water./B]
Note: Follows the same rules as normal clones
Note: Can only be used 4 times
Note: Clones used to gather natural energy has to be made of in a visible size

Declined - 4 times is too mich, doesn't state how many turns for sage mode you gain ect.

Edited.

(Ninpo: Rensa no Matsuro) - Ninja Arts: Chained Fate
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: This is a rather different techniques than any other Ninjutsu technique. By performing one handseal at a single Timeframe or the same timeframe as the technique that is being enhanced by this technique, the user is capable of activating such a unique technique. For any given technique that is being used after or at the same time as this technique, it will have chains wrapping all over it. These chains would be summoned once a technique is created accompanied with a cloud of smoke and would wrap around it to completely cover it. This shall insolate the technique in order to neutralize the weaknesses and strength and not only that, it would also act as a shield that would protect the other technique until it is completely destroyed. These chains also have a unique ability which is they are completely responsive to chakra. Once they are short ranged from a huge source of chakra i.e a Ninja, some of the chains would extend to wrap around this source to restrict, bind or impale it, according to the user's wish. That includes all kinds of chakra from summons to ninjas unless the user restricts a certain source of chakra to the chains i.e an alley.
Note: Lasts 4 turn
Note: Can only be used thrice per battle
Note: Can't use any normal Ninjutsu technique the same turn
Note: The total damage is the damage of this technique and the damage of the technique this is enhancing

Declined - clashes with existing jutsu
 
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System001

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I won permission to two extra CJ slots here;
Which ups my cap to 37; turns out my CJs were previously mis-numbered, therefore I'm at 36/37, not 37/37


(Katon: Purometeusu no Ubaimasu) | Fire Release: Immolation of the Dragon Kin
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: What makes fire so marvellously powerful - it's aptitude for indiscriminate and absolute destruction, is what also inhibits the user, for they too run the risk of falling prey to fire. This technique seeks to free the user from the shackles of fear or hesitation, allowing the user to use fire freely, to it's full potential, without worry of backlash. In mythos, Dragons, the legendary beings thought to be fire made flesh, are fabled for their immunity and natural mastery of fire. Immolation of the Dragon Kin seeks to actualize this legend so that its user may reign supreme. Through the rapid release and conversion of fire chakra the user will clad themselves in flames so hot, that their initial creation will release a B ranked heatwave that will scorch through and repel anything within short range. On inspection however, it will become apparent that these flames are not the norm - for starters they will not burn the user or harm their belongings, similarly, they will visually appear to be different from normal fire - less corporeal, and instead seeming more ethereal. This is because in place of the creation of raw flames, the user will instead release a pure manifestation of fire chakra - the release chakra will still largely act as fire would; it can still burn, produce heat, smoke and take the coloration of the users normal flames and likewise adopt any other property of fire, however it will not burn the user but will rather protect them, acting as an armour. While under the effects of Immolation of the Dragon Kin the user will gain access to a unique set of abilities - the first of which is that the user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse affects such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques). The second ability is a representation of the sovereignity that Dragon's posses over fire, in that any of the users fire technique that come into contact with the armour are subject to its influence and can be made to yield to its control - for instance a fireball released by the user can be made to fall under the armours gravity of control - in which case it can, instead of continuing outwards, be made to attach itself to the armour and orbit it as an added protection, or as an attack to be released at a later date, with the armour being capable of sustaining obedient techniques beyond their usual duration if need be. Alongside the armour's ability to arm itself with the users fire techniques is its ability to contort and extend its form into various shapes to attack or defend - when counteracting or attacking the armour is capable of cycling through the canonically demonstrated states of Fire Release on a whim, such as ash, gas or the more solid iterations of fire shown in techniques such as 'Dragon Flame Song', thus the fire armour has the required versatility to interact with and destroy its opposition as the user wishes. Meanwhile the shape of the armour itself can be manipulated to form various appendages, such as claws, tails, weapons and tools to attack or defend - however this is limited in that it can only reach up to the edge of short range. Appendages can be created passively - in which case they are part of the armours direct strength, and as such their destruction will weaken the armour itself. Or through the usage of a move, in which case they act as semi-independent, A ranked strength bodies that mimic the armours properties and can extend from it into long range, but their destruction will not harm the armour itself. The armour itself acts as protection for the user that respects elemental weaknesses and strength, and weakens from clashes that do not destroy it - however for as long as it persists, it can passively utilise its authority over the users fire techniques to absorb parts of a fire jutsu's power and thus replenish its own strength, and is even capable of assimilating the unique properties of fire techniques that it contacts, such as passively assimilating the stench or explosive property unique to a fire jutsu that it contacts, and by doing so add these capabilities to its own arsenal

Notes: The ability of the 'Unburnt' renders the user immune to their own flames and allows them to pass through weaker fire based jutsu (KG/CE included - i.e Scorch) unhindered. It is a passive ability that is always active and signifies the users prowess over fire. Each Fire Jutsu sustained by the armour drains on the users chakra supply by -10 per turn, and the armour itself is responsible for the sustaining of these techniques, capable of maintaining techniques that usually act as projectiles or assisting the user by sustaining techniques that would usually be maintained by the user in their stead - thus leaving the user completely free to act as he wishes. For as long as the fire armour is active the user is incapable of using wind, lightning earth or water techniques above S rank, however they are still capable of using other fields of ninjutsu or HA's, such as sound, freely. This technique is closely linked to Dragon's Symphony, thus if Dragon's Symphony is used then this armour will tie itself to the existence of the Dragon's Crest, remaining for as long as the Dragon's crest exists and vice versa, thus adopting the longest duration. Under normal circumstances the armour will last for four turns, and is usable only twice with a three turn cooldown between usages. However the user can, at the sacrifice of the other four elements, sustain the armour indefinitely, during which time they can only use Ninjutsu, Fire Release, Genjutsu, Taijutsu of all kinds, and special abilities/HA such as Fuuin and Sound. Once the armour ends the user cannot use above A rank for the rest of the turn.

Declined - so many fire armors and such like this already in exist in so many forms.
 
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'Kurapika

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(Doton: Funjin bijon no jutsu) - Earth Release: Dust Vision Technique
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20 (-15 per turn to remain active)
Damage points: N/A
Description: This jutsu works through the infusion of dust particles that are already present in the air at any given time. Instead of gathering the dust in order to create solid objects, as done in jutsu such as doton release: hardening, the user simply observed the general movement of his chakra carried by the dust particles. This jutsu's sensory ability is similar in nature to rain tiger at will and hiding like a mole. It enables him/her to observe the general movement of the ever floating invisible dust, which floats _around_ objects, enabling him o distinguish the general location and shape of objects that intersect the paths of the dust particles, including enemies.
Note:
-The user can't use doton techniques relying on the dust in the air while using this technique
-The user can't keep this technique active for more than five turns
-The user must reuse the technique in order to relocate the area affected by it

Declined clashes with ecisting jutsu
Resubmitting after discussion with The Pervy Sage

(Doton: Funjin bijon no jutsu) - Earth Release: Dust Vision Technique
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 20 (-15 per turn to remain active)
Damage points: N/A
Description: This jutsu works through the infusion of dust particles that are already present in the air at any given time. Instead of gathering the dust in order to create solid objects, as done in jutsu such as doton release: hardening, the user simply observed the general movement of his chakra carried by the dust particles. This jutsu's sensory ability is similar in nature to rain tiger at will and hiding like a mole. It enables him/her to observe the general movement of the ever floating invisible dust, which floats _around_ objects, enabling him o distinguish the general location and shape of objects that intersect the paths of the dust particles, including enemies.
Note:
-The user can't use doton techniques relying on the dust in the air while using this technique
-The user can't keep this technique active for more than five turns
-The user must reuse the technique in order to relocate the area affected by it

Approved


(Doton: Tekusuchā) - Earth Release: Texture
Rank: A
Type: Supplementary
Range: Long
Chakra Cost: 30
Damage Points: N/A
Description: The user infuses the earth throughout the battlefield with his doton chakra, which independently from further input by the user, will manipulate it's surface, giving it an extremely rough texture meant to increase friction. If a part of the earth is separated from the ground, the rough layer will spread quickly to cover it entirely.
This jutsu has two positive effects. The first being increasing the destructive power of any jutsu that involves the clashing of masses of earth by one rank. The second being increasing the difficulty of running for the opponent. This doesn't effect the user as the surface will loosen up among contact with the user's feet.
Note:
- Can only be canceled by reusing the jutsu.
- Only lasts for three turns
- Can only be used twice per battle (reuse for cancellation does not count)

Declined - the boosting by one rank doesn't make sense as it's only a bit of shape manipulation.



(Fūton: Kami no oshi) - Wind Release: Divine Push
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Using his chakra, the user will manipulate the currents of wind, making them suddenly combine and push downwards from above the opponent with severe force, pinning him to the ground and crushing his bones.
The effect of this jutsu halts gradually over the span of two turns due to it creating new currents that the wind continues to blow in after. Its size is determined by the user, but an area of effect bigger than ten metres wide will reduce its destructive force.
A side effect of this technique is the creation of a dust storm if used in areas of low vegetation.

- The user cannot use any other wind techniques for the following turn
- Can only be used thrice per battle

Declined - clashes with existing jutsu
 
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Edward

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Resubmission
Sorry for this long post... It just looks long, but they're all just resubmissions, don't worry <_<
Resubmissions:

Fuinjutsu: Jagānōto - Sealing Art: Juggernaut
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is a special fuinjutsu that is marked on the user as unstoppable. The seal activates whenever the user's mobility is hindered by any jutsu that contains chakra. This could be techniques that stops the user's movement like a gelatinous water or wind that is made dense to hinder the user's speed either to stop him or slow him down or weigh him down like the super added weight jutsu or something that brings the same affect or those that decreases his speed and agility etc. The seal activates immediately creating a barrier around the user, closely embracing that it can not be differentiated from the user's skin. The barrier seals away the chakra of the technque causing the inhibition only if it is inhibiting the user's movement in any way. Another barrier is created around the chakra network of the user at the same time as the previous barrier, so that they are a pair. When the cause of the hindrance to the user's movement is not something located outside the body of the user but inside. The internal barrier also seals any foreign chakra that might be causing it from the inside.
-The barrier would be active as long as the technique causing the inhibition is active and would only end when it has completely sealed the source of the hindrance.
-4x per battle
-No fuin above A-rank the turn after this is used.


 Declined  Chakra network of the user? Yeah.... No. Make it simple or don't make it at all.


Fuinjutsu: Jagānōto - Sealing Art: Juggernaut
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This is a special fuinjutsu that is marked on the user as unstoppable. The seal activates whenever the user's mobility is hindered by any jutsu that contains chakra. This could be techniques that stops the user's movement like a gelatinous water or wind that is made dense to hinder the user's speed either to stop him or slow him down or weigh him down like the super added weight jutsu or something that brings the same affect or those that decreases his speed and agility etc. The seal activates immediately creating a barrier around the user, closely embracing that it can not be differentiated from the user's skin. The barrier seals away the chakra of the technique causing the inhibition only if it is inhibiting the user's movement in any way. Should the cause of the hindrance to the user's movement is not something located outside the body of the user but inside, the barrier also attracts and seals any foreign chakra that might be causing it from the inside.
-The barrier would be active as long as the technique causing the inhibition is active and would only end when it has completely sealed the source of the hindrance.
-4x per battle
-No fuin above A-rank the turn after this is used.

Declined - fuuin that effect the body require med. You can find this in the Rp update thread.

-Seals that affect how a target can function (body functions, skill usage, chakra, etc), are placed in your own body or your targets and use it as a medium, empower you or not, etc all require medical knowledge.
Read the bolded in regards to your report. You're placing a seal on your own body, this means you're using yourself as the medium to hold the seal.

(Raiton: Shōnetsu no kuzure) - Lightning Release: Fiery Crumbling
Type: Offensive / Defensive / Supplementary
Rank: C-S
Range: Short - Mid
Chakra: 15-40
Damage: 20-80
Description: The user will place their palms upon a surface and create a ring of lightning chakra, with its circumference lit up with bright blue and a noticeable chirping sound to represent the chidori nature of the technique. Using their chakra, the user will cause the ring of visible lightning to encroach in the center, disintegrating everything within the ring as the lightning chakra moves towards the center. The disintegrating ability of this technique must abide the elemental strengths and weaknesses. The amount of chakra used in this technique is directly proportional with the size of the ring; for instance, if one were to use this technique against a large, S-rank golem, then an A or S-rank version of this technique must be used so that it has enough power and space to disintegrate the golem completely.
This technique, alternatively, can be performed without physical contact with a surface. Doing so requires the user to perform the Ram hand seal before materializing a ring of chidori chakra around an area. This, however, can only reach up to mid-range and follows the same rules of usage as the primary usage.
Fiery Crumbling is not an exclusively offensive technique. This can be used for supplementary purposes, like disintegrating the ground below you or even the opponent for an escape or a combination.
Notes & Restrictions:
- Can only be taught by EdwardSama
- Can only "disintegrate" tangible objects; for example, even though you can create a ring of chidori-chakra around the enemy's body, it can't disintegrate air, because that would make no sense.
- This technique is always accompanied with its blue, chidori light and chirping sounds (with chidori effects of numbing)
- Can only be used 5x, with the S-rank version only usable two out of those five times.

Leaving for Nk, i like this xd

‡ Declined ‡ Remove all references to chidori, chidori variants are banned. Also, remove the bolded. I don't see the need for a technique like this to multi-ranked. This can just be an A-Rank.

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Ninpou: Kami no Gahō - Ninja Art: Divine Sporing
Type: Supplementary
Rank: C
Range: N/A
Chakra: N/A(+10 more chakra to clone techs)
Damage: N/A
Description: This is a technique that binds the existence of a clone. By applying more chakra when making a clone technique, the user is able to create a clone that is durable on the field. Not entirely durable but the extra chakra that was imbued in making the clone serves as a chakra reservoir and when the clone is hit with something able to disperse it, the chakra reservoir would sustain it though in the course of this, it spores the clone. This means as the clone poofs from being hit. By an attack which is able to disperse it, the chakra reservior remakes the clone though by further dividing the chakra with the affected clone, it makes 2 copies of the clone.
This can also be applied to elemental clones. So instead of the poof and sporing of shadow clones where 2 clones emerges from the cloud of smoke of the dispersing clone, 2 lightning clones would emerge from an unfocused electricity due to the aftermath of a dispersed lightning clone, water for water clones, earth for earth clone etc.
Notes & Restrictions:
- After sporing once, a clone can not spore further
- Follows clone technique rules
- Passively applied when making a clone but counts as a move.

Declined - dnr - this abuses the clone limit xd

Katon: Kajiya no Kurai - Fire Style: Cry of a Balcksmith
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(60 after prolong contact)
Description: After a single handseal, the user would release from his core and outwards his entire body, an omnidirectional heat wave. The heat wave is rather supplementary and would not affect any living thing directly thus it moves at speed equivalent to high frequency sound techniques. The purpose of the heat wave is to latch onto every metallic object on the field of play apart from those of the user. This could range from tools, weapons, armors etc. After latching on the object, it begins to super heat them, heat which increases exponentially with time. This means, after a turn, the heat from the object would be able to cause 2nd degree burns, 3rd degree burns in the next turn and fourth degree burns onwards the turns that follows.
Notes & Restrictions:
- Last for 4 turns
- Usable 3x per battle
- 1x every two turns
- No Katon above S-rank same turn this is used.
- Heat wave does not physically interact with anything that metallic matters, thus would phase through any other that does not fit in the requirement.

Declined - heating up weapons like this has been done before.
 
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(Ninpo: Doragon No Tsume) Ninjutsu: Dragon Claw
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will focus chakra all around one of their hands before altering the properties and shape to have the same hardness as steel, capable of grabbing and crushing a sword, and the look of a dragon claw. Once done they will either reach out and grab the target area ripping into it before pulling back out taking a chunk of it with them or do a simple vertical slash with the claw cutting anything in the way into pieces including elemental jutsu.The color is determined by the users chakra color. This "claw" is 6 inches thick and is the length is up to the users elbow completely covering/protecting the arm for the most part.
Notes/Restrictions:
~Can only be taught by Sonnelion
~Requires 1 turn breaks between use
~Can only be used 8 times

Declined - you don't need to useage limit as it's only B rank, just say the claw can be seen and say how long it lasts.

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(Ninpo: Doragon No Tsume) Ninjutsu: Dragon Claw
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will focus chakra all around one of their hands before altering the properties and shape to have the same hardness as steel, capable of grabbing and crushing a sword, and the look of a dragon claw. Once done they will either reach out and grab the target area ripping into it before pulling back out taking a chunk of it with them or do a simple vertical slash with the claw cutting anything in the way into pieces including elemental jutsu.The color is determined by the users chakra color. This "claw" is 6 inches thick and is the length is up to the users elbow completely covering/protecting the arm for the most part.The claw is visible to normal eyes/non-dojutsu users.
Notes/Restrictions:
~Can only be taught by Sonnelion
~Requires 1 turn breaks between use
~The claw lasts 2 turns before needing to cool down, unless it is used to defend against a technique of equal
power

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Approved

Summoning Animal: Sandpiper
Scroll Owner: Sonnelion
Other Users who have signed contract: N/a
Summoning Boss if existing: Shax
Other Summoning Animals tied to contract: Sitri, Solas, Samael, Seir
Description and Background: Despite the name Sandpipers stay by water filled places such as beaches or the Amegakure. Most of these birds vary from size by rank but the average sandpiper is 10 feet long and 2 feet wide, making it rideable. These birds vary in color but most have white and tan colored feathers with darker colored streaks accenting the wings. They have long sharp beaks that can easily pierce metal with ease and very long and strong legs. They are capable of flight and speaking English due to their constant interaction with humans throughout their history. This is due to their choice in "housing" as well as their habitat. They are capable of using elemental techniques as well as Sandpiper arts, when approved/created. Most use either wind or water except the boss who uses sand to fight as well as their fighting style. The standard bird only has slightly better eyesight capable of tracking a jounin rank with ease, this is due to having to be vigilant of predators.
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It will be smaller depending on the area it is placed on.
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Declined - we have so many bird contracts, what makes these unique?

(Raiton: Kaminariarashino Ikari) Lightning Release: Lightning Storm's Rage
Type: Offensive/ Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will spread both arms outwards from their body while charging enough chakra into both of their hands that a visible glow will be seen as if they have the lightning technique chidori imbued on both hands. Following this after the chakra is pushed towards the surface of their hands in the form of balls the user will proceed to push their hands back and forth while releasing a ball repeatedly until the stored chakra is gone. The number of projectiles launched is 20 and have the ability to alter direction slightly. The user cannot use any other technique while this is going on. The barrage of attacks can be cut short but still follows the restrictions as well as only lasts about 3 seconds. EAch individual blast is equivalent to C-rank by itself and S-rank all together.
Notes/Restrictions:
~Can only be taught by Sonnelion
~Can only be used thrice with 2 turn cooldowns
~The attacks come from varying directions before converging onto the targeted person
~No S-rank lightning/raiton in the next turn
~Can be used to attack multiple targets
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0:23 ~ 0:25
[video=youtube;rj63FwasFPk]https://www.youtube.com/watch?v=rj63FwasFPk[/video]

Declined - sorry buddy, but pretty much all dragon ball things have been done before.
 
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Chihaya

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(Futon: Kaosu no ude | Wind Release: Arms of Choas)
Type: Offensive/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will perform three handseals to begin with. Then, protruding from their back will emerge multiple of translucent/luminous arms that will stretch to any distance and length to reach their opponent. These arms are made out of sharp winds, results of the user manipulating their chakra. The user has complete control over the arms and each arm can take a different path, coming at the enemy from any angle. Also, being formed by sharp winds, the hands can easily pierce straight through the targets skin and body structure. It will also be able to pierce through any Earth/Water technique/defense lower than C-B ranking. The translucent arms can be heard by a very low, distinct noise created by the friction of the wind, however, when coming from all sides, it can be hard to distinguish where the arms are coming from. At short ranged, the hands prove to be more lethal and when they are reaching out towards the enemy, they have suction from their palms that pull the enemy towards them, making it harder for them to evade the arms. Or, for situational defense purposes, the palms can reverse the suction and blow out high-powered wind, strong enough to push back a large summoning creature. The user can chose to split 2 of the arms into 4 at any given moment, and so on. Also, the hands can be used as shields to defend off projectiles or certain Lightning techniques.
Notes:
- Can only be taught by Chihaya
- If the user uses 2 arms, each is A ranked
- If the user uses 4 arms, each is B ranked
- If the user uses 6 arms, each is C ranked
- If the user uses 8 arms, each is D ranked
- The technique can only be used three times in battle, with a one turn cool-down
- The arms last three turns and can be activated whenever the user chooses

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Declined - nice jutsu, it's S rank and needs more restrictions. Also long range is too much, i'll allow them to reach mid and say the hands are the same size as the users ect

(Futon: Kaosu no ude | Wind Release: Arms of Choas)
Type: Offensive/Defense
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform three handseals to begin with. Then, protruding from their back will emerge multiple of translucent/luminous arms that will stretch to any distance and length to reach their opponent. These arms are made out of sharp winds, results of the user manipulating their chakra. The user has complete control over the arms and each arm can take a different path, coming at the enemy from any angle. Also, being formed by sharp winds, the hands can easily pierce straight through the targets skin and body structure. It will also be able to pierce through any Earth/Water technique/defense lower than C-B ranking. The translucent arms can be heard by a very low, distinct noise created by the friction of the wind, however, when coming from all sides, it can be hard to distinguish where the arms are coming from. At short ranged, the hands prove to be more lethal and when they are reaching out towards the enemy, they have suction from their palms that pull the enemy towards them, making it harder for them to evade the arms. Or, for situational defense purposes, the palms can reverse the suction and blow out high-powered wind, strong enough to push back a large summoning creature. The user can chose to split 2 of the arms into 4 at any given moment, and so on. Also, the hands can be used as shields to defend off projectiles or certain Lightning techniques.
Notes:
- Can only be taught by Chihaya
- If the user uses 2 arms, each is A ranked
- If the user uses 4 arms, each is B ranked
- If the user uses 6 arms, each is C ranked
- If the user uses 8 arms, each is D ranked
- The technique can only be used three times in battle, with a one turn cool-down
- The arms last three turns and can be activated whenever the user chooses
- The hands are the same size of the users human hands
- With the arms activated, the user cannot use an A ranked wind jutsu or above

Approved
 
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The Mockingjay

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[Kanariakōru] The Canary Cry
Type: Weapon
Rank: S
Range:Short-Long
Chakra: (+10 to vocal sound jutsu)
Damage:
Description: This weapon comes in the form of an implant on the vocal chords that works to enhance the vocal prowess of the user. Once implanted, this modification can be infused with chakra in order to empower the throat and assist the lungs in their ordinary abilities. The implant grants perfect pitching, the ability to create sounds from the mouth that would otherwise be too high or low for a normal person, perfect manipulation of others voices and the ability to hold notes and sounds for far longer than ordinarily possible, with the intention of turning the users voice into an instrument of there own, without the disadvantages faced with singing instead of playing an instrument such as a flute.
With this implant come various abilities all focused around sound and musical manipulation techniques.

First is a passive boost to any sound techniques that originate from the users throat, giving a damage boost to all techniques and increasing the rank of any below S-rank by 1.

Secondly another passive, the ability to maintain sounds for near indefinite periods of time at perfect frequency levels without running out of breath, this breeds the ability for a user to use any jutsu that would otherwise require a musical instrument from their throat.

Lastly, the user can use this active ability of the device to redirect their screams into their own body. This sends a strong vibration through the chakra network that eliminates any foreign chakra present.

- Redirecting a scream through the users chakra network can only be done 3 times and not in consecutive turns. It also leaves the device needing to recalibrate and therefore switches off for the users next turn.
- Redirecting counts as one of the users moves per turn and is an S rank chakra surge.
- Weapon will require surgery to implant it on the chosen bio through the NB Hospital
- Sound techniques S-rank or above originating in the throat will gain a damage boost (+10 damage), but not the rank boost.
- This weapon does not increase the range of techniques. The short-long range refers to its use alongside techniques that are already long range in their regular usage

‡ Approved ‡
 
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Shady Doctor

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( Tengoku no masuku)
Rank: S-rank
Type: Weapon
Range: short
Chakra cost: 40
Damage: N/A
Description:
Tengoku no masuku is an all black mask that Hikari Hyuga stumbled upon near the village of Amegakure. While patrolling the area with his byakugan he noticed an object in the distance that had massive amounts of chakra seeping off of it. He went ahead to see what it was and when he came closer noticed it was a simple mask with no holes to see out of. When he picked it up he instantly felt that the mask had suddenly began taking small amounts of chakra out of him, but curiosity got the best of him and he put the mask on anyway.
A few weeks later he had been on a mission with the mask on to conceal his identity and to conceal the fact he had a byakugan. During this said mission Hikari was trapped in a genjutsu but instantly after being trapped he felt a great amount of chakra being pushed into him from the mask that easily broke the genjutsu. From that day on Hikari continued to wear Tengoku no Masuku in case he runs into genjutsu specialist.
Masks abilities:
- It constantly takes small amounts of chakra from me over time and then stores it. Once I've fallen victim to a genjutsu the mask acts upon it's own will and pushes the stored chakra back into me to disrupt my chakra and break the genjutsu.
- Is made of an unknown metal substance that is slightly stronger then steel and can tank up to A-rank techniques without breaking or cracking in the slightest way. Also stops people from looking in my eyes since the mask has no eye holes to see out of.

Note:
• Can only break up to 3 genjutsu maximum (1 S-rank )
• Process of breaking genjutsu doesn't need to be activated since the mask does it on its own will.
• Mask can only be broken by S-rank and above techniques
• Byakugan or sensing ability is needed since the mask has no wholes to see out of.

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( Looks exactly like this^^^, except has no eyes)

______________
±± Pending ±±
You do know that Byakugan users can easily detect and release from Genjutsu passively without the need for techniques or external help, right? Because this mask is pretty much useless in a Hyuuga.
________________________________________________________________________________
Pending for 4 years, so editing and resubmiting:



( Tengoku no masuku) - Heaven's Mask
Rank: S-rank
Type: Weapon
Range: short
Chakra cost: N/A (-20 per turn)
Damage: N/A
Description:
Tengoku no masuku is White mask that Shady was given by some of the smartest snake sages of Ryuchi Cave. Just like the toad sages, the snakes also created numerous tools which Suplement the intake of natural energy in order to make sage mode easier to attain. Having a similar oil-like substance within the cave, they were able to find a way to make it portable even outside of the Ryuchi Cave itself. Using the scales of the white snake sage and the earthen material of Ryuchi Cave, a rare mask was forged with the inside of it being hollowed out in order to carry the oil within it. Due to the mask being made of the same material of the cave and the Sage's scales, the oil was able to exist within it without evaporating, even when taken outside of the cave. With the combination of the Sage's scales and oil always being present, the mask was granted numerous abilities that helped Shady.
Masks abilities:
- The Mask constantly takes small amounts of naturally energy from the surroundings while also sapping chakra directly from whomever it is in contact with. Upon being brought into the mask, the natural energy and chakra is combined into Senjutsu and stored over time.
- One thing the mask does with the stored Senchakra is once Shady has fallen victim to a genjutsu the mask acts upon it's own will and pushes the stored chakra back into him to disrupt his chakra and break the illusion, which can only be done a limited amount of times or it could damage his chakra path ways.
- As stated before, it is made of the earthen material of Ryuchi cave combined with the Sage's scales thus becoming slightly stronger then steel and can tank up to A-rank techniques without breaking or cracking in the slightest way. Also stops people from looking into the user's eyes since the mask has a small amount of Brille over the eye holes which prevents direct eye contact and low levels of light (C-rank and below) to pierce through or blind the user.
- The final ability is similar to the first, which is the ability to transfer the stored Senchakra to the user. Once the mask has stored enough of the user's chakra (at least 60) and combined it with the natural energy, it is able to be used to directly send the user into Sage mode or even lengthen it by a certain amount of time. Lengthening the Sage mode also depends on the amount of chakra the mask has stored. For every -40 the mask has stored, it can lengthen the mode by 1 turn. This even applies to when allowing the user to go into Sage mode. If the mask has stored over 60 chakra within it, for every 40 chakra points over 60, the sage mode will last 1 turn longer than usual. For example, if the mask has stored 140 chakra within it, and transfers it to the user to enter Sage mode, the mode will last 8 turns instead of 6 because of the additional chakra given to him.
- Of course, if anyone is to come into contact with the mask, it can push the stored Senchakra into them and if they aren't trained in the art of SM, the limb that is touching it will turn to stone in a moment's notice.

Note:
• Can only break up to 3 genjutsu per fight, and 5 per event
• Process of transferring chakra doesn't need to be activated since the mask passively does it on its own will.
• Mask can only be broken by S-rank and above techniques
Mask can only store up to 300 chakra points at max, once it has it will stop passively draining the user until the chakra is used.
Cannot be used by any SM user other than Shady Doctor

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(Depiction of mask)

Declined - I'm not the most versed in snake sage mode, but what i do know is we don't allow the use of oil that helps induce sage mode of any form, especially if this is made up, if not please link me to the mention of it so i know for the future xd. Not only this but weapons that act on their own to break genjutsu have been done so much. I appreciate you want another way to enter sage mode, but as SSM users can move and gather the energy aswell i don't know why you try, maybe focus on a way to prolong SM and get used to the cannon methods of entering it.
 
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ᴍᴏᴏғʏ

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(Suiton: Chosuichi) - Water Release: Reservoir
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: (+10-20 Additionally)
Damage: N/A
Description: A passive technique that allows the user to infuse his water-style techniques with an additional amount of chakra to prevent outside forces from taking it over with their own chakra. The activation can be done during the creation of the technique, or after it has been sent. However, using it afterwards will force the user to spend a move. (Ex: Using it over a period of time after the creation of a Sentient technique, etc.) The techniques infused with this ability make the source appear to be carbonated, a sign that the additional chakra is 'gushing' inside.

⋩ Must be tied to the water technique used.

‡ Declined ‡ Explain the usage over time thing more clearly. You can make the chakra cost 5-20, depending on how much additional chakra you want to input. The carbonated thing is a nice touch.
(Suiton: Chosuichi) - Water Release: Reservoir
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: (+5-20 Additionally)
Damage: N/A
Description: A passive technique that allows the user to infuse his water-style techniques with an additional amount of chakra to prevent outside forces from taking it over with their own chakra. The activation can be done during the creation of the technique(s), or after it has been released/created. However, the user will be forced to spend a move if applied on a water technique that had been created in previous turn(s). This means that if used on the same turn, the user will not spend a move out of his three to perform it as it is a mere infusion of additional chakra. Techniques infused with this ability make the source appear to be carbonated, a sign that the additional chakra is gushing inside.

⋩ Must be tied to the water technique(s) used.

Decined it needs to cost a move per turn at all times for use

(Fūinjutsu: Uetto Seichuu) - Sealing Arts: Moisture Control
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage points: N/A
Description: The user will either activate a paper tag with the symbol for "Moisture" (濕) or artificially create it with chakra on his person. The seal will absorb all moisture in the battlefield, creating dry and humid conditions. This will prevent users from materializing water techniques on the battle field. Through sheer will, the user can re-create a portion of the seal made of chakra some where else on the field. This will give the user the ability to materialize water techniques his water techniques, using the moisture as a source. The re-created Kanji is invisible to the naked eyes as it is made of vague chakra.

⋩ Can be used four times
⋩ Seal is active for 4 turns
⋩ Seal will deactivate after using three techniques that naturally require a water source.

‡ Declined ‡ I removed one of the notes. Since you absorb all of the moisture in the air, would techniques previously created from it still be possible? I personally don't see that being the case (unless you use one of your three allotted spots for the creation of the technique).
(Fūinjutsu: Uetto Seichuu) - Sealing Arts: Moisture Control
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage points: N/A
Description: After performing three hand seals, the user will activate a paper tag with the symbol for "Moisture" (濕). The seal will absorb all moisture in the battlefield, creating dry and humid conditions. This will prevent anyone or anything from materializing water techniques on the battle field. By default upon activation, all water techniques up to A-Rank are absorbed/sealed, friend or foe. With a mental command, the user is able to release all the now concentrated moisture from the seal at once, using it as a source of water or a rank-less wave that heads in the general direction the seal is facing. The seal can be stored away and used as a future source of water by releasing the concentrated contents inside. If the seal is broken, the concentrated moisture (water) will forcefully be released and flood a small area similar to the "Water Release: Water Bullet Technique".

⋩ Releasing the seal does not count as a move
⋩ Can be used four times
⋩ Seal is active for 4 turns

Declined - It would need to be stronger to absorb all moisture like that. It will need a handseal to release it. Say it has to be be sealed into a scroll to be saved for alter.

(Fūinjutsu: Guri-nhausu Tegotae) - Sealing Arts: Greenhouse Effect
Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 30 (-5 per turn)
Damage points: N/A
Description: The user will will initiate the technique by either clapping their hands or placing a palm on the ground. Thereafter chakra will be released outwards in the form of a spherical barrier that spreads up to twenty meters in every direction. The outer shell of the barrier has a specially ability to forcefully draw and seal the solar energy shining from the sun. That energy is then unsealed and released inside the barrier in a controlled manner. As the heat energy is being released the seal acts as a vacuum and sucks the moister out of the air, causing for dry and humid conditions. This prevents all participants inside of the barrier from materializing water techniques from the moisture in the air, thus are forced to release it from their person/summon etc. Not only that but the initial radiating heat from the activation of the barrier will cause all water techniques up to S-Rank to be evaporated friend or foe leaving water vapor that naturally gets sucked back into the barrier. After the initial activation, water techniques produced inside the barrier by other means aside from materialization will no longer be vaporized. Although invisible, the barrier is slightly noticeable by the radiating heat waves similar to the ones in deserts. If anyone comes in contact with the barrier the mere heat radiating from the expelling solar energy will deal up to second degree burns.

⋩ Must have slight/sunny conditions to activate
⋩ Barrier is active up to 3 turns
⋩ While active, the user can only mold a single elemental affinity along with non-elemental abilities

Declined - this type of greenhouse effect isn't within the power of fuuin release.
 
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Fuinjutsu: Dāku Seiso, Kenkyo - Sealing Art: Dark Ecriture, Humility
Type: Supplementary
Rank: B/A
Range: Short-Long
Chakra: 20/30(10 per turn)
Damage: N/A
Description: After the tiger handseal, the user would erect a purple barrier around an area similar to how Multiple Infinite Embrace Barrier is formed around an area with an immediate effect. The barrier's surface is riddled with several purple markings closely packed together that makes it seem the barrier is made of kanjis itself. The barrier can be made on an entire area or made to surround a limb of either the user or of the opponent. The work of the barrier is to seal chakra, though sealing chakra in this sense does not mean it absorbs it, it only seals a specific type of chakra nature for the duration of its existence preventing it from being used. This is same as sealing off the ability to use higher rank chakra or genjutsu, but uniquely in its own way, it only seal the ability of anyone trapped within it. The ability to mold a specific elemental nature. For example, the user would make the barrier seal the target's ability to mold fire chakra as long as he remains in the barrier. When the barrier is only made to surround a limb(arms or legs), the sealing ability is only restricted to the said limbs. Meaning, the victim would not be able to channel the said elemental chakra through the limb affected. The barrier would not harm anyone albeit it being purely supplementary.
The barrier around the limb is a very essential part at affecting this technique with Taijutsu or CQC. Useful especially to prevent a certain type of elemental taijutsu where a punch could be coated in elemental chakra. This makes using the limb coated barrier a very fast and immediate one thus used without the need for handseal. However, limb usage would be B-rank in power. A complete barrier requires a handseal and is A-rank in power.
While the barrier is neutral to elements due to its intricate/advanced nature, their power level determines the power needed for them to be undone.
NOTE: A-rank can only be used 3x per battle
NOTE: The complete barrier requires a turn in between usage.
NOTE: No fuinjutsu barrier above A-rank in the same turn
NOTE: The user must mention the chakra nature seal with each usage of this jutsu.

Declined - Fuuin take 3 handseal (scorps post in the rp udate thread) Not only that but you're using two different types of fuuin in this jutsu. One is forming barriers the others is the sealing aspect. A barrier can't seal the charka in a limb like that. It can be used to draw on their chakra but this isn't possible with fuuin.


Ninpou: Seikuriddo Jōzai, Hōnō - Ninja Arts: Sacred Purgation, Oblation
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user would place his hand on a clone of his, either on the head or any part of his body while forcing his chakra into him to transform him to an kind of fruit the user wishes. The clone which is formally a manifestation of chakra would be returned to a compressed form of chakra albeit in the form of a fruit.
When the user eats the fruit, he is simply consuming back his own chakra though the chakra would not immediately mix with his chakra network, the ingestion would only segregate itself into a chakra reservoir within the user. Its work is not to replenish the user's chakra but to bolster the user's ninjutsu by passively adding more chakra(20 chakra) to his techniques at the point of molding without the user's consent. This will increase the user's ninjutsu by one rank until the chakra quantity within the clone before its consumption, runs out. Meaning if the clone has 100 chakra left before its consumption, then the user's reservoir would be 100. This also is very detrimental to the user as it has more downside than its importance. This is because, on a normal day, when a clone disperses, the chakra returns to the user. However in this case, the chakra never returns to the chakra network of the user and thus the user's main chakra reserve surfers.
This is quite different when used on elemental clones. If the clone is elemental, they can still be consumed but instead of the bolstering of the user's entire ability, it bolsters only the elemental ninjutsu of the user which is consumed of the clone. For example, if the user consumes a lightning clone, only his lightning jutsu would be bolstered. Also since elemental clones don't split the user's main chakra reserve into the amount of clones made, the effect of bolstering elemental ninjutsu only occurs in a limited time.
NOTE: Can only consume a clone per usage
NOTE: Elemental bolstering lasts for 3 turns
NOTE: Usable 2x for elemental clones or 1x for shadow clone
NOTE: After the turn used, the user can't use clone ninjutsu for 2 turns
NOTE: If the user receives physical damage above 40 while the technique is active, the technique ends
NOTE: Can not bolster forbidden ranked techniques.

‡ Declined ‡ Turning your clone into a fruit and then eating it? Somehow you not only get your chakra back but ALL of your techniques increase by one rank? Also, the clone rules are subject to change so your "supposed disadvantage" could very well be meaningless in future.

Ototon Genjutsu: Danshingukobura - Sound Illusion: Dancing Cobra
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80(when snakes explodes)
Description: The genjutsu is triggered by the user laughing mockingly, release a high frequency sound wave that puts the opponents in a genjutsu where they see the user vanishes and instantly appear before them with his hand dipped into their mouth. The scenario looks like an instantaneous movement and that the user had stabbed his hand into the mouth before they could realize what was going on. The hand placed in their mouth is just to brace the jaws of the target and cause them to unable to talk. This is also accompanied with a paralyzing pressure, making it seem the user stabbing through their mouth has also released his killing intent to make the target unable to flinch from overwhelming difference in power and speed. After this, the user would then vanish again and appear back in his previous spot using another instantaneous movement. This time, the target would feel free from the pressure of not being able to move in the first place, then again he begins to feel several snakes moving all around within his body. Some would eject from every opening of the target's body, the ears, nose, mouths, and behind all coming out forcible causing a slight tear in the opening and excrutiating pain while small blood would ooze out from them. The pain would be likewise distracting that it leaves the target's concentration to be slow and he would be unable to string handseals though he could still mold chakra. At the end, the thousands of snakes present within the target all explodes leaving the target entrails scattered all over safe from his head which would be intact, making him see the gory decoration via his own organs before light fades from his eyes.
In real life, the user is rather standing where he is and have not moved unless if he wants to, and the opponent affected by the genjutsu would be paralyzed when the user nears him at first in the genjutsu, be free from paralysis again when he leaves him in the genjutsu, be unable to make handseals then would pass out from the explosion of the snakes due to immense mental pain and trauma from the explosion.
NOTE: 2x per battle
NOTE: Lasts until all effect level takes place in the genjutsu
NOTE: 2 turns in between usage
NOTE: No S-rank Sound Genjustu in the same turn.

‡ Declined ‡ Similar techniques exist.

Suiton: Kenkyona Shimo be no Puraido - Water Style: Pride of a Humble Servant
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+5 additional chakra to water techniques used)
Damage: N/A
Description: The user activates a passive suiton technique that affects all his water jutsu for a short period. Akin to alternative forms of water which varies from sticky syrups, crystal, oil, mist, the user would make his water techniques to come out in a special alternative form. After the activation of this jutsu, the user's water all comes out extremely cold to the touch. Albeit not ice, the temperature of water jutsu can be shifted or adjusted to an extent so far it does not shift into other forms of matter, eg: solid(ice), gas(vapor).
This does not in any way increase the power behind the user's water jutsu but extremely cold water has its own side effect and would affect anyone apart from the user. Merely touching the water at first would cause a shocking chill that is able to even break one out of a genjutsu(mentioned in the illusion art thread), though this is temporary and just for the moment the water makes contact with the body. The water would be detrimental to swim in and swimmers can only endure for a turn, after which they suffer severe heat loss, blood shunts which keeps their organs warm. This also make their muscles slow and their body become numb and weak. Though remaining in contact would not be able to make them freeze but they risk their body organ shutting down due to the rapid coagulation of their blood, stopping it from flowing to other organs.
This would affect ninja and summoning which are in contact with this alternative form of water for more than a turn. The amount of water concentration also play a major role in the mentioned affect as miniscule water formations like the mist and rain could not cause the organs to. malfunction but would surely make the muscles weak and slow after staying within them for more than a turn.
NOTE: Last for 4 turns
NOTE: Usable 3x per battle
NOTE: 2 turns inbetween usage
NOTE: The user spends an additional 5 chakra on water techniques
NOTE: Passive but counts as a move.

‡ Declined ‡ Clashes with existing abilities.
 
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Akasha

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(Genjutsu: Shirasagi no han'i) - Illusionary Arts: Egret's Purview
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Egret's Purview is a dormant type of genjutsu whose activation precedes a motion of sorts made by the one who is placed under it. The genjutsu affects only the neurons sent by the brain through the spinal cord which have effects on the muscles and movement of the same. Essentially, person who is under the illusion will have parts of the body through which muscle-movement neuron transmits turn into paper which incessantly extends forwards. Once under the illusion if they try to make movement of sorts with their body (extending, flexing, abducting and similar), parts of the body through which the neuron in questions moves will fluently transmute into never ending coil of paper which progressively enlarges as long as the signals to the brains are shipped. If the illusion has not been broken but they change the signals they are sending for motion E.G.; from leg to arm, the said arm would also go through the changes, without the part of the body who was initially converted changing back to its original form. Unlike the sharingan technique which completely turns body into that of paper as well as causes the burning effect, this technique only affects parts of the body through which the muscle moving neurons are moving.

Note: Can only be used thrice per battle
Note: Can only be Taught by Akasha

Declined - you actually don't have a method of binding them in the genjutsu, like handseals and such.
(Genjutsu: Shirasagi no han'i) - Illusionary Arts: Egret's Purview
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Egret's Purview is a dormant type of genjutsu whose activation precedes a motion of sorts made by the one who is placed under it. However before that user would drift any type of paper in the air, as if they were drawing with a brush (including explosive tags and similar) as an outset to the genjutsu whilst releasing their chakra towards their opponent. The genjutsu affects only the neurons sent by the brain through the spinal cord which have effects on the muscles and movement of the same. Essentially, person who is under the illusion will have parts of the body through which muscle-movement neuron transmits turn into paper which incessantly extends forwards. Once under the illusion if they try to make movement of sorts with their body (extending, flexing, abducting and similar), parts of the body through which the neuron in questions moves will fluently transmute into never ending coil of paper which progressively enlarges as long as the signals to the brains are shipped. If the illusion has not been broken but they change the signals they are sending for motion E.G.; from leg to arm, the said arm would also go through the changes, without the part of the body who was initially converted changing back to its original form. Unlike the sharingan technique which completely turns body into that of paper as well as causes the burning effect, this technique only affects parts of the body through which the muscle moving neurons are moving.

Note: Can only be used thrice per battle
Note: Can only be Taught by Akasha

‡ Approved ‡ There was really no need to mention neutrons and brain signals in a simple Genjutsu technique.
 
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Xicer

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(Katon: Honoo-Oite) Fire Style: Flame On
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-25 to user)
Description: The user summons an extremely large amount of Katon chakra which they then allow to spread throughout their body. Because of the sheer amount of chakra, the user suffers burns from all over their body as dojutsu users could see a flaming radiance being exerted from the person's being. Releasing all of this chakra through a single punch, either to their opponent or to the ground, the user can release a focused ring of superheated fire in an omnidirectional spread that would reach long range distances. To put this in perspective, imagine the wave of energy that travels through space after a supernova, and this technique would travel in a similar fashion. It would reach heights of 15m, dwarfing most summons and making it very hard to avoid.

-Can only be used once
-A- Rank and below fire for the rest of the match/event
-Two technique limit on the following 3 turns due to the burns inflicted
-Can only be taught by Xicer




(Doton: Boko-Daichi) Earth Style: Hollowed Ground
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user forms a single handseal and channels his doton chakra into the ground. They then manipulate the existing earth to form numerous unseen sinkholes underground. The terrain would appear to be unchanged, until the weight of a full person would cause all of them to collapse in on themselves into a cavern that has the shape of whatever pattern the user decides at the time of starting this technique

-Can only be used thrice per battle
-Must be taught by Xicer

‡ Both Declined ‡ Similar techniques exist. Pretty sure -Jiraiya- owns the second.
 
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Drackos

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(Katon: Sanshō̄o no Kate) | Fire Release: Sustenance of the Salamander
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Sustenance of the Salamander involves the creation of a small familiar of ash, shaped as a Salamander, that will attach itself to the users body, i.e resting on their shoulder or chest. The Salamander's primary goal is to help the user with the manipulation of fire chakra, and the creation and sustaining of fire techniques. In this vein, the Salamander's first effect is that it greatly amplifies the potency of the users fire chakra which reduces the chakra cost of fire techniques by half, as the Salamander lends small amounts of its own chakra to the user during the creation of a fire technique, with the chakra being used to boost the efficieny of nature transformation and the creation of events; thus with half the chakra the user will be capable of achieving the same yield; i.e an S ranked technique will cost 20 chakra under the influence of the Salamander, but will still be just as strong as an S rank. (Includes turn based losses too) Similarly, the Salamander is also capable of slightly altering the chakra used to create the fire technique, and through doing so allows the user to impart the special characteristics of a specific fire technique onto any fire technique they wish, custom or canon, for instance being able to create any fire technique with the charectiristics of 'Dragon flame song', or if the user has a technique that alters the colour of, or makes fire smell then that attribute can be copied in to and so on - this does not raise the fire techniques power, just alters the way it behaves. Finally, as an assistant for the users Fire Techniques the Salamander is also capable of helping, or sustaining techniques for the user; the Salamander can sustain control over techniques that would not usually be, and can also take over the sustaining of techniques that the user would usually sustain for as long as it exists, even past the usual cap of time that a technique can be sustained for - thus leaving its master to act freely.

Notes:
- Can only be used 3x
- Turn cooldown between uses
- Once created, last four turns.
- Regenerates from non energy based attacks (including wind), however it can be destroyed with fire/lightning and even water of appropriate power.
- If Black Salamander is active Sustenance and Black will fuse, and will adopt the longest duration. Sustenance fusing with the crests allows the crests to move, according to Salamander's and the users wishes, with the crest-familiar being a combination of the two techniques strength.
- The ash cannot burn or hurt the user, and is capable of moving around their body.

‡ Declined ‡ An entity composed of your chakra somehow halving the cost of all your fire techniques? We both know this would never work.

Katon: Arutemisu Keshin| Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 100% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact, and being fatal in the case of human conversion (Does not apply to the user or his possessions). The created ash can then be manipulated to, oncer per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 3x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air.
- Arrows are classed as an A rank ability that is useable once per turn, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Visual representation;
- Once used twice, the user must wait six turns before using a third time.

‡ Declined ‡ No to the human conversions. The acceleration ability of the arrows is too strong (every five meters? That's just ridiculous). This simply has too many abilities but I'm pretty sure you never state they count as moves. Lower the uses to two. Overall, just make this something that isn't completely unreasonable.

(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra. The released fire chakra then forms a defence that is undetectable to anyone but Doujutsu users or Chakra Sensors until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be utilised once every seven turns, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above S rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

‡ Declined ‡ This needs to have a usage limit and needs to be visible. I'm not having someone unknowingly run into an S-Rank fire technique. Also, restrict it suitably. The bolded is almost meaningless.
 
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Kirikoe

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(Bakuton - Bakuhatsu heiki) Blast Release: Explosive Weaponry
Type: Offensive|Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses his blast chakra into a weapon which he is holding, inbuing it with explosive tendancies, after which once the user strikes the opponent with that said weapon, on the point of contact an explosion is given off similar to that of the landmine fist technique which acts in the same way as to avoid damage to the user.

This technique can be used on any weapon and due to the blast being concentrated in such a way to avoid damage to the user and the weapon he is holding, the weapon itself won't break under the blasts expolsive power. The explosion that occurs on contact is as powerful as landmine fist and can cause severe burns and cause the opponents own weapons to break easily.

The effects of this jutsu are similar to landmine fist except through the extension of a weapon instead.

‡ Declined ‡ It's been brought to my attention that these are similar to two of Solf's Blast jutsu.
Link to original post where it was declined

Resubmitting

This was orginally approved but later declined due to the reasons above ide like to resubmit the technique above with the permission given from solf below for similar techniques to his to be submitted.


(Bakuton - Bakuhatsu heiki) Blast Release: Explosive Weaponry
Type: Offensive|Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses his blast chakra into a weapon which he is holding, inbuing it with explosive tendancies, after which once the user strikes the opponent with that said weapon, on the point of contact an explosion is given off similar to that of the landmine fist technique which acts in the same way as to avoid damage to the user.

This technique can be used on any weapon and due to the blast being concentrated in such a way to avoid damage to the user and the weapon he is holding, the weapon itself won't break under the blasts expolsive power. The explosion that occurs on contact is as powerful as landmine fist and can cause severe burns and cause the opponents own weapons to break easily. The effects of this jutsu are similar to landmine fist except through the extension of a weapon instead.

Note: Can only be used four times per battle

‡ Approved ‡

(Bakuton - Han'nō-sei Bakuhatsu) Blast Release - Reactive Blast
Type:Supplementary|Offensive|Defensive
Rank:S
Range:Short
Chakra:40 (-10 per turn to recharge)
Damage:80
Description:The user channels there bakuton chakra all throughout their body and pushes this chakra into their skin, infusing it giving the bakuton users skin explosive tendencies, by doing this whenever touch is made the users skin will expel a medium sized localised outwards blast that combats anything that makes contact similar to the technique landmine fist, all bar contact with the earth beneath the users feet as to allow walking. This could be a jutsu, weapon or even a fist that touches the user, this includes jutsu's, items or people that the user touches also, The blasts shock waves will repel the jutsu, limb or weapon stopping it in its tracks and halting it's advance, if it's a physical based attack then they are more often then not jolted backwards by the blastsame shock waves stopping them from forcing there way through. An energy based attack will simple stop in its tracks and disperse.

The blast causes large damage to whoever makes physical contact, the shock waves resonate through the opponents body like ripples causing internal damage to the opponent affecting there lungs and will fracture several bones, the blast itself will cause moderate burns to the limb used to strike.

while touch is necessary for the technique, it need only be the slightest of touches for the technique to activate, meaning a jutsu need only to slightly graze the skin before the explosion combats the technique before the technique can do any substantial damage to the user, respecting strengths and weaknesses, this means virtually no damage befalls the user and will allow them to escape from jutsu, weapons with but a mere scratch or scrape, not enough to slow the user down by any means.

Once the blast has been unleashed the jutsu would normally end, however the user can, by continuously feeding chakra to their skin can recharge allowing this to be used for multiple turns however whiles doing so the user will be limited to only the elements that make up bakuton and bakuton itself aswell as non-elemental abilities.

- can only be used twice with a 2 turn cool down between uses
- lasts 4 turns once activated and once deactivated the cool down begins
- can only use bakuton, elements making up bakuton, taijutsu and ninjutsu whiles active
- No S rank bakuton or above in the same turn.

‡ Approved ‡ Good technique.

(Doton - Chissoku deburi) Earth release - Suffocating Debris
Type:Supplementary
Rank:B
Range:Short-long
Chakra:20
Damage:N/A
Description: Kirikoe created this technique in order to allow his wind techniques a better chance against those fire hazards.. The user performs this technique within the same timeframe straight after performing a wind technique, by adding a single hand-seal on the end of any wind technique the user has earth particles rush towards his wind technique covering it in earthen debris, this earthen debris does not hinder the wind jutsu in any way other than making it much more easy to see, the earthen debris combined with the wind allows the wind to get rid of its weakness to fire by using the earthen debris to suffocate the fire making it so a wind technique can evenly be pitched against a fire technique.

- Can only be used 4 times per battle


‡ Declined ‡ Clashes with Baldy's technique.

Leaving for NK
 
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