Custom Jutsu Submission - III

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Korra.

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(Senpo: Raito o Kai) - Sage Art: Devoid of light
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-5 per turn)
Damage: N/A
Description: The user does the Ram > Dragon > Dog > Tiger sign and gathers natural energy and swallows it, they then spit out a black ball ,the size of a Odama Rasengan, of senchakra out of their mouth. It flies straight into the sky and then explodes, making a huge blanket of black fog that is infused with senchakra and that is pitch black and is impossible to see through. The fog spreads to mid range within seconds but than takes 1 turn to reach to long range. The fog being laced with senchakra is able to block chakra sensors and doujutsu users from seeing through the fog. Sage Mode users are still able to sense their opponents due to them sensing through life force and not chakra. The fog stays on the field till either the user ends it or the opponent gets rid of it with a strong wind jutsu (S rank and up). While this jutsu is being used the user can only do two other jutsus in a turn as they have to keep focus on keeping the fog on the field.
Note: Usable by Sage Mode users
Note: Usable 3 times a match

□ Declined. That -5 per turn, change that to 10, it also can't last indefinitely (you don't say how long this fog lasts), also don't mention seconds, that doesn't translate well in the RP. Just make it Mid range. Also make it usable two times a fight. □

(Senpo: Ryūchi no Ken) - Sage Art: Fist of the Dragon
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Forming the dragon handseal the user then pushes their hands forward breaking the seal and transitioning into a forward palm-strike like motion releasing forward a torrent of senjutsu chakra. This motion resembles a double push palm with closed fists. A dragon of senchakra is then created, using the mass of senjutsu as a basis along with the rotational force caused by the double push palm. The dragon is long and slender (roughly ten meters in length and four meters in diameter) and can be sent out to Mid range doing a fair amount of damage to the opponent if it hits him. It appears to look similar to a Chinese Dragon long and slim and it can cause blunt damage. The users fists are slightly sharpened by the senjutsu chakra as it creates an aura around the hands meaning they also pierce deep into the opponent's body if contact is made. The jutsu is able to create massive damage to the terrain. Leaving a crater in the earth. It is also strong enough to negate S rank elemental techniques, as well as Forbidden Rank raw chakra techniques being on par with elemental releases and stronger than raw chakra.
Note: Cannot use other Sage Art techniques in the same turn
Note: Usable by Sage Mode users
Note: Usable 2 times a match

□ Approved. Edits made. □
(Senpo: Raito o Kai) - Sage Art: Devoid of light
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user does the Ram > Dragon > Dog > Tiger sign and gathers natural energy and swallows it, they then spit out a black ball ,the size of a Odama Rasengan, of senchakra out of their mouth. It flies straight into the sky and then explodes, making a huge blanket of black fog that is infused with senchakra and that is pitch black and is impossible to see through. The fog spreads to mid range instantly. The fog being laced with senchakra is able to block chakra sensors and doujutsu users from seeing through the fog. Sage Mode users are still able to sense their opponents due to them sensing through life force and not chakra. The fog stays on the field for two turns or until the opponent gets rid of it. While this jutsu is being used the user can only do two other jutsus in a turn as they have to keep focus on keeping the fog on the field.
Note: Usable by Sage Mode users
Note: Lasts two turns.
Note: Usable 2 times a match

□ Approved. Edits made. □

New Stuff

(Hebi Kuchiyose: Habunake) - Snake Summoning: Seviper
Rank: S rank
Type: Offensive/Defense
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Seviper is a personal snake of the Sage of Snakes. Seviper is a big as Aoba and is mostly black with yellow, purple and red spots over its body. Its fans come out of its mouth hanging while its tail is flat like a sword. Seviper's teeth are strong able to crunch through earth and armors ( A rank and below). Its tail is also sharper than a sword able to cut through rock and earth A rank and below while also being venomous being able to cause organ failure and screw with the opponents nervous system if injected with his venom. Seviper has a unique body of scales, Seviper is able to lower its ph levels on his scales causing them to be acidic. The scales are able to eat through cloth, metal and earth eating through anything A rank and below. This allows him to slip through earth jutsu that might bind him while allows making being binded by him more dangerous. Sevipers scales are also hard giving him a good defense making him resistant to A rank and below jutsus.
Note: Has to be taught by Korra
Note: She stays for 4 turns.
Note: Can be summoned once a battle
Note: Must have signed snake contract
Note: Using the acidic scales counts as one of the users moves.
Looks like:
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Declined: to start, custom snakes likely cannot have a venom or venomous bites, though should any evidence refute this understanding of the contract's limitations, it can be revisited. Even assuming the snake being venomous is acceptable, that alone would be insufficient to approve the current description of the venom, as to what extent it functions each turn once released into the victim's body has not been properly addressed. Furthermore, the ability pertaining to its scales will not be approvable—manipulating the pH balance of things is the hallmark of Mei Terumī's two KG: Boil Release and Lava Release. Such a characteristic is also likely, albeit more broadly, associated with the Slug contract and defunct Acid CE. Having rediscussed this with NK, it seems that there was a misunderstanding, so custom Snakes can have venom. That being said, the venom to be used by Seviper, along with its subsequent debilitating effects, must be sufficiently outlined.

 
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21 Savage

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( Futon: Futon Sen'i ) ( Wind Release: Wind Transition )
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 2 handseals (Boar - Bird), the user will create two great pillars of wind of desirable height and width, parallel to each other, and roughly 5 meters apart. Almost invisible to the naked eye, are a myriad of thin, sharp line of wind (similar to Wind Blade in its properties) that connect both pillars. The user will then launch both pillars in any direction, ripping the ground at their passage, with great speed. If anything stands on the path of strings, it gets sliced clean, including the opponent. The pillars disperses into blades of wind that can be manipulated once ; mentally after they reach the range limit, and cannot change direction once in motion.
Declined - S rank, no restrictions?
Resubmitting.
- Changed Name
- Changed Type
- Added Restrictions
[ Futon: Don'yoku no Kitsune No Tsumi, IV , Sen'i ] - [ Wind Release: The Fox's Sin of Greed, IV, Transition ]
Type : Supplementary
Rank : S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 2 hand seals (Boar - Bird), the user will create two great pillars of wind of desirable height and width, parallel to each other, and roughly 5 meters apart. Almost invisible to the naked eye, are a myriad of thin, sharp line of wind (similar to Wind Blade in its properties) that connect both pillars. The user will then launch both pillars in any direction, ripping the ground at their passage, with great speed. If anything stands on the path of strings, it gets sliced clean, including the opponent. The pillars disperses into blades of wind that can be manipulated once ; mentally after they reach the range limit, and cannot change direction once in motion.
∆ Can only be used Four Times per battle
∆ No Wind Techniques at the same turn and above A rank at the next turn
∆ Exclusive Technique to Thaal Sinestro and Those He Teaches

□ Declined. "Desirable height and width" is too vague, give clear numbers. Change it to make it usable three times, and three hand seals at least. Also, this is an offensive technique, why is it labeled as Supplementary? And controlling the blades of Wind mentally after they reach their range is a no. □




- Changed Name
- Edited Restrictions
- Edited Range
- Edited some loose ends
[ Futon/Raiton: Don'yoku No Kitsune No Tsumi, V , Tenban ] - [ Wind/Lightning Style: The Fox's Sin of Greed, V, Heavenly Plates ]
Type : Offensive
Rank : S
Range : Short - Long
Chakra Cost : 40
Damage Points : 80
Description : The user begins by channeling his wind and lightning chakra into his mouth, and then with a single handseal, releases it in the form of up to 8 flying discs made of wind. These discs are slightly larger that the normal shurikens but possess a cutting power far greater than one (akin to the cutting power of a wind blade) thanks to the cutting property of the wind. These discs are capable of flight on their own and move around passively, as they spread around the opponent before converging and attacking him from all directions. Each disc is capable of slicing the the opponent and shred what ever protection he has, thus giving him deep cuts that results to death. Now what makes these discs stand out, is the fact that they release lightning bolts at the opponent when they reach close range from him. Each bolt is capable of numbing and paralysing the opponent's limb (the one that was shot at for at least a turn). The user can use this to his advantage and attack the opponent.
∆ Can only be used Three times per battle
∆ These Discs last for complete 2 turns
∆ Cannot be used in consecutive turns
∆ Exclusive Technique to Thaal Sinestro and Those He Teaches

□ Declined, molding both Wind and Lightning at the same time is Y/Y premise, and also, the premise is very basic and nothing not done before separately what you are trying to do together now. □



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Summoning Animal: JAGLIONS
Scroll Owner: Thaal Sinestro
Other Users who have signed contract: None
Summoning Boss if existing: None
Other Summoning Animals tied to contract: None
Description and Background:
Description and Background in Real Life
A JAGLION is a hybrid between a male Jaguar and a Lioness. Known JAGLIONS hybrids have chocolate rosettes on a tawny background colour. The hybrid has the lion's background colour, jaguar-like rosettes and the powerful build of the jaguar. On April 9, 2006, two JAGLIONS were born at Bear Creek Wildlife Sanctuary, Barrie (north of Toronto), Ontario following an accidental mating. Jahzara (female,) and Tsunami (male) were the result of a mating between a black male jaguar (Diablo) and a lioness (Lola). The sanctuary does not deliberately breed animals and keepers believed Lola would not conceive. As an added precaution, the pair were separated when Lola came into oestrus. They had been hand-raised together and were inseparable, becoming anxious and depressed every time separation was attempted. Lola pined during attempted separations. Jahzara is melanistic, a dominant trait in jaguars, while Tsunami is spotted. It was not previously known how the jaguar's melanism gene would interact with lion colouration genes. Because female big cat hybrids are frequently fertile, Jahzara could theoretically be bred back to purebred lions to introduce the gene for melanism into that species.
Role-Play Description and Background
The Proud Summons originated from the dark, mountains of the Ourea Range in the Southwest area of the Land of Lightning. A thick fog can be seen around the mountains at all times, making it rather difficult to travel up the mountain. These are the very same Othyrs Mountains of legend, which says that when one hero of worth climbs the summit, he will find a treasure greater than he imagined at the risk of.....the last part was unknown for the rest of the legend was lost in the old wars. The treasure that the Myth/Legend spoke of was a group of JAGLIONS who would be submissive to the hero and allow him to rule over them and aid him in battles.
These hybrids have both characteristics of their parent genes without one dominating the other. They share traits of the parent genes ranging from the stealth, strength, pliability and speed of a Jaguar to the Pride, Tracking and wisdom of a Lion. The JAGLION'S natural abilities include exceptional high speeds greater than most animals who claim to be extremely fast—enabling this species to blitz most Summonings and Foes with ease. They can also visually descry movement within lots of meters, which is accompanied with a passive x2 tracking speed. These are not just there for the sake of it, its one of their predatorial instincts which they utilise in hunting preys. While hunting, by having the blessings of two felines they have a tremendous advantage over most animals when it comes to battle encounters.
Other members who wishes to sign this contract receives a custom tattoo as a mark for recognizing signers of the esteemed animals.
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Declined: this particular hybrid species has already been approved in a submission made by Heavens Blade, back in the first CJ Submissions thread. Even had the contract not already been approved then, it would've been declined since the species was submitted, again, by Zaphkiel in the second CJ Submissions thread and promptly declined. Please refer to post for the initial approval and post for an explanation as to why big cat hybrid species will no longer be approved. Also, keep in mind that physical parameters need to be delineated in an easily quantifiable manner.

 
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Lytes

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(Kuchiyose No Jutsu: Ekise) – Summoning Technique: Ekise
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Ekise is a blue coloured Bengal monitor who specializes in tracking and hunting enemies, due to their similarities in attitude, voice and abilities, he is rumoured to be the brother of Ekitei the spy Bengal monitor. In his true form, he stands at about 30 meters in height and 50 meters in length possessing quite a lot of strength due to his size and weight and the speed of a Kage ninja however like his brother, he is capable of transforming to a small blue lizard size and can be summoned in this form, when in this small form, Ekise possesses the speed of a Sage ninja with weights dropped however he greatly lacks strength and using telepathy, he can link his vision and senses to Kurapika similarly to the paths of Pein. After being casted out the Bengal monitor Island for being useless, Ekise started accompanying Kurapika in his journeys, Kurapika discovered Ekise seems to be able to see faster objects than other monitors and after tests, he realized Ekise's senses were twice as powerful as the average monitor, sadly however, Ekitenshu(Boss summon) still considered the ability useless and Ekise decided to stick to his only friend Kurapika.
¬ Must have signed the bengal monitor contract.
¬ Ekise is more of a pet than a summon, he can not reverse summon back to the Bengal monitor Island and simply follows the user around.
¬ He is always with the user unless stated otherwise.
¬ Ekise doesn't count towards the summoning limit and as such, the user can summon another animal even when Ekise is around.


Declined: in general, all summonings that exceed B-rank are ordinarily restricted to no more than four turns on the field. It follows, then, that Ekise will need to undergo a considerable reduction in parameters (including size) and an overhaul to its main ability prior to approval. You will never be permitted to have what is essentially a passive 3x tracking speed coupled with a baseline nearly twice your normal speed. Frankly, this submission is nowhere near approval.

 
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-Resubmitting-

(Kenjutsu: Mori no difendā) – Sword Arts: Defender of the Forest
Type:Offensive/Defensive
Rank:S
Range:Short
Chakra:40
Damage:80
Description: A technique that has the Inuzuka or ninken hold their sword or tanto gripped in their mouth with the blade held to the side. The user will then spin ferociously and rush through the opponent with powerful slashes, followed by a quick turn to face the opponent that is now behind them and then “tackle” the opponent, by slashing in a wheel like-motion and forming a saw similar to fang sawing fang technique. They can also use the saw to have the target collide into an object or a jutsu, while dealing more slashes. Alternatively the user can spin the blade ferociously as he would his body before launching forward towards the target. The sword would go through the opponent and the Inuzuka’s ninken would then catch the blade in its mouth to throw back, by spinning sideways at the opponent from behind so that it delivers many beast-like attacks into their back, in the form of a saw, and carries them off. The Inuzuka with incredible speed will appear at his ninken’s side just as they are about to throw the blade, so as to avoid contact with the opponent and being carried off by the attack as well. With the alternative, the sword stops spinning and slows down after piercing through the target, so that the ninken can catch the sword without the risk of hurting itself if the sword were to still be in drill form and continued on.

-Can be used by an Inuzuka member and their ninken
-Requires a sword
-Alternate method requires both users
-Can be used twice per battle

Declined - S rank needs drawbacks

Resubmitting:

(Kemono ningen no taijutsu: Jigoku Sō no jaaku rirīsu) - Beast Human Taijutsu: Wicked Release of The Hell Saw
Type:Attack/Defense
Rank:S
Range:Short-Mid
Chakra:40
Damage:80
Description: The technique is called and it is performed by following a similar concept of the tail fang technique. The user will focus his or her chakra into their tail, extend, and create ninety nine extra ‘tails’. The user will pair them and spin them into a buzz-saw shape. While maintaining its focus, the user will launch the saw tails in sets of ten, forward at their target (s), and target specific points on the body, specifically muscles and veins. However, when it comes to clashing with the elements, the user can just send them all at once and the technique uses shape transformation so it can play on even terms with elements of the same rank. The technique can be used to intercept and protect the user should their initial defense fail to shield them from a frontal attack that is manipulated to attack from an opening the enemy exploits.

-Can only be used twice per battle.
- No S-rank and above Inuzuka techniques next turn

Declined that's alot of tails and if you break down an S rank into 9 it will only have D rank power per 10 projectiles, so it needs alot of work
(Kenjutsu: Mori no difendā) – Sword Arts: Defender of the Forest
Type: Offensive/Defensive
Rank:S
Range:Short
Chakra:40
Damage:80
Description: A technique that has the Inuzuka or ninken hold their sword or tanto gripped in their mouth with the blade held to the side. The user will then spin ferociously and rush through the opponent with powerful slashes, followed by a quick turn to face the opponent that is now behind them and then “tackle” the opponent, by slashing in a wheel like-motion and forming a saw similar to fang sawing fang technique. They can also use the saw to have the target collide into an object or a jutsu, while dealing more slashes. Alternatively the user can spin the blade ferociously as he would his body before launching forward towards the target. The sword would go through the opponent and the Inuzuka’s ninken would then catch the blade in its mouth to throw back, by spinning sideways at the opponent from behind so that it delivers many beast-like attacks into their back, in the form of a saw, and carries them off. The Inuzuka with incredible speed will appear at his ninken’s side just as they are about to throw the blade, so as to avoid contact with the opponent and being carried off by the attack as well. With the alternative, the sword stops spinning and slows down after piercing through the target, so that the ninken can catch the sword without the risk of hurting itself if the sword were to still be in drill form and continued on.

-Can be used by an Inuzuka member and their ninken
-Requires a sword
-Alternate method requires both users
-Can be used twice per battle
- No jutsu S rank or above in the same or following turn.

Approved - i fixed the bolded to make it approvable. Thats the kind of drawback you need for S rank
 
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Urda

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(Yōton: Gomu-gata) - Lava Style: Rubber Mold Technique
Type: Offensive, Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: 30 (+5 damage increase)
Description: Yōton: Gomu-gata is a ninjutsu the utilize the Lava Element to construct advance melee weapons made of rubber. Rubber is focus at the users hand and shaped into a vary of melee weapons such as a club, hammer, or spear. Instead of having a steel edged for cutting, a mass amount of rubber is pact at the end to deliver maximum damage. These weapons are heavier than normal when wielded.
Note: Only usable by Dodai and Rubber Custom Biography's

Approved - basic but nice, i like it

(Yōton: Kyatchāgia) - Lava Style: Catcher's Gear Technique
Type: Defense
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Yōton: Kyatchāgia is a ninjutsu that utilize the Lava Element. After performing the Sheep seal, rubber is coated on the chest of that user to serve as protection. Due to rubbers durability, it is able to withstand against Taijutsu attacks (C-rank and below) and for its elasticity, rebound projectiles. However, the technique is incomplete as other areas of the body are expose.
Note: Only usable by Dodai and Custom Rubber Biography

Approved - this could be fun with tai. I'd update it if i was you to add you can use it to bounce attacks back
 
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Goetia

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Raiton: Gaia no Shi / Lightning Release: Death of Gaia
Type: Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This technique follows the fundamental principles of elemental interaction, particularly between that of Lightning and Earth, Crystal, Steel and Wood. The user will channel their Lightning chakra into the earth beneath them and the enemy, or into any earthen structure they choose. The chakra will carry a faint electrical charge, which is low enough to prevent the reaction that produces lightning from chakra, but enough for movements underground to be detected, including that of the entrance of other chakra into the general area. Upon this foreign chakra being detected, the user will spike the vibrations in the chakra, which will suddenly cause small electrical discharges which destabilise the earth and soil, preventing the foreign chakra or acting agent from being used to manipulate said substances and create techniques anywhere the user's chakra is. This technique can be used within structures and techniques which do not require chakra sustenance, e.g. a pillar or other construct, but cannot be used within animate earth techniques which do require chakra sustenance, such as a wave or golem. Enemy techniques that are created independently from the area influenced by the user's chakra e.g. the body, are entirely unaffected by Death of Gaia.

Notes

- Technique lasts for 3 turns
- Vibrating the chakra to nullify techniques counts as a move
- Can only be used 3 times per battle
- Can only be taught by Rᴜʀūsʜᴜ

Declined - dnr
 
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(Genjutsu/Ototon: Kēpukobentorī) Illusionary Arts/ Sound Release: Cape Coventry
Type: Offensive/Supplementary
Rank:S
Range: Short-Mid
Chakra:40
Damage:80
Description: The user weaves the bird hand seal before using the sound produced by the rustling of her cape/cloak as a medium, inducing the opponent into a sinister genjutsu. Initially, it would appear as if a flock of crows would spawn from her cape and flock towards the opponent before spiralling and squawking around them , hindering their vision and hearing. In the meantime, the battlefield would shift from its normal appearance into an abyss of purple, wispy darkness. The genjutsu would then take its toll as the crows would begin to peck at the opponent. This would begin the process of the mental damage. Suddenly the twister of crows would disperse into a shower of dark feathers as 3 grotesque demon like beings that seemed to have been molded by lava, would spawn around the opponent before attacking them with their sharp claws and dispersing into hot ash and burning the opponent. After that, the user will raise both of her arms into the air as a massive inter-dementional demon would appear to grow from the darkness of her cape. The horned demon rises to a size larger than most skyscrapers as he rises out of the depths of the endless field of whispy smoke. It then releases red beams of energy from all 4 of his eyes which conjoin into one massive burning ray in mid trajectory before smashing into the opponent and sending them flying back into reality. The opponent would then wake up from his influence under the genjutsu severely mentally damaged before passing out due to the mental strain.

Note: Lasts for 1 turn

Note: Can only be used twice per battle.

Declined - aside from it being a sound jutsu it's very similar to itachi's genjutsu.

( Ototon: Aporo no Senso Sakebi) Sound Release: Apollo's Battle Cry
Rank:Forbidden
Type:Supplementary/Offensive
Range:Short-Long
Chakra cost:50
Damage points:90(-50 to user)
Description: This technique is evoked when thunderclouds are present, be it technique-produced or natural. The user will yell, scream, roar, etc., infusing the cry with high frequency, low energy Sound waves that are carried into the atmosphere. The sound waves will resonate through the clouds in the sky, marinating within until the user forms two handseals, seizing control of the sound waves. The handseals will trigger a powerful thunderclap within the clouds, with the sound of the thunder resonating downwards as a high energy, low frequency sound wave at speeds faster than the average Lightning technique. The impact of the Sound wave on the terrain generates a powerful shockwave that echoes throughout, resonating through everyone caught within its field. The damage from the shockwave is tremendous, causing the muscles of those struck to become completely paralyzes, resulting in death if left unguarded. The user will also suffer recoil damage from the technique.

Note: Can only be used once per battle.
Note: No Sound techniques may be used within the following four turns
Note: No techniques above A-rank can be used in the following four turns and no Taijutsu above C-rank
Declined - the purple should be removed, damaging soundwaves move like wind release for the offensive powers. Not only this but you don't have the right drawbacks. And lastly i think this has been done before, but not 100% on that one

(Ototon/Genjutsu: Korasu Bomei) Sound Release/Illusionary Art: Corvus Defection
Rank:A-Rank
Type:Supplementary/Offensive
Range:Short-Long
Chakra cost:30
Damage points:N/A (-60 mental damage if struck)
Description:Crow's are known to be great at mimicking the sounds of many other animals, including humans(better than parrots can), to either attract their prey or scare off predators for food. Being the tricksters they are, the crow's will mimic the voice of the user or anyone elses voice that have heard before, using their voice as the medium for the illusion. The user will then weave the sign of confrontation, casting the genjutsu upon the targets (up to 4 people in total). The effects produced from the genjutsu are listed as followed; the target will hear the voice and see a replica(s) of whoever the crows copied. At that point, the replica's will carry out actions within the illusion that the user has set them to do. The actions can range from simply speaking to the target to attacking them .

Note: This technique can only be used 3 times per battle

Declined - You make the effects of the gen too vague. Not only this but you can't have long range gen, and you will need a note saying need to have signed the crow contract
 
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Tsuki

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(Rōdoran'nā Kuchiyose: Mōmoku no Warya) - Roadrunner Summon: The Blind Warya
Type: Supplementary
Rank: B-Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: Tosen (also referred to as "The Blind Warya") is blind by birth, and so, has learned to improve on his other basic senses to compensate for his blindness. Unlike most summoning animals within a summoning technique, Tosen is a roadrunner who doesn't provide any advantage if he were to be summoned into a battlefield, which is why it is agreed upon that he cannot be summoned. Instead, he is more of the meditative type so he makes good use of his stronger connection to the signers of the roadrunner summoning contract and his ability to reverse summon them. With his skills, he is able to provide the signers with something rather unique. Being a roadrunner with an isolated and shamanistic lifestyle, Tosen meditates quite alot. With the honing of his meditation skills, he is now capable of keeping mental images in his mind providing him information regarding all signers of the contract, which also provides him with knowledge of their whereabouts and great details of what is going on in their surrounding (like a tracking device placed on a contract signer).

Ability:
Tosen is capable of using an ability which he likes to name "adjusted reverse summon", where, instead of having the contract signer be reverse summoned to the roadrunner's location for good, the contract signer is reverse summoned to the roadrunner's location for a temporary duration: to only remain for a maximum of two turns (as long as Tosen maintains the technique). This means Tosen would be "borrowing" the contract signer for a short time before returning the contract signer back to where he/she initially was. Think of it as tying an elastic rope to one end of a room, drag it to the other end of the room, then letting go of the rope after a set duration. During the time in which the contract signer is under the effect of "adjusted reverse summon", Tosen would still be able to perceive the details of what is going on at the location in which the signer initially was situated at. This "adjusted reverse summon" will allow the contract signer to disappear then reappear to his/her initial location without forfeiting or abandoning the battle or event, allowing him/her to continue. The entire process of that ability counts as one of the user's three moves per turn and is performed by Tosen.

Note:
- The intervention of Tosen does not have a turn restriction, his intervention doesn't count towards the limit of how many animals the user is allowed to summon and isn't bound by it because he is never summoned in the first place. Instead, the only restriction he has is the amount of times he can use his ability, which is 5 times per event.





Declined: the sentence annotated in pink and located in the ability description is the primary reason that this particular submission will not be approved. To start, the analogy of a room is, fundamentally, an invalid one when situated within the context of an actual battle. The reverse-summoning would be more akin to instantaneously relocating your character outside the box, given that the opponent(s) would be completely unable to interact with your bio during the time spent by Tosen's side. Briefly, this can be construed as "escaping" the battle, and thus would impact your capacity to continue participating in the battle or a NW event. This line of thought is consistent with the universal battle rules pertaining to "ending a battle", and has been discussed with Reborn. Beyond the issue of "escaping", there are three additional issues that warrant mention. First, the precise location to which the contract signer would be reverse-summoned is ambiguous; it enables you to appear by Tosen's side, but then where is Tosen located? Next, not having a decent limit on the usage of his ability is too unreasonable, as it becomes the ultimate Get Out of Jail Free card, more or less. Lastly, the desire to be reverse-summoned must be properly communicated between the contract signer and the summoning. At present, Tosen is nigh-omnipotent in relation to anything contract-related, though his mental imaging—in spite of being blind—is illogical.

 
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(Bakuton: Tōtoidesu Shīzā Tenhikari) – Explosion Release: Venerable Augustus, Light of Heaven
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: This technique can only be used while Vestments of Divine Imperials is active. While in their explosive state the user will activate Venerable Augustus, Light of Heaven by focusing Bakuton chakra throughout their entire form. This technique causes the user’s body to become akin to that of a star – the very energy that illuminates the heavens and bestows the emperor’s reign with absolute legitimacy and power. In essence, this technique allows the user’s power to become akin to that of a star themselves; they will begin to barbarically consume energy at irrational rates in order to fuel their power by consuming the user’s explosions, passively, on the battlefield through complex manipulation akin to Potentate Proclamation. The consumption of explosions and their energy trigger a reaction within the user’s body similar to how a star produces its energy and fuels the reactions within its core by converting the power of the explosion into essential fuel. As the user consumes additional explosions on the battlefield and integrates them into his or her body their explosive form, which initially in its Vestments state begins as a dark crimson, will progressively brighten similar to that of a luminous star. Their luminescence is easily compared to that of a main sequence star beginning at Class M, or red/crimson, to Class A. Class A stars are essentially white in nature being extremely bright. This passive luminescence enhancement, while remarkably beautiful, holds an ability akin to that of Imperial Radiance allowing the user’s Explosion Release techniques to blind those within an additional range level of the initial explosion. The mechanics behind this ability work identically to how Imperial Radiance itself works – manipulating the natural light produced by the explosion very much akin to a generic flash bomb. The color of the flash produced will mimic the user’s current state, anywhere in the range between Class M and Class A purely depending on the number of explosions consumed; although this variance is purely cosmetic working to blind the victim regardless of the user’s current level of luminescence. The consumption and rapid conversion of the user’s explosions also serves a secondary purpose. Through this ability the user becomes able to considerably bolster their offensive capabilities of their explosions. For each Explosion technique consumed by Venerable Augustus, Light of Heaven the user will effectively increase their Explosion Release techniques by +20 damage. The user, however, is only able to absorb one explosion per turn. These explosions will mimic the user’s luminosity and radiance – becoming highly luminescent at their apex. The user is also able to consume the abilities of their sentient explosive familiars and keep them retained in their body. The familiars, when consumed, become effectively homogeneous with the user’s form allowing the user to inherit and assume the familiar’s ability while also voiding their sustained chakra cost. When consumed the familiar will become bound to the duration of Vestments of Divine Imperials. For example, should a familiar absorbed only remain on the field for two turns and is then integrated into Vestments the familiar will last until Vestments expires. However, because of the nature of this technique, when Vestments of Divine Imperials expires user and familiar will be separated and cause the immediate dissipation of the separated familiar. Venerable Augustus, Light of Heaven will last until Vestments of Divine Imperials expires. For example, should Vestments of Divine Imperials remain active for three turns then this technique will persist until it expires. If Vestments will remain active for its full four turns then this technique will remain active for the same duration. When Vestments of Divine Imperials expires the user will collapse and be left exhausted due to the sheer quantities of energy that their explosion state produced. The user’s form will swiftly reduce in luminosity and then expire completely, ending Vestments and leaving the user unable to battle. In some situations the user may die; although this is left to their volition. Both end results leaving the user unable to continue fighting.

□ Declined. @ First bold. You have a technique for that happen, now you want to make it passive through this technique? Other bold, vague, try and make that clear, also gaining a +20 for every absorbtion that you state as being passive is a bit much. Nope for the familiars gaining increased turn limits, what they have is what they have if you want to absorb them, this technique would just act as a passive way of increasing their turn limit. Also, a F rank that lasts up to four turns, and only affects you badly if it is fully done is too much, you need to limit this severely. Also, here at the end, its too vague, "sometimes the user might die and sometimes not", is simply not feasible. Add a number to the damage it does to the user, cause that's what F ranks do. □

(Bakuton: Jōshō Shīzā) – Explosion Release: Augustan Ascent
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will focus their Bakuton chakra into the ground in order to initiate this technique. This technique applies the same principle as Lightning Release: Four-Pillar Bind. Although instead of using Raiton chakra the user will apply their Bakuton chakra in order to forcefully shape the earth into Augustus. Augustus takes the form of the Augustus of Prima Porta and can range from the size of the user to a maximum of twice his or her current size. Similar to Four and Sixteen-Pillar Bind and their coursing electrical energy which is used for their ability to produce surges and bolts Augustus will also surge with explosive energy in a very similar manner. However this surging will appear as crimson in colored and is purely cosmetic remaining inert to the touch and being restrained to the body of Augustus. Through the user’s Bakuton chakra Augustus is granted a limited form of sentience allowing him to passively feed off of the user’s chakra reserves and sustain independence from the user. Augustus’s surging explosive chakra, while inert to the touch and largely cosmetic, provides him with the ability of chain explosions which occur on a very small level. These chain explosions produced allow for a pseudo regenerative process within the explosive energy and earth that it fuels and shapes allowing Augustus to regenerate from any damage that does not overpower him within elemental weaknesses and strengths. Augustus is capable of moving at the same base speed as the user.

Augustus’s ability enables him to produce raw Explosive chakra from his form and emulates his mastery over his empire. The Explosive chakra matches the surging energy which is retained on Augustus’s form – crimson in color. With this ability Augustus is able to produce raw Explosive chakra within short-range of his position or from his own body. The Explosive chakra produced can be shaped in a number of ways, producing weapons, spikes, pillars, shields, and many other formations which suit Augustus’s needs in particular situations. The chakra produced takes on the inherent properties of Explosion Release allowing them to, on contact with opposing matter or forces, detonate producing an explosion proportionate to the size of the chakra produced. Alternatively, Augustus can will for the explosion to happen in accordance to the user’s will but this requires awareness of the interaction. The energy produced can never be greater than twice of Augustus’s size. In addition to the basic shaping property of Augustus’s first ability the chakra produced takes the properties of Augustus’s form. Within the chakra chain reactions of explosions occur on a small scale requiring that the Explosive chakra be overpowered entirely and unable to be weakened within elemental weaknesses and strengths. This manipulation counts as an A-Rank ability and can never be used more than once per turn. It is capable of reaching into long-range from the user’s position. This requires one of the user’s three moves per turn.

Augustan Ascent can be used twice per battle and lasts four turns per application. When Augustan Ascent expires the user cannot use Explosion, Earth, or Lightning techniques above S-Rank for a single turn. Additionally, the user's base speed will be reduced by two levels in the same turn as this technique expires.

□ Declined. If he aims to form some constructs, they have to have an amount of times they can be used, and not just "once per turn" that means you can use it every turn for as long as he is active, which mind you, is also too much. An S rank that can regenerate and lasts 4 turns per usage, can be used twice means he can last 8 turns consecutively and barely affect you negatively. Oh, those filler restrictions. Also, saying that the energy produced by him will never be more than twice his size is too much, he's already two times bigger than you, so that means explosions can be 4 times you size. Also, make it reach up until Mid range, not long. The explosions needn't be overpowered completely either, that's reaching it. □

(Bakuton: Teikoku Busō) – Explosion Release: Imperial Armament
Type: Offensive, Defensive, Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40 (-10 per turn)
Damage: 30 – 80
Description: This technique allows the user to produce Explosive chakra from their body or within short-range around their location. The chakra typically will take an orange, yellow, or crimson color in its form; although this color characteristic is largely cosmetic and can be influenced by external jutsu. The Explosive chakra can be shaped and formed in accordance to the user’s wishes. Like all Explosion Release techniques the chakra will detonate when coming in contact with an opposing force or solid matter. Alternatively the user can keep the chakra inert allowing it to interact with matter and forces without detonating. This requires the user to be aware of the interaction though. The explosions produced by Imperial Armament can be angled away from the user’s position to negate damage and recoil. A and S-Rank applications of this technique require the user to use a single Tiger hand seal for both its creation and sustainment, at the cost of ten chakra per turn. The user is also capable of producing multiple objects through the usage of Imperial Armament; their collective strength always being equivalent to the applied rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns.

□ Declined. This technique is too broad and resembles you making a basic creation technique for a CE, and multiple ranks are only feasible if really needed. □

‡ All Pending ‡ Leaving for Mall Cop L.
 
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Nathan

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(Ototon Ninjutsu: Kanpeki Fukuwajutsu) - Sound Ninja Arts: Flawless Ventriloquism
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (x2 if using the advanced application 'God's Voice')
Damage: N/A (80)
Description: Flawless Ventriloquism is considered a jutsu for entertainment but it is also considered one of the most dangerous jutsu in the shinobi world due to the untold amount of applications.Ventriloquism has always been a mysterious and fascinating art. The art of ventriloquism is the illusion of throwing your voice, however in this sense, the user is capable of projecting their voice from any surface. It would allow you to speak through an effigy without even the slightest movement of your lips. By concentrating an influx of chakra into the vocal chords, the user can project their voice within in any location of their visual range. Another fascinating ability of this technique is that it allows puppeteer to project their voice through solid material. By doubling the amount of chakra required for this technique, the user can effectively project their voice on a range further than the eye can see. This also allows the user to imitate the sounds of various creatures, explosions and other worldly sounds by altering their vocal chords, vocal tone and vocal is more advanced than the by bounds. Expert users of this technique can easily talk without moving their mouths and can even project their voice through multiple objects. This uncanny ability has a multitude of uses.

By altering their vocal chords and tone through chakra, the user can lower their voice to unprecedented levels. They go to the point where they are in audible to an extent. This can be called “Gods Voice” and it is an extremely advanced application of this technique. That means that the user can implant thoughts into the opponent’s head, and even speak to them, and the opponent(s) will think it's their own self thinking. In a nutshell, the users waves mimic natural brain waves when projected from the user. It is not only used to brainwash and control people, it's used to physically attack them as well. While the opponent constantly hears voices in their head projected from this technique, it clouds their mind rendering them unable to fight. To the brain, these voice become almost deafening to an extent causes intense symptoms such as depression, befuddled thinking, loss of memory, stress, not being able to cope, manic behavior, schizophrenia, nervous breakdowns, physical collapse, brain and nervous system damage, heart attacks, cancer, dizziness, chest pains, dehydration, headaches, and migraines.
Notes:
- Can only be used twice per-match.
- The basic application lasts for two turns.
- Must wait two turns before re-use.
- The God's Voice application can only be used once in total, and takes double the amount of chakra from the user.
- The God's Voice application lasts for two turns.
- While the God's Voice application is in use the user is unable to use any other sound techniques above B-rank.
- Once the God's Voice application has ended the user is unable to use any techniques above A-rank for one turn.
- Can only be taught by Nathan

□ Declined. WEW LAD. I was reading the technique, and thinking, "This is quite a cool premise." then I got to the bold. Inaudible Sound that allows for implanting thoughts and basically controlling the opponent's actions? Nah, this is way too powerful and beyond the scope of what can be done with Sound in the RP. As for earlier sections of the technique, its basically just an advanced form of Cicada Shell and the premise of mimicking different sounds, and explosions etc, has mostly been done by MockingJay's Mockingjay Summonings. □

(Ototon: Sensō no chōritsu) - Sound Release: Rhythm of War
Type: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A (+10 to taijutsu) (+10 to sound)
Description: A spin on sound that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, this sound isn't used on anyone but rather used on the user themselves. Once under the influence of the sound the user will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. This also gives the user increased damage to their sound based techniques, as the user is already in a state surrounded by sound, thus they only need to further shape manipulate the sound. The sound is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the soundwaves which affect the the user. The only downside to this technique is that is the user choices to channel any other chakra based techniques, excluding sound & the elements that make up sound, thus lightning and wind, this technique will cease. The way the user uses the sound waves on themselves is by releasing tiny amounts of sound chakra all throughout their body a method also know as "whole body vibration" but just distributed at a much higher frequency.
Notes:
- The technique lasts three turns.
- Can only be used twice times per-match.
- Must wait one turn before reusing.
- No sound techniques for one turn after this ends.
- Whilst in this state, due to the humming this technique removes the need for handseals only for sound techniques.
- Can only use free-form, taijutsu (elemental taijutsu can be used if it falls under sound, lightning or wind), as well as sound, lighting and wind techniques that are A-rank & below while this is active.
- Can only be taught by Nathan.

Approved
Updating:

(Ototon Ninjutsu: Sensō no Chōritsu) - Sound Ninja Arts: Rhythm of War
Type: Supplementary
Rank: A-rank
Range: Short (Self)
Chakra: 30
Damage: N/A (+5 to taijutsu) (+20 to sound)
Description: A spin on sound that is meant to be beneficial to the target, this innovative technique developed by Nathan. It uses sound to alter the targets' brainwaves in order to increase their physical proficiency. The user produces a low sonorous sound, this sound isn't used on anyone but rather used on the user themselves. Once under the influence of the sound the user will begin to feel their blood "boiling with anticipation", their body will seem lighter and more supple, and they will have enhanced physical prowess due to the brainwaves altered by the sound. This also gives the user increased damage to their sound based techniques, as the user is already in a state surrounded by sound, thus they only need to further shape manipulate the sound. The sound is able to persist only as long as the sound is present which requires the user to constantly manipulate and duplicate the soundwaves which affect the the user. The only downside to this technique is that is the user choices to channel any other chakra based techniques, excluding sound & the elements that make up sound, thus lightning and wind, this technique will cease. The way the user uses the sound waves on themselves is by releasing tiny amounts of sound chakra all throughout their body a method also know as "whole body vibration" but just distributed at a much higher frequency.
Notes:
- The technique lasts three turns.
- Can only be used twice times per-match.
- Must wait one turn before reusing.
- No sound techniques for one turn after this ends.
- Whilst in this state, due to the humming this technique removes the need for handseals only for sound techniques.
- Can only use free-form, taijutsu (elemental taijutsu can be used if it falls under sound, lightning or wind), as well as sound, lighting and wind techniques that are A-rank & below while this is active.
- Can only be taught by Nathan.

Declined - keep the original boost
 
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(Fuuinjutsu: Mamori Shu') - Sealing Arts: Bastion of Freyr
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+30)
Description: Bastion of Freyr is a technique developed by Sora Takeuchi himself, the seal which is applied directly to the user's body (or an object such as a Golem, etc.) will, upon being met by destructive or explosive force, activate and seal the energy of said blunt force. This refers to things such as explosions caused by explosive tags, and similiar: by sealing the explosion, as well as physical forces such as punches, and other impacts like elemental blasts, stone attacks etc. The energy from the force of impact will be absorbed, thus the user will not be harmed, however the technique itself won't be absorbed. This only applies to blunt forces and explosive ones. In example, a water blast will have it's sheer force of impact ( the physical energy) sealed away, thus the water simply past through the user, leaving them unharmed and unmoved, but wet and drenched. However, it does not work on sharp or otherwise perforating attacks, only on blunt ones. Furthermore, the force sealed is then altered by the seal technique itself, upon being prepared (1 turn preparation) the user can then activate the seal once more this time he uses the absorbed force or explosive force to enhance a physical attack or his movements. When used to enhance physical attacks, the added force adds up to +30 damage points. To enhance his movements, he can use it to switch places at high speed such as going from short to mid in a moments notice, such as a rock lee without weights.

* Can only be used x3 per battle with 1 turn inbetween uses.
* The sealed energy can only be contained for 2 turned after being sealed, afterwards the seal disperses the energy and it's no longer usable.
* Must be placed on the bio or mentioned before battle to use it.
* The user cannot use any S rank or higher Fuuinjutsu techniques in the same turn.
* The energy stored cannot be used in the same turn as it is absorbed, until the next turn. Additionally it can only remain stored for 2 turns not including the turn it is sealed in.

♪ Declined, seals placed on the body require mastery of Medical Fuuinjutsu. ♪
(Fuuinjutsu: Mamori Shu') - Sealing Arts: Bastion of Freyr
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+30)
Description: Bastion of Freyr is a technique developed by Sora Takeuchi himself, the seal is located on a special green colored paper tag which is then placed onto the user's body (or an object such as a Golem, etc.). When activating it, it spreads a large formula of Kanji across the object/person and remain visible in a light green hue, barely even visible from Mid range. Upon being met by destructive or explosive force, the formula instantly gathers into that single area of impact and seals the energy of said blunt force.This refers to things such as explosions caused by explosive tags, and similiar: by sealing the explosion, as well as physical forces such as punches, and other impacts like elemental blasts, stone attacks etc. The energy from the force of impact will be absorbed, thus the user will not be harmed, however the technique itself won't be absorbed. This only applies to blunt forces and explosive ones. In example, a water blast will have it's sheer force of impact ( the physical energy) sealed away, thus the water simply past through the user, leaving them unharmed and unmoved, but wet and drenched. However, it does not work on sharp or otherwise perforating attacks, only on blunt ones. Furthermore, the force sealed is then altered by the seal technique itself, upon being prepared (1 turn preparation) the user can then activate the seal once more this time he uses the absorbed force or explosive force to enhance a physical attack or his movements. When used to enhance physical attacks, the added force adds up to +30 damage points. To enhance his movements, he can use it to switch places at high speed such as going from short to mid in a moments notice, such as a rock lee without weights.

* Can only be used x3 per battle with 1 turn inbetween uses.
* The sealed energy can only be contained for 2 turned after being sealed, afterwards the seal disperses the energy and it's no longer usable.
* Must be placed on the bio or placed and activated during battle.
* The user cannot use any S rank or higher Fuuinjutsu techniques in the same turn the sealing occurs.
* The energy stored cannot be used in the same turn as it is absorbed, until the next turn. Additionally it can only remain stored for 2 turns not including the turn it is sealed in.

Declined - I'll be a bit clearer, you're creating a seal that has a fomular that is designed to go on the body, be it yours or your opponents. Even if this seal starts on a piece of paper you need medical knowledge to design said seal to ensure it doesn't go wrong and mess up your body.

(Hachimon: Kyokushin kaikan) - Eight Gates: Full Contact ♦ Ultimate Basic
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: The user opens atleast the 4rd Gate, the Gate of Pain, located in the spinal cord, which increases strength and speed. Opening of this gate releases such enormous amounts of chakra that the user is great empowered. In this state the user throws back his arms and circulates the air around their hand (either hand works) in a much similiar effect of "Konoha Ryujin" by shaping the air currents however under the influence of the Hachimon, the effect and power is greatly empowered. As they don't shape the air at all, but rather gather it. The energy and the wind then will be released by a simple punch, while simply to the regular eye, in reality the user has thrown a singular fist charged with the weight of the gates open and the air amassed through the preparation. The attack is so powerful that one victim said he felt like being "hit with a mountain" such is not the case however, not literally. It also leave behind a deep crater, with the area of effect being a "dome" of crushing air up to Mid range infront of the user.
~ Cannot use any S rank Taijutsu in the same turn after using this technique and the next one.
~ Can only be used once per battle and twice per event, only by EIGMs.
~ User cannot use the hand they used it with to perform more than 3 handseals in the next turn.
~ The user's hand takes -10 damage.

Declined - You're in gates, so 3 out of your 4 restrictions mean nothing. First, you use a B rank tai move in 4th gate and it gets like +40 damage so you're already hitting for S ranks. Third, more than 3 handseals? With affinities anyway no one really uses more than 2 nevemind 4 handseals for a jutsu, and that being for one turn? You're also in the gates so would you even be doing handseals? And -10 damage? A D rank? When your body is being torn apart from the inside from the gates themselves? Also you will need to state that this doesn't gain any further boost from your being in EIG, the damage is set to the 80.

Preparation:
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(Ototon: Kugeki Senzo) - Sound Release: Counter-Flow
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A
Description: The user will distribute low-frequency waves through their own body from within through the use of sound chakra. This low frequency, inaudible sound is passively emitted within the user's body only and has no effect other than flowing through their brain and chakra network. The technique is designed to counter Illusions; what it does is, when outside chakra attempts to enter the user's body/mind, it (the foregin chakra) disturbs the flow of the waves within the user's body, which makes them reverse themselves and practically go on a frenzy; flushing out all the chakra. This action is nearly instantaneous upon detecting foreign chakra and what it does is stop the user's chakra pathway for a second to flush every ounce of chakra out, and re-starting it. Once it's restarted, both the low-frequency waves of this technique and the illusion are gone from within the user. The technique lays active, leeching chakra from the user however does not interfear with their actions at all and only truly comes into play when a Genjutsu is being placed on the user.

*It can only be used twice per battle.
*Works on any form of Genjutsu of 1 rank higher.
*Can lasts as long as needed but must be paying chakra toll. Additionally, if the user's chakra network is tempered with in some form of disturbance, the technique ends. In example, a Hyuuga's attack to the chakra points.

Declined - clashes with mcrazors cw ability
 
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(Taijutsu: Fudō fōsu) - Taijutsu: Immovable Force
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-5
Damage: N/A (-20)
Description: Static Friction is the friction between a person and the surface that keeps one from moving or being in motion. The user of this technique will apply chakra in the soles of their feet and in the surface on which they are standing on and alter the properties of both in such a way that the static friction between them will increase exponentially. This means that the necessary amount of force needed to actually put the user in motion, or the force the opponent needs to exert to push the user in motion will be much greater. Thus, opponent's close combat techniques will deal less damage as more power and force is needed to exert effects because of the increased static friction. This technique makes it harder in general to make the user move from force, wind, quakes, or other means and allows them to better stay put on the ground.
Notes & Restrictions:
- Lasts 4 turns; Can be used 3 times.

Declined - you need to explain it a bit better, i mean you could try and compare it to the tree climing technique as that is basically a jutsu used to increase friction through chakra to allow you to climb a tree... but also you wouldn't move but the damage would hurt you more in some cases. If it throw a boulder at you, you'd normally get knocked back with it, ok that would hurt, but if you're locked in place i could snap your ankles.

(Ototon: Saundo ranryū) - Sound Release: Sound Turbulence
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user will perform the Snake hand seal and blow sound chakra out, releasing destructive sound waves into the environment. These sound waves are released in varying intensity and varying speeds and immediately as they are released, they will encircle the target in large quantities, and like a sandstorm, it will converge upon the enemy with its brutal, destructive sound waves. The area of effect of this technique is, at a maximum, 10 meters in radius, but one can alter the size of it depending on each case. For instance, if one were to use this technique against a large earth golem, the area would be larger than when it is used against another shinobi. These sound waves will continuously attack for one turn as it can rip through and fatally damage with its force. Because of the differing speeds and intensity, the maelstrom of sound waves will create a turbulence effect (like in a plane) causing the targets to be thrown around, adding blunt force damage as they are pushed and pulled in different directions.
Notes & Restrictions:
- Can only be used 2x with a 3 turn cooldown; can only be taught by Edward
- Cannot use S-rank or above Sound technique in the same or next turn

Declined similar to an existing jutsu

(Hyoton: Lissandra no hogo) - Ice Release: Protection of Lissandra
Type: Supplementary / Defensive
Rank: B / S
Range: Short
Chakra: 20 (+20) (-5 per turn)
Damage: N/A
Description: An Ice user will channel ice chakra throughout their lower body in order to cause multiple ice segments to rise up, encasing their lower body with segments of continuously moving ice. These segments of ice replace the user's leg as a vehicle for movement because the segments of ice will move within itself to move the user for him. Whilst in this form, the user will be able to move x1.5 faster in normal terrains and x2 faster in water and ice surfaces because ice and water is the main components of ice, which would allow the segments of ice to form quicker and move faster. These segments of ice also feed off the users chakra, being able to sustain itself. It also has defensive capabilities. Upon the user's command, the segments of ice could almost instantly rise up and encase the user in a powerful and thick layer of S-ranked ice, acting as a protective vessel that can be performed in a timely manner. Activating this technique will require an addition of 20 chakra expended, since 20 was used to create the initial technique. The beauty of this technique is that in its defensive form, it is one of the faster defensive techniques because half of it is already formed in the beginning. Similarly, if needed the user can stop feeding it chakra anytime, which would immediately free the user and crumble.
Notes & Restrictions:
- Lasts 3 turns; Usable 3 times
- No Forbidden Rank ice techniques will this technique is active

Declined - as ninja you can run pretty damn fast anyway, now while controlling the ice in this way, it would take alot of control almost like controlling a water wave. Now if you increase your speed by x1.5 or x2 you'd be like when lee drops his weights, moving at speeds where it looks like you disappear, controlling a wave of ice that moves that fast just isn't possible no matter whiich way you look at it.

Visual component:
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Imperfect

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(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty
Type: Defensive/ Supplementary
Rank: A-Rank
Range: Self
Chakra: 30
Damage: N/A
Description: Created by an elusive "Hero" known only as the "Symbol of Peace", Quirk of the All Mighty is an advanced Taijutsu technique that requires extreme body control, meaning any who wish to perform this technique must have completed training in basic Taijutsu, as well as specialize in the field should they wish to utilize this technique. Quirk of the All Mighty is a hybrid defensive and supplementary Taijutsu technique which focusses on the concept of "Shock Absorption", and it's usage to enhance the user's own Taijutsu. Usually the first thing that comes to mind when a "shock absorber" is mentioned is some form of plush material, like a cushion, or a material that can "push back" get force is exerted on it, but the human body also has it's own natural Shock Absorber. The body's muscles. Unlike other kinds of Shock Absorbers though, when our muscles absorb shock, they do not "cushion" a blow, or push it back, instead they contract. For example, if the user defends from a standard punch using their open hand, catching it in their palm, the triceps contract to absorb the shock from the force exerted by the incoming fist. The same concept is applied, but on a much larger scale, to the entirety of the user's body. User's of this technique learn how to perfectly control the majority of their body's muscles in such a way that they can contract the muscles in any given area that is being attack, and contract the surrounding muscles in a way that they can completely absorb it, in addition to "diverting" it in the direction they contract their muscles. Using this technique the user could block a Taijutsu attack with their fist, contract the muscles in their hand and arm, down their torso, and into their leg, absorbing the shock and diverting the incoming force to their leg. Naturally this technique is more beneficial for users with a "Mesomorphic" build/ body type, or in other words have large amounts of muscle mass, however, even users with an "Ectomorphic", or those with a lankier build/ body type, build can greatly benefit from this Jutsu, and the potential application of absorbing and redistributing shock from a physical attack.

Note: This technique can be performed a max of 4 times per battle. Additionally, the user must wait at least 1 turn between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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‡ Approved ‡
(Taijutsu: Ōrumaitei no Kosei) Body Art: Quirk of the All Mighty
Type: Defensive/ Offensive
Rank: A-Rank
Range: Self - Short
Chakra: N/A
Damage: 10 - 60
Description: Created by an elusive "Hero" known only as the "Symbol of Peace", Quirk of the All Mighty is an advanced Taijutsu technique that requires extreme body control, meaning any who wish to perform this technique must have completed training in basic Taijutsu, as well as specialize in the field should they wish to utilize this technique. Quirk of the All Mighty is a hybrid defensive/ offensive Taijutsu technique which focusses on the concept of "Shock Absorption", as well as the "redirection" of absorbed shock. Usually the first thing that comes to mind when a "shock absorber" is mentioned is some form of plush material, like a cushion, or a material that can "push back" when force is exerted on it, but the human body also has it's own natural Shock Absorber. The muscles. Unlike other kinds of Shock Absorbers though, when our muscles absorb shock, they do not "cushion" a blow, or push it back, instead they contract. For example, if the user defends from a standard punch using their open hand, catching it in their palm, the triceps contract to absorb the shock from the force exerted by the incoming fist. The same concept is applied, but on a much larger scale, to the entirety of the user's body. User's of this technique learn how to perfectly control the majority of their body's muscles, without the use of Chakra, in such a way that they can contract the muscles in any given area that is being attacked, and contract the surrounding muscles in a way that they can completely absorb shock, in addition to "diverting" it in the direction they contract their muscles. Using this technique the user could block a Taijutsu attack with their fist, contract the muscles in their hand and arm, down their torso, and into their leg, absorbing the shock and diverting the incoming force to their leg. Once the user has done this, they have two options in regards to what they want to do with the absorbed shock. They can either divert it into the ground, completely neutralizing it's effects on the body, or they can utilize it to attack their opponent with that same shock, putting it behind an attack of their own, using it to empower a counter attack, such as a kick with the leg that now contains the shock in this hypothetical. The severity of the damage this technique inflicts upon the target is equivalent to the amount of shock absorbed by the user, with the max allowance being equivalent to the Rank of this Jutsu, meaning any shock or impact from techniques above A-Rank are beyond this techniques capabilities. Due to the unique nature of this technique it can absorb shock from both Taijutsu and physical Elemental techniques of an equivalent Rank, meaning the user can, for example, absorb the shock/ impact from an A-Rank Earth Jutsu smashing into them, without any physical damage inflicted upon them. This technique does come with it's own flaws however, as the shock or impact from this technique cannot be utilized to empower other Taijutsu techniques. This is because the user must maintain the majority of their focus on the redirection of the absorbed shock, otherwise they could lose control of it and end up doing more harm than even their opponent originally intended. How exactly they utilize the absorbed shock is down to them, allowing the user to employ a wide range of freeform physical attacks, actions and motions to be utilized to attack, or counter-attack their opponent. This is because freeform attacks generally require far less concentration than proper Taijutsu techniques to perform, allowing the user to maintain their concentration of the redirection of the absorbed shock. Naturally this technique is more beneficial for users with a "Mesomorphic" build/ body type, or in other words have large amounts of muscle mass, however, even users with an "Ectomorphic", or those with a lankier build/ body type, build can greatly benefit from this Jutsu, and the potential application of absorbing and redistributing shock from a physical attack.

Note: This technique can be performed a max of 4 times per battle. Additionally, the user must wait at least 1 turn between usages.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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‡ Declined ‡ This is going too far with it. Keep the original.





Sound Release training: .

(Ototon Taijutsu: Renzoku Futsuu no Panchi) Sound Release Body Technique: Consecutive Normal Punches
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80
Description: A relatively simple, yet deceptive, technique that is as deadly as it is simplistic, the Consecutive Normal Punches technique has the user utilize low frequency, high amplitude sound waves to perform a unique kind of physical attack. The user starts by simply gathering a large quantity of Sound Release Chakra within one of their fists, manipulating it to achieve the aforementioned low frequency, high amplitude waves within the chosen limb. As this happens, physical vibrations can be seen, even with the naked eye, emanating from the user's chosen hand/ arm, signalling the technique's preparations are met. Finally, upon throwing a punch, even a basic, straightforward jab, the user releases the gathered Chakra, causing their own fist to vibrate at an unbelievable, near uncontrollable, rate. Visually it appears as though the user is punching with numerous fists, or is employing some manner of after-image to confuse the enemy, however, what is truly happening is that the user's fist, due to vibrating so violently, physically alternates between so many positions concurrently that it appears that there's more than one punch being thrown. This is similar to the phenomenon when , appearing as though there's more than one string is physically occupying the same spaces. The movement caused by the vibrations from the string being plucked are simply too fast for the naked eye to perceive them all, leaving movements of the string out, and giving the appearance that more than one string is present. In the case of this Jutsu, although it's the same principle, due to it being executed via Chakra, the danger is very much real. The total number of fists can range from dozens to hundreds of individual attacks, and this, combined with the large overall quantity of Sound Chakra being utilized to have the user's fist act and be perceived in such a way, is where the lethality of this technique comes from. Because despite this Jutsu creating an attack that looks like a simple punch with after-images, each and every punch is, technically, real. The user isn't attacking with illusions, they are attacking with sheer speed, creating multiple attacks from a single release of Sound Release Chakra to cause intense vibrations. This allows the user to target a large angle of front of themselves, or spread the focus of an attack over a wider surface area of their target, with the vibrations inflicting the same type of damage most other Sound-based Taijutsu techniques impose on the affected party. The vibrations can damage both soft tissues and harder materials, such as bones, while the physical punch(es) the user performs can spread this damage across the majority of the body, with varying effects and damage, depending on the area the user strikes.

Note: Can be used a max of twice per battle/ event.
Note: User must wait 2 turns between usages.
Note: User cannot perform S-Rank or above Sound Release techniques for 2 turns after this technique's usage.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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‡ Approved ‡






(Ototon Kuchiyose no Jutsu) Sound Release Summoning Jutsu
Type: Supplementary (Summoning)
Rank: B-Rank
Range: Short - Long
Chakra: 20 (-5 Chakra to perform dormant Sound Release Summoning)
Damage: N/A
Description: The user starts by gathering Sound Release Chakra in any part of their body with the intent on creating a sound with that part. They can gather it within their vocal chords, and prepare to say a specific word, or phrase, or they can gather it within their hand, and snap their fingers, or clap their hand, the exact method doesn't matter. All that matters is that the Chakra is gathered, and the user is able to perform a Sound with the chosen part. Next, the user draws blood within the chosen area of their body, for example, if it was their vocal chords, they would bite their tongue, and if it was their hand, they would bite their thumb, etc. Once this is done, the user takes the Chakra and infuses it into whatever sound the user creates with the chosen medium. The infused Chakra is carried with this Sound in whatever direction the user wishes, with the user aiming at a specific surface, object, target, etc. With their created sound carrying this Chakra to the designated target, upon making contact with the chosen target, the user can utilize the chosen target to perform a remote Summoning Jutsu, paying the blood cost with the initial steps, their Sound Chakra acting as a proxy for the regularly Raw Chakra cost, and the contact/ pressure condition met with the user's sound coming into contact with the chosen medium. With all of the conditions met, the user is able to perform the Summoning Jutsu for any Contracts or Jutsu they may have that utilize the Summoning Jutsu, allowing the user to Summon their animals, weapons, etc, at a distance from themselves, behind their enemy, in a more tactical location for their purposes, etc. Alternatively, the user can opt for their Chakra to infuse itself into the chosen medium, becoming dormant until the user is prepared to perform the Summoning Jutsu. This method requires the user to replicate the same Sound they utilized with the original usage, but only costs an additional 5 Chakra, as they are only "reactivating" the dormant Sound Release Chakra. If the user opts to infuse their Chakra into the chosen medium, it remains within that medium for a max of 4 turns, before dissipating, allowing the user to activate it any time within those 4 turns. Regardless of whether the technique is dormant or not, this technique can only be utilized to perform a single Summoning Jutsu, even if that Summoning itself summons multiple targets, animals, etc. Additionally, any Jutsu performed through this Jutsu doesn't take up an additional Jutsu within the user's turn, as the part that usually requires Chakra from the user, the actual summoning for the technique, is performed through this Jutsu. Any additional Chakra costs and expenditures, or abilities/ techniques that affect the user's moves per turn, are naturally taken from the user's Chakra and total moves per turn. With this technique at their disposal, any user of the Summoning Jutsu has an extreme level of versatility when it comes to the general positioning of their Summoned targets in combat, with the additional potential for the Element of surprise, allowing the user to Summon their animal companion(s) at an opportune moment in combat, or Summon a weapon for a surprise strike on their opponent.

Note: Can only be user once every 2 turns.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

‡ Declined ‡ Remote summoning has been attempted many times and has always been declined.
 
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Vayne

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(Kage: Mugen Teiri) - Shadow Arts: Infinite Theory
Type: Supplementary
Rank: A
Range: +1 To base technique
Chakra: 30 (10 per Turn)
Damage: -
Description: A simple technique that can only be applied on shadow constructs with physical shape. It allows the user to manipulate the shadow that is created by the construct. Since the construct has a physical shape, then it would have a shadow of it's own. This technique allows the user to control said shadow in order to augment the damage done. It can be used in two ways. The first is to cause the shadow of the previously created construct to surround the construct. This gives the construct more defensive and offensive prowess. Defensively it would allow the construct to take 30 more damage than it normally would, and offensively it would give the construct 20 more damage points. The second usage, and the more used one, is duplication. It allows the user to create duplicates of the existing constructs. The user can create 2 duplicates of the construct. The first duplicate would retain 1/2 of the original techniques strength, while the second duplicate would only retain 1/4 of the original techniques strength. This also applies to the size of the duplicates. When used with techniques that have physical form, but are used for restraints for example, this technique allows the techniques to reach longer distances, specifically 1 range more than it normally would. The duplicated constructs would retain any characteristics present in the original technique. Like if a physical shadow dog with long fangs was created, the duplicate dogs(puppies) would have the same long fangs. The duplication would normally work on techniques that create 'sets' of constructs, like a technique that created two shadow hands, each hand would have its owns duplicate.
-Usable 4 times with a turn break between uses.
-In the first usage it would last the same time as the original technique.
-In the second the duplicated construct would last one extra turn than the original construct.

Declined - just based on the premise of the first lines of shadows having shadows, had a look into it and shadows given phyical shape don't have shadows in the series:
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(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 4 times per battle and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked. The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into . The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used four times per battle, the user can only create up to 5 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc). The third manner, denoted Gamma, allows the user to apply some aspects of the technique to other shadow techniques. By doing so, it allows the technique to behave similar to Protection of the Na, as in, allowing the technique to immediately react to offences on it, and attack it in the same moment. This allow a shadow technique, that is normally restricted to attacking objects when the object is directly on the shadow, to attack an object when it gets past the shadow, thus giving it a means to stop airborne attacks. This can be used 3 times per battle and would last the original duration of the original technique.

In ability Alpha and Gamma, the shadow would be capable of reacting to attacks that are mid range away from them. So in Alpha, the shadow field can stop attacks that are mid range above it. This doesn't mean that the shadow can reach mid range, it means that the shadow can sense objects that are mid range from it. This inversely gives the user the ability to sense objects that are mid range from him, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.
-Usable 5 times per battle.

Declined - So first of all having your shadow spread around you on the ground would take some focus to maintain so the useage is high. Also body guards in this form is too much to control passively, the tendrils of shadow seen by nara would be fine though as it would be a fast defense also. Why can it react to attacks mid range though? That's too far and spreading your shadow that much would exhuast you

(Senpo: Domein No Shifuku) - Sage Arts: Domain of Bliss
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: -
Description: A technique that allows user's of sage mode to overcome the effect of foreign techniques in relation to sage mode. The technique works by means similar to a filter, with the user controlling how his body would react to sage chakra by choosing a filter/usage.. It has three uses. The first is to prevent the user from entering sage mode itself. This is effective against techniques that forcibly force the user to enter sage mode, it prevents the user from absorbing the natural chakra needed to force him into sage mode. The second use is to keep user in sage mode. If an opponent uses a technique/method to knock the user out of sage mode/stop sage mode, this technique would take place, thus keeping the user in sage mode. This does not mean that the user can extend the usage of sage mode beyond the common parameters, it only means that the user would remain in sage mode despite the opponent's efforts. The third usage is to allow the user to take in natural chakra without any hindrance from opponent techniques/methods. This allows the user to normally take in sage chakra despite the opponent having affected sage chakra in the area.
-Usable 3 times, with a turn interval between uses.
-Each filter can last 3 turn, with the user being able to deactivate/stop it whenever he wishes.

Declined - you don't explain how it works. What is this "filter" that stops the user entering SM? It takes pa's magic stick for that! xd Same for the second ability, what is it that stops them knocking you out of SM? And well you get my idea from the last one. You just say this technique allows you to filter stuff but how does it, what enables these effects? A barrier? A seal? A pulse of chakra of some kind in some form?
 
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Shīnju

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(Shadousutōkā) – Shadow Stalker
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: One of Toneris most prized possessions. Stalkers engineering was that far beyond any puppet ever made due to his master being one of the creators of puppetry. His Looks and Design all play key parts as to why hes the ultimate assasination puppet. Stalker is made of lightweight extremely durable metals from his frame to the inside of his body providing him with A rank defense testing out the durability himself toneri would dilerably fight his puppet to test it making sure its made and wont fail in battle.He also has holes around his body that can release a variety of things from Both his palms , Heels , Back & chest that can open and close on the users will.Being a puppet used for stealth missions and Assassinations stalker is proficient in Combat just like his master. Excelling in CQC And the use of Vasts amounts of weapons also. Stalker is usually decked out in red crimson shoulder and heel armor (Purely Cosmetic) and a Large evilish Syandana like cape , that compliments his dark outside perfect for night missions etc..Stalker abilities consist of excelling at CQC From weaponry to Hand to Hand combat . allowing him to use non chakra and Chakra ( No Elemental )oriented Taijutsu..But his keen ability consists of being able to manipulate and make use of his special red energy (Equivalent to S-Rank) . This special energy the puppet is able to release is only available to otsutsuki puppets seeing as it was only used by puppets controlled by them.Stalker Can perform a multitude of uses with his energy , Form a Bubble shield , send off energy blasts in the form of balls or sending the energy in the form of a beam, He can emit the red energy from any part of his body that has the appropriate holes to do so (stated above)

Energy Proof (Advanced Chakra Control)
Time stamp is 1:02:35-1:02:45


Looks
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Note:Can Only Be Used By Otutsuki Clan Members
Note:Stalkers Red Energy can only be manipulated into one thing at a time & counts as a move
Note:Can Use Attacks Up to S-Ranks His Energy & Non Elemental Chakra Oriented Taijutsu only
Note:Can only Manipulate the energy into basic shapes ( Circles , Blasts Beams , etc) No Dragons or wolfs or anything of that nature
Note:The Rank of the red energy being used follows the chakra and damage consumption rules that follow A-Rank , 30 Chakra & 60 Damage etc
Note:Due to the advanced chakra control to perform & manipulate the special chakra the user cannot use any jutsus while the puppet uses the red energy
Note:Red Energy has a 1 turn cool down before able to use again
Note: Can Only Be taught by Shinju


Declined: the "proof" demonstrating the energy concept is too insufficient and not without a couple of concerns. The two critical issues can be briefly delineated as ambiguity and conjecture, respectively. Regarding the first, there is neither an elaboration on the actual properties of the supposed energy nor are interactions with chakra and other things outlined. As for the second issue, it would be easier to presume that the projectiles are all chakra-based and simply an unusual color. How did you arrive at the conclusion that it was some unspecified energy and not just chakra? Other existent issues are mostly involving some rather poorly worded restrictions, chiefly the ones annotated in pink. Even if the term "chakra" was substituted for "energy", you need to structure the statements in a more coherent manner. The first annotated note isn't even a proper sentence, and if it does include S-rank for the puppet's energy, then it conflicts with the second annotated note that stipulates the relative qualities for the energy abilities are A-rank. Ideally, proofread (or have somebody else do it) the CJ before submitting it. That being said, a few of the other restrictions were better understood and more thoughtful.


(Doton:Kurai numa no kura-sa) Earth Release: Murkiness of The Dark Swamp
Rank: C-A
Type: Suplementary
Range: Short-Long
Chakra: 10-30
Damage: None
Description: This is a special type of jutsu that can be used in conjunction or before the use of a water jutsu. ( Or can be applied to a pre-existing water source). This earth jutsu was made to help the users aquatic summonings whether it be sharks or jellyfishes etc..The user gather earth chakra in there stomach as they excrete it from there mouth in the form of a very special type of mud . Depending on how much chakra the user pumps into the jutsu varies to how good it will work. The special type of mud released is used to fill a water source with a mud that turns the water from crystal clear to murky swamp water. There are 3 types of murkiness the user can make the mud act in water Normal/Medium/Extreme

Normal use of the mud causes the water source to turn brown turning it murky to the point in which the opponent would have trouble seeing past 15m while under water as sediments float through the water making it difficult for the opponent to keep there eyes open due to small particles going through the water. Makes aquatic summoning that arent bright in color blend in very well with the surrounding water
Normal Example C-Rank
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Medium use of the mud the user channels a little more chakra into the technique and makes the mud a little more thicker causing more sediments and particles to cause the water to turn more murkier than normal. Opponents viability starts to hender as they arent able to see past 10m while under water , while the sun light beams through the top of the water source causing under water to look yellowish the first 5 meters of the water while past that will turn darker due to the mud flowing through the water source before settling down at the bottom while sediments continue to flow making it keep its swamp like look. Good for making summons close in on the opponent without being seen in plain sight giving them some sort of cover

Medium Example B-Rank
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Extreme use of the mud the user implements more chakra into the jutsu causing the water source to become extremely murky to the point where light has trouble getting through the water making it inevitability dark. The amount of sediments flowing in the water is so thick that full grown water summonings can appear and disappear in the blink of an eye and without a trace (Except ripples and the sediments that are floating around in a certain direction) this is the best tactic to use for your summonings or yourself to launch a surprise attack without the opponent knowing where you are , Great for stealthly type mission or whatever situation it might be needed for

Extreme Example A-Rank
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Note:Can only be used 3 times a battle with a 2 turn cool down
Note:Can only be taught by Shinju
Note:Due to it being the users chakra spread out through the water source it makes it difficult for sensory type shinobi to pin point things exact things in the water Users,Summons,Etc
Note:The technique lasts a max of 3 turns until the mud settles down and the water becomes clear again

Declined - i feel like it clashes with c.e cj from the mud custom element
 
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Yuse

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(Kemuri: Fōrun o mazu) — Smoke Art: First of the Fallen
Type: Supplementary/Defensive
Rank: B
Range: Short - Mid
Chakra cost: N/A (-5 chakra per turn)
Damage points: N/A
Description: First of the Fallen is a passive technique exclusive to Cain, granting him the ability to at all times excrete a unique thick black smoke from all over his body as a source for future smoke techniques so long as he has sufficient chakra reserves to do so. The smoke is completely pitch black in regards to color, appearing in a manner similar to a dark smokey shroud around the user, granting an intimidating demonic like presence. The smoke itself is unique in the sense that it differs in a few aspects from the normal variant, due to a slight addition of fire chakra the smoke is hotter then normal capable of severe burns on contact depending on exposure and more chemically varied. The latter combination of heat allows more chemical variation causing it to adopt a natural corrosive trait found in more dangerous smokes such as those emitted from fire, being harmful to various metals, woods and similar materials quickly corroding them to a severe extent, making them unusable. This corrosive property makes the smoke neutral to all solid elements except those resistant to corrosion (crystals and the like). The smoke itself naturally does not extend further then short range around the users body at any time, however at the cost of a move the user can use an moderate amount of chakra to have the smoke surrounding him extend to that of mid range, acting similar to a smoke screen enveloping the field making it near impossible to see the user due to the pitch black color and overall thickness of the chakra filled smoke.

Note: The technique can only be used by Yusei
Note: Having the smoke extend to Mid range costs a move and 10 Chakra
Note: Must be stated on the users bio or posted at the start of a battle
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‡ Approved ‡ Pretty cool technique. Crappy gif though.

Smoke corrosion -

Smoke training -
 
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Gèckö

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(Suiton: Sabaku no Nekutā) - Water Style: The Desert's Nectar
Type: Supplementary
Rank: A Rank
Range: Short-Long
Chakra: 30 (-10 per turn to sustain)
Damage: N/A
Description: The user after performing a mud based technique preferably (swamp of the under world) performs 2 hand seals and slams one hand or fist to the ground. When he does this he kneads a large volume of suiton chakra into the ground as well as into the air. When he makes contact with the ground the two volumes of chakra become attracted to each other via polar bonding of water. The hydrogen bonds are naturally drawn to each other. The user then simply gestures his hand upward and the water chakra kneaded into the ground collects surrounding moisture as well as fibers, nutrients and other substances mixed within the moisture in that source and pulls it into the air to mix with the moisture in the air that the user created. This visibly would look like thousands of tiny brown bubbles which burst on contact and stick to anything via the nature of the earth which it came from. The bubbles simply float about harmlessly however they take on the same properties of that sticky mud which while effectively removing it from the original source making it hard once more. Movement through these bubbles decreases speed by -1 speed level. Its like running through water/mud. User can cancel the bubbles at any time by snapping his finger and popping all the bubbles where they will scatter about the ground in patches of sticky water.
Note: Can only be used if a muddy source is used before or already present and it has to be of the user's creation
Note: Bubbles last until all are destroyed or user stops them by snapping the finger and popping them
Note: Can only be used 2 times per battle
Note: requires 2 turn cool down
Note: Can only be taught by Gecko

Declined - make it to the point of how this jutsu works. Does it just cause mud bubble to rise from your jutsu that slow a target down?
(Suiton: Sabaku no Nekutā) - Water Style: The Desert's Nectar
Type: Supplementary
Rank: A Rank
Range: Short-Long
Chakra: 30 (-10 per turn to sustain)
Damage: N/A
Description: The user after performing a mud based technique preferably (swamp of the under world) performs 2 hand seals and slams one hand or fist to the ground. When he does this he kneads a large volume of suiton chakra into the ground as well as into the air. When he makes contact with the ground the two volumes of chakra become attracted to each other via polar bonding of water. The hydrogen bonds are naturally drawn to each other. The user then simply gestures his hand upward and the water chakra kneaded into the ground collects surrounding moisture as well as fibers, nutrients and other substances mixed within the moisture in that source and pulls it into the air to mix with the moisture in the air that the user created. This visibly would look like thousands of tiny brown bubbles which burst on contact and stick to anything via the nature of the earth which it came from. The bubbles simply float about harmlessly however they take on the same properties of that sticky mud which while effectively removing it from the original source making it hard once more. Movement through these bubbles decreases speed by -1 speed level. Its like running through water/mud. User can cancel the bubbles at any time by snapping his finger and popping all the bubbles where they will scatter about the ground in patches of sticky water. These bubbles can be used as a water source for future jutsu, this is the parent technique for the "Nectar Series"
Note: Can only be used if a muddy source is used before or already present and it has to be of the user's creation
Note: Bubbles last until all are destroyed or user stops them by snapping the finger and popping them
Note: Can only be used 2 times per battle
Note: requires 2 turn cool down
Note: Can only be taught by Gecko

Declined - make it an earth jutsu. Your whole concept is wrong and talking about hydrogen molecules and stuff in cjs is just filler. If you add earth/dirt/mud to water you're just gonna get dirty water. Make it an earth jutsu, say you make the mud from the swamp more liquidy, cause it to rise and then the rest of the stuff you want to do. That way you will get the sticky properties you want.

□ Pending. Leaving for Pervy Sage. □

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(Fuuton/: Māfī no Hōsoku) - Wind Style: Murphy's Law
Type: Supplementary/Defense
Rank: B Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:*The user performs 3 quick hand seals and builds up an immense amount of wind chakra within his body. The user condenses this to one point to enable active control. When ready the user need only clench his hand and that wind is dispersed from his body pushing all the way up to long range. The pulse isn't strong enough to harm the opponent however it can disperse water molecules such as bubbles and rain which fill the battlefield and deflect freeform weaponry.
Note: Can only be used three times per battle
Note: Requires 1 turn cool down in between
Note: Can only be taught by Gecko

□ Declined. Vague, does it aim to disperse bubbles or rain that have chakra in them, or just normal occurring ones? And does it happen in the same turn when the hand seals are formed? □

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(Raiton: Ka Jūden Chidori) - Lightning Style: Chidori Overcharge
Type: Attack
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90
Description:* The user first creates a lightning clone then he forms a chidori in his hand. The clone performs 2 hand seals and begins to radiate all the lightning chakra it can muster up. The user then commits the ultimate betrayal against his clone thrusting his chidori through the clone and drawing in all the lightning the clone just built up while molding the two combing lightning sources into a blast of lightning aimed at the opponent. It travels quickly and upon contact it shocks the opponent greatly but the technique isn't over. with the free hand the user clenches it and the lightning stops shocking instead it turns into chains which bind and paralyze the opponent. A mighty attack which comes at a great cost. The hand which ripped through the clone is no longer usable for the rest of battle unless healed/regenerated.
Note: Can only be used once per battle
Note: No lightning next turn
Note: Can only be taught by Gecko

□ Declined. It simply won't work like that. Taking in Lightning from the clone and using to create a powerful technique is iffy (why are you suddenly able to absorb Lightning from a clone into a technique now?), you can re-word this to make it actually work. □
 
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Six Paths

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Centipede Contract
You CANNOT make Kagune as a CW, considering it belongs to the Claymore clan. And Zaphkiel, the owner of the clan WILL NOT give you permission to make it. If you so much want the weapon, apply for the clan, simple.

Abysswalker Artorias | Artorias the Abysswalker
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: 40 (Activation) 10 (Per Turn)
Damage: N/A
Description: Hailed to be a creation of the devil itself, due to the darkness and Abyss which always surrounded these items, along with the hailed legends that person who walks through the darkness, through the eternal void of nothing, through the abyss may possess them only, the set of the Artorias’ weapons, is a set of only 2 items, which at first sight might seem rather simple. It is a simple, underneath clothing, which is tightly set to the body, along with a very large great sword which may seem broken, dull and overused, but in truth, both are not what the eye first meets. These sets, are 2 organisms, which coexist with one another, and need another third one in order to activate the true purpose of what they stand for. This organism is a bi-product of the infamous Aogiri Centipedes. This set of weapons is made by the organic compounds of Centipedes along with their breathing and living properties, which have been naturally evolved, or forced to change. The story is unknown, how they came to be. The Abysswalker, is activated through the user’s chakra, and as said prior, once activated, this set will continuously draw and suck chakra from the user. The armor cuts through any clothing which might connect outside of the user and explode in form of a very dark powerful armor, with seemingly covered eye slots, but they have allow the user total view, with his eyes being invisible from the outside, giving false impressions. As the sword is connected, the trigger of the armor, will even in distance, trigger the weapon as they are remotely connected via chakra. The sword will seemingly fix all imperfections and become immensely sharp and heavy. It would appear virtually immovable to anyone who is not wearing the armor, but in link with the armor, it becomes feather light. No matter the strength of the user, he may not be able to lift it, due to the weapon itself, not allowing the chakra or body to control it. It can also be controlled at will in distance. This remote connection is only applicable until the far ends of Mid-range, as any larger will deem itself almost impossible to control, similar to truth seeking balls in theory. Once in range, the user can demand control of the weapon again. The abilities of the set of the abyss walker is broken into 2 pieces, the sword and Armor itself, and both will have their own visuals included.

Shroud of the Abysswalker – The Armor ☫

The armor consists itself as a very tightly connected piece of a body suit. However, what might seem like a clothing, is essentially connected to the body of the user itself. The armor of the Artorias, sticks similar to fungi to the users body, all over the skin. Taking it off, will greatly cause the weapon to reject. It will grow sorts of “roots” connected to the users chakra and tekketsu points all over the body. This full body suit, will come with the upper, long sleeved part, along with long pants with the very same chakra connections. Actually, bodies who do not naturally have regenerative capabilities, will not be capable of bearing this weapon or armor, because all the wounds of the weapon moving through the skin, would damage normal humans too much. So, special regenerative capabilities would be crucial to pulling this off. The shroud is in turn as well, the core of the entire set, which even commands the second being, which is the sword. Upon activation, the armor will tear through any sort of clothing above the user, releasing some sort of wave of chakra. The activation requires a total of 40 chakra, and from that moment, it will constantly need chakra in order to work and process naturally. Once active, this armor, will have a long cape, and appear all black in sight, with shades of grey and very dark blue. The effects of the armor in turn however, are very specific. The organism, feeds on chakra, and it very connected and bound to Centipedes in turn as well. The helmet, will act similar to Organs of Tömösváry, which are sensing organs, highly sensitive to all sorts of vibrations, even within the ground or air, which will send all this knowledge and information to the user itself. The armor itself, is made by very strong shell like structure, which will be shaped and look like steel, but is actually much lighter and many times more durable, giving it a durability of A-Rank, which can play on par with elemental ranged techniques, but not indestructible mind you. As same ranked attacks, can cause cracks on it, but through using 10 chakra of the user, heal within the end of the turn. Other major destructions can at times not recovered and remain like that for the remainder of the battle. However, what is mostly surprising, is the effect. The “Roots” have more than usage of sucking up chakra from the user, as they scan for something very specific, which is, the chakra nature of the user. The armor, will be able to at will, release a haze, which will be purplish. This haze is naturally very venomous, using the natural venom of Centipedes, which has hallucinatory properties when inhaled, but, at times when the user desires, this haze will lose those venomous properties, in order to develop specific features from basic 5 elements. These features would include, but not be limited to, powerful burning properties of fire. Shocking and paralyzing properties of lightning. Chakra absorption of mist based water release, as well as very solid appearing properties of Earth release. Meaning that even if it is a haze, it will seem tough as tone. At will however, this haze can also lighten or heaven the armor structure, allowing the user to make very powerful jump and quick maneuvers and movements, which would even be up to Mid-range. (Cannot be used to dodge techniques). All these properties, will be up to A-Rank in strength, and the user needs to specify which one they used. Using this elemental haze chakra property, will count towards the jutsu limit. The purple colored haze, can use the elemental properties only short range from the user.

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Greatsword of Artorias – Weapon ⍖

The weapon of the Artorias, is the secondary piece. It is made by a similar material to the fangs of a centipede, which is immensely strong, virtually indestructible through any sort of normal means. The appearance of it prior to activation will be similar to a poorly used and very old great sword. It will seem broken, dull and unusable, more a piece from a museum than anything. This weapon has an all-time connection to the armor, which is seemingly a remote connection, which will be present, even up to long range. Once the armor itself activates, the weapon will as well, immediately go through the same transformation. It will naturally start fixing those imperfections, and appear insanely sharp the appearance. Along with that, the link with the weapon, will be the only thing which will allow the weapon to be wielded. The weapon on its own, once activated, will be virtually immovable, due to the special nature of not responding to any other sorts of chakra natures or signatures. The weapon is also capable of being controlled from the distance from the same chakra signature of the armor, and will glow purple when done so, but the control only reaches up until the far ends of Mid-Range, as any further the control is lost. The weapon itself, has the strength of an A-Rank weapon, which is extremely sharp and due to the material and connection of the chakra, however, even the weapon itself has many features, which amount on their own to the connection of the symbiotic and Centipede properties. The weapon, will be cloaked with a special Venom, which this time does not need to be inhaled, rather, it needs to come into contact with the skin, through shallow cuts. Once the venom enters the system, it can naturally paralyze any individual, for a total of 1 turn. Along with that, the weapon as well, will be capable of releasing that characteristic chakra, which will have its own effect in turn. The same elemental property control, will be done with the weapon as well, however, the weapon will be capable of creating a shroud around the original great sword, which will be having the same properties as mentioned above. The shroud will be the same hollow shape as the sword, however, much larger in size, at times, even encompassing up to Mid-range. This elemental shrouding amounts to a power of A-Rank. This very special elemental shrouding however, can only be used a total of 4 times per battle. While the original Haze, with no properties, as well as the coating with venom remain on the very blade itself. The weapon can also at will shape its edge, developing teeth, which might bite through matter at will. And by charging chakra through it, can be capable of extending up to mid-range, as a Centipede shaped figure, which will be capable on inflicting any sort of elemental property, based on the chakra it is chosen to be run through.

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The set of the Artorias, will continue leeching the Haze around itself for continuous periods of times and it is passive as well. The haze has the same chakra nature as the weapon itself and the one released through the armor will be venomous, unlike the one from the weapon. The weapon will have the haze mostly for distracting and visual properties, as it does not conform to anything due to the coating of paralyzation properties venom. The very nature of the weapons of Artorias is a terrifying one, calling the people who wield it the name of the Abyssal Walker, or the Abyssal Knight. This set was found by the infamous claymore Ken Kaneki and is being used by him ever since.

Note: Activation costs as a move.
Note: Weapon set draws a total of 10 chakra every turn.
Note: Can only be used by bios with regenerative properties.
Note: Elemental coating can last a total of 3 turns max.
Note: Elemental usages could towards the jutsu limit.
Note: Can only be used by bios that have the Centipede Summoning Contract
Note: Armor and weapon elemental shrouding can only be used 4 times per battle.
Note: Can only be used by Six Paths.

‡ Declined ‡ Alright, this is entirely too long. I know you want to top your previous CW but this is unreasonable. First of all, there's no real reason for this to have two parts. For all intents and purposes, these are two distinct weapons. So I need you to choose between the armour and the sword. There's nothing particularly unique about the sword and so I'd recommend sticking with the armour. Honestly, I quite like what you've done with the armour but the bolded isn't going to fly. Same ranked attacks wouldn't merely cause cracks, they should destroy the armour. What you'd have here is immunity stronger than the Third Raikage's. This is an S-Rank and so I can accept this. One S-Rank would destroy it completely but it can regenerate up to 3 times from lesser attacks. The reason why this needs to be more restricted than something like the Kagune is because it encases you entirely. It's a complete defense, not an additional limb. The haze was a nice touch, though clearly outline what infusing each elemental chakra would do (you neglected to mention wind). Remove the bit about earth chakra making it seem more solid, just stick with the weight gain/decrease you can apply through it, that was a pretty cool idea. Remove the elemental coating ability, you already have so much here that this weapon is pretty damn stacked. I allow elemental coatings when the weapon doesn't have so many other miscellaneous abilities.
 
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Pervyy

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New Cycle: 19/10/2016 - 25/10/2016

RULES
1. Submit your CJ only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many CJ you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
The new cycle commences with this post, and concludes precisely one week from the given timestamp.
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Shady Doctor

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Ototon: Sairento dai abare | Sound Release: Silent Rampage
]Type: Supplementary
Rank: B-rank
Range: Short-Long
Chakra 20 (-5 per turn)
Damage: n/a
Description:
This is a technique that essentially acts as a silencer for future techniques used by the user. Once a technique is used, whether it is elemental or non-elemental, the user would also be able to manipulate the sound waves that it gives off. Usually a person can perceive a sound between 20 Hz and 20, 000 Hz, but the user is capable of lowering the sound below 20 Hz (Infrasound waves) or raising it above 20, 000 Hz (ultrasound waves) in order to make the sounds inconceivable to human beings. This creates the affect of a silent technique, though the sounds can still be heard by numerous types of animals (most summons, Ninken etc) and people with enhanced hearing such as those with the inner sonar skill active. Due to the nature of this technique, it can be activated instantly and within the same time frame of another technique, seeing as it adds no boost nor debuff to techniques, simply used to supplement other techniques for assassination purposes.

Note: Can only be used 3 times per battle
Note: Lasts 3 turns per use
Note: Can't be used with destructive sound techniques

♪ Declined: Clashes with existing techs. ♪

Ototon: Shūmatsu roa | Sound Release: Apocalyptic Roar
]Type: Offensive/Supplementary/Defensive
Rank: A-rank
Range: Short-Long
Chakra n/a (+10 to techniques applied to)
Damage: n/a (+20)
Description:
This is a technique used to amplify the deadlines of elemental techniques combined with it. Once activated, this technique can be applied to any elemental techniques used, whether it is a basic element, an advanced element or even a custom element. All elements make a distinct sound whenever they're produced, ranging from the cracking and moving of earthen techniques, to the splashing and streaming of water techniques. This technique simply takes the produced sounds, manipulating and amplifying them into Low frequency, high amplitude sound waves. This will effectively create a "coat" of the now amplified sounds, making destructive sound waves that will act as an enhancement for said element. Of course this will still follow the strength and weaknesses of said elements and sound, not changing how either is defended from. Due to this technique only coming into affect when coupled with another jutsu, it can be applied within the same timeframe and near instantly; Very similar to how Darui applies his lightning to his water techniques.

Note: Can only be used twice
Note: Lasts 4 turns per use
Note: Can't be applied to other sound techniques

♪ Declined: This is just way too broad in its effects. Advanced Ninjutsus, KG Elements, and even CEs? That would class with several existing CJs. ♪

Ototon: Sapōto bakkufaia | Sound Release: Support Backfire
]Type: Offensive
Rank: A-S
Range: Short-Mid
Chakra 30-40
Damage: 60-80
Description:
This technique focuses solely on the destruction of Summoning techniques and Clones that are brought forth. It is shown that when a Summoning technique or Clone Technique is used, a distinct sound is coupled with bringing them into play, which is where this technique would come into affect. Using Sound chakra, the user will amplify the sounds created from said techniques, making the harmless sounds transform into low frequency, high amplitude sound waves; Essentially creating destructive sound waves in that very moment. These sound waves would come in the form of a dome of destructive waves that compress inwards towards the source; The source being the clones/Summonings. This dome would simply cover a 5m radius around the source, destroying everything within that zone with A-rank crushing force. Of course, with bigger summonings (boss summons or summons more than 20m) would come louder sounds upon being brought forth, thus when being converted into destructive sound waves, the power would be stronger than usual (S-rank).

Note: A-rank variant is usable 4 times, while the S-rank is usable twice with a two turn cool down.
Note: No Sound techniques in the next turn if S-rank variant is used
Note: Can also be used against Reverse summonings, which would be the A-rank variant.

♪ Declined: OP, this pretty much allows you to instantly kill any clone, or summon. Also, it would possibly allow you to destroy summoned objects like weapons. ♪
 
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