Custom Jutsu Submission - III

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Fomo

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[隐士的饮料的礼品] - Yǐnshì dì Yǐnliào de Lǐpǐn | Gift of the Hermit’s Drink
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 0
Description: Only within battle, the user quickly slams both hands together (identical to a clap) to summon forth a giant calabash shaped gourd that is covered in Buddha ritualistic designs. Within the artwork are faces that represent the personification of the Buddhism Gods, whom all have reached the True Form of Arhat. The Gourd, which is referred to as the Hermit’s Cup, is a staggering seven feet tall with a three in half feet width. The Hermit’s Cup features a red brilliant sash around its waist and a top that when twisted it opens. Despite its dimensions, the Hermit’s Cup possesses a composition of light material and that means it is quite easy for the user to handle; even in battle.

Gift of the Hermit is a special phenomenon discovered, developed, practiced, and utilized by the Ninja Monks of the Fire Temple; thus as such, the unique powers the Gift grant are rare. Having trained under these Ninja Monks, the user establishes a unique relationship with them that allows the ninja to traverse the world and maintain a strong connection to the gift without remaining stationary at the temple. What is this Gift of the Hermit? For the user, it comes in the form of this pure refined water that is constantly full (even if emptied the Monks at the Temple shall refill) and awaiting to be drunken. Once drunken, it grants the consumer the ability to utilize the Spiritual Energy more independently of Physical Energy.

Gift of the Hermit alters the user’s ninjutsu via converting the user’s own chakra to become a host and catalyst for the now manipulating Spiritual Energy itself. Dubbed as Reijutsu, Spirit Jutsus, the user is capable of casting custom techniques (this also includes casting Spiritual Energy Versions of the Canon Jutsu List) identical to the caliber of the Ninja Monks of the Fire Temple. Gift of the Hermit does not increase Ninjutsu Damage, the Gift does not increase the user’s physical capabilities, nor does the gift possesses a natural advantage against any existing abilities. Gift of the Hermit transforms the user’s style of combat to better suit the Path of the Monk. Drinking the Gift of the Hermit Grants the Following Perks:
  • Reishi: Unlike Natural Energy, Spiritual Energy is unique in its nature because once produced and released, the energy becomes an independent, autonomous power from chakra. To elaborate, Reishi can be produced and exist outside the user, in the form of Reijutsu, whom serves as the source of its fuel. Reishi behaves in this manner because Spiritual Energy is attached, or more dependent, on the consciousness and soul of the user; thus chakra is no longer the primary source for performing jutsu. The Following are the Perks of Reijutsu:
    • Reijutsu’s Attributes:
      • Reishi Control - an example of how Reishi Control functions, and how Reijutsu functions, is to analyze Rasengan. Once separated from the user, it cannot last long before losing power due to the lack of a chakra source. Reijutsu does not need chakra after the initial cost to cast the jutsu because Reishi (Spiritual Energy) is dependent on the consciousness. Thus, as long as the user is consciously willing it, the jutsu shall remain with its starting damage until the intended purpose of the jutsu has been fulfilled or halted.
        • Note: Reijutsu does not stay for all eternity. If a custom is made for a sphere of spiritual charka to be thrown, it can travel the distance without losing power before it either reaches the jutsu’s max distance or hits an target. The only time a jutsu loses power is if it clashes with a jutsu of equal or higher damage (in which case it would cease), and lower damage (in which case it will continue on but weaken).
      • Shape Proficiency – elaborate shapes of all kinds can be created. This covers techniques with shapes identical to animals, shapes, and even humanoid in nature.
        • Note: Example Jutsu - Welcoming Approach: Thousand-Armed Murder
      • Chakra Consumption – just like any other jutsu, Reijutsu requires the user to spend chakra in order to cast techniques; however, the user does not have to spend as much anymore because Reijutsu depends more on the consciousness. As a result, the Cost & Continue Usage of All Raw Chakra Ninjutsu is Halved after drinking the Gift of the Hermit.

      • Stances & Incantations: The user no longer has to depend on hand seals, even if it were just one, to cast techniques; however, the user does have to preform either a stances and/or incantations to properly channel as well preform Reijutsu based techniques.
        • Note: Stances & Incantations’ Speed in the RP is identical to the Speed of Charging Chakra and Performing Jutsus. Essentially, there is no change in the speed it takes to perform a jutsu.
      • Emotional Connection: Evident in the jutsu, “Welcoming Approach: Thousand-Armed Murder”, the user and the ability to utilize the Gift of the Hermit can be effected based on their emotions. When angered the technique turned red to symbolize wrath. Although mostly for aesthetics, if the user cannot control their emotions then they can lose control of all Reijutsu they are performing.
This was a technique already approved, I am just updating to elaborate what I plan to do with that special chakra. Link I also did not make up the spiritual energy and characteristics of this spiritual energy. If you care to look, you should check out the example technique. It was in Naruto.
Pending - will come back to this.


So, i looked into it, as of this moment, those three jutsu are considered declined for the issue you are aware of.

As for this jutsu: The gourd itself i'm skeptical on as 7ft tall is bigger than you so woulnd't it drag along the floor?

But getting onto the effect itself. Spirit jutsu like this clashes with so much existing stuff like clans and cannon stuff. I can't approve it.
 
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-Broly-

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(Fuuinjustu: U~izādo no ikari) Sealing Arts: Rage of The Wizard
Type:Supplementary
Rank: B
Range: Short
Chakra: 20 (-10 per turn)
Damage: N/A (+20 to Taijutsu/Kenjutsu)
Description: The user will erect a barrier that is in the exact likeness of himself (this includes his weapons, armor, clothes, etc) around him, the only difference being that the barrier is 3x bigger than the user. The barrier will be translucent and resemble most other barriers in color. This was designed to combine the user's physical attacks with fuuinjutsu in order to further his physical prowess. This barrier is tied to the user and thus copies whatever action he does. If the user uses a technique that affects his body or items on his person, it can instead affect the barrier. The barrier is able to be physically interacted with, and thus the user is able to use all his taijutsu and kenjutsu through it and may also interact with any elemental release safely as long as the technique it uses to defend against it is strong enough. The physical interaction aspect also ties to the fact that the barrier will have increased mass and size compared to the user, thus increasing all Taijutsu and Kenjutsu moves used through this by +20 Damage. Of course, the user must continue to pay chakra to keep the barrier up, and thus can only use things falling under the fields of Taijutsu, Kenjustu, Fuuinjutsu, and his primary elemental affinity while this is in use.
-Can be used 3 times per battle
-Lasts 3 turns each
-2 Turn cooldown between uses

Declined - to have a barrier that's shaped and bound to your body it would require seals on your body to keep it that way to achieve that result: "-Seals that affect how a target can function (body functions, skill usage, chakra, etc), are placed in your own body or your targets and use it as a medium, empower you or not, etc all require medical knowledge." You would need medical knowledge which i believe you don't have. Also DNR as a barrier can't increase your strength in this way it just doesn't work that way.


 Declined  Checking this because -Broly- reported it as a wrong check: First, a barrier needs to be sustained constantly. Sure, you add a chakra cost but a barrier would need focus, effort to keep active, specially one that is a perfect shape as your body and so dynamically flows with your movement. This wouldn't come without a cost, something that I feel you didn't fully accounted for. Second, a B-Rank that gives you +20 to Taijutsu and Kenjutsu? No. Not by a long shot. Not even if it was an S-Rank. First, as a B-Rank you could potencially combine this with EIG or other modes for a quick and easy one rank bonus in damage. And all of that because god knows whatever reason. Making a barrier around you doesn't change how hard you'll hit someone. Changes what can harm you. Having an impervious to damage body doesn't give you superhuman strength. A barrier will not alter your mass, strength, speed etc. Its just a wall of chakra around you. When you improve your own abilities, you need to logically explain how that is achieved and you failed to do this here. You want to empower yourself and are trying to find justifications and exploitable roads in achieving that. All of the above makes it an empowering seal and not a barrier. Its a poor attempt at bypassing the rules we so recently enforced. Makes for poor waste of your time and ours. DNR.


(Fuuinjustu: Misutikkusukuriputo) Sealing Arts: Mystic Script
Type: Supplementary
Rank: C
Range: Short
Chakra:
Damage:
Description: While using armor, the user discovered that it was next to impossible to summon any of his companions, due to the fact that to do so, he would need to breach his own protection to retrieve the blood necessary. With this in mind, he created this seal which can be placed passively on any armor he has on his person. The seal placed is sealed with the user's blood as well as the sealing script that is used in summoning jutsus. All the user must do is insert his chakra into the seal via placing his hand or other body part on it and it will replace the ritual used to normally summon a creature. The summoning itself of course counts as a move.
-Can be used 5 times per battle

Declined - DNR. Sealing your blood on your body to alter the use of the summoning jutsu i wont approve.

(Fuuinjutsu: Omniphobia) Sealing Arts: Omniphobia
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: This barrier combines aspects of the "( Han'you Fūin ) - Generic Sealing Technique" and "(Fuda Chūshutsu no Jutsu) Tag Extraction Technique". Passively placed on any physical medium, a barrier will erupt from a seal that immediately begins drawing any enemy fuuinjutsu tags or scripts into the barrier itself..Much like the effects of the Tag Extraction Technique, this barrier will draw the targets out of any medium, whether it be a person's body, a technique, or the ground. The barrier itself contains aspects of the Generic Sealing Technique, and immediately seals whatever targets it draws out into itself, keeping it out of reach of the opponent.
-Lasts 2 turns
-Can be used thrice per battle
-One turn cooldown between uses

Declined - all fuuin like this now require 3 handseals to be placed. Read scorps's post in the Rp update thread to get a better understand if needs be. Also how can a B rank draw out more powerful seals. And as this would effect seals on the body, it would require medical knowledge.


 Declined  Using the word "barrier" for what is essentially a seal doesn't change that this is a seal. A Long Range one as well... Again, trying this road will lead to nowhere. DNR.


Note: Don't break the Red Rule. If you have issues with checkings, report and leave the mod who checked it alone. Its clear you have some weird fetish/beef with Pervy so its best if you'd distance yourself from this ridiculous and childish persecution and vendetta. Like I said to another one of the "anti-pervy" squad you seem to be on, I'll always listen to your complaints, I always check them and evaluate them and, if you're right, I'll admit so and correct whatever situation I can. However, I will not allow mods to be bullied and persecuted by members of the system they work on. Have an issue? Sure. Bring it up. Talk to me. Leave the mod alone. Otherwise, one starts to listen less and less to your complaints as they more and more seem like a pathetic feud and not a real issue worthy of being evaluated. Consider this a verbal warning of conduct.
 
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Gutsy

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Fel Kasai | Fel Fire
Type: Supplementary
Rank: S
Range: short-Long
Chakra: 40(-10/turn)
Damage: N/A
Description: Fel Fire is a highly advanced technique which requires someone to be a master over natural energy and thereby a master of Sage Mode. Whenever someone enters the Sage Mode stage, he will be granted a massive power boost and the ability to manipulate and control natural energy for their own purpose. However this technique which revolves around natural energy also focuses highly on the power of the fire element as well as the ability of power of the killing intent. This power known as Fel Fire combines both natural energy as well as the power of killing intent, allowing the wielder to passively release natural energy and their killing intent into their fire techniques. This gives a unique trait and power to the users fire techniques, changing the color of the fire techniques to a poisonous green color as well as embodying the color of black, making the flames of the techniques come off as more powerful and dangerous as before, as well as the power of natural energy itself embodying the fire technique increasing the size and power of the flames. Besides the power granted by natural energy in general and the killing intent, the killing intent that is poured into the fire techniques, also makes the fire techniques themselves create the same power shown when a ninja gives off their killing intent, that is capable of paralyzing the enemy by enhancing their fear of death, making them experience visions of their own gruesome death; being burnt alive, as well as causing nausea and pain. In essence, all the fire based techniques which the wielder of this power creates, is turned into what is known as Fel Fire; which in turn has been given more power, changing its properties to strike the enemy as more dangerous as well as the pure killing intent that comes off the fire techniques strikes the enemy and stuns them in fear. The Killing Intent power is slightly weaker than the general killing intent used by ninja. This Fel Fire technique can be passively activated whenever the user enters Sage Mode, and then it will affect all fire based techniques used by the user. The Fel Fire technique which in turn is passively activated stays active for the duration of the Sage Mode. This technique is automatically done simultaneously with the fire technique that it is boosting, and does not count as a technique per turn.
Note:
- Must have mastery over Sage Mode and Fire Element
- The same turn this is activated (passively), the user cannot perform Fire Jutsu as well as Sage Art Techniques


‡ Declined ‡ You need to clarify this doesn't affect the elemental S/W of your fire techniques in any way. You also need to better clarify the effects of this "Killing Intent" or remove it completely.
 
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Sinthorus

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(Koton: Doragon kyoubou ) Steel release: Dragon range
Type: Attack/defense
Rank: Forbidden
Range: Mid-long
Chakra: 50
Damage: 90 (-15 damage to the user)
Description: This is one of the strongest offesive jutsu known to steel users. When the user needs to use this they will release their chakra through their body pumping it all into and around their fist as they slam it down into the ground. In doing so they will peform a unique form of summoning jutsu opening a portal in the sky (like the mud drop jutsu) that releases a million steel razor blades down all around. All the blades are spinning vertically for added cutting power while they all rotate like a hurricane forming from the heavens of roar chakra. The name comes from the extremely loud sound produced by the mass of blades that come down sounding like a roar of a dragon. The added force from the chakra tornado that takes shape creates an intense mass of destruction. The blades would tear and shred anything they come into contact with going down 10m into the ground leaving a giant crater lined with razor blades.

Note: Useable once
Note: Take up two of the users 3 jutsu per turn
Note: In the following turn the user can only use jutsu up to A rank and only earth, fire and steel elements.
Note: From exhaustion, the user will lose one rank to their speed for 2 turns after using this.

‡ Approved ‡ Edited.

(Koton: Kage disuku ) Steel Release: Steel shadow disc
Type: Supplimentary
Rank: A-Rank
Range: Short-l0ng
Chakra: 30
Damage: 60
Description: The user will release surge of steel chakra through their body and drop down in a fast movement like melting steel to the ground to take the form of a steel puddle like form with razor sharp edges. The user will then shoot in a chosen direction like a blade of razor sharp steel that's 1ft in diameter. This would look like the Naara's movement of shadow moving along the ground at the speed of a shot arrow moving and weaving to reach a new destination. Due to being in a steel form the user would be able to go under most jutsu and due to the sharp edges of their form they would be able to cut through objects within rank reason. The user will look dark like a shadow just like the steel seen in the series and will be hard to detect in dark situations. Due to the flatness of their body in this steel form they will be hard to hear but not impossible. They can stay in this form for up to two turns and to change direction counts one of the users move per turns.

Note: Must be in steel form
Note: useable once every two turns

‡ Declined ‡ There’s no mechanism to this. All you do is turn into a flat disc and somehow move at a considerable speed without any kind of method. Thus far, evasion techniques like this have some mechanism behind it e.g. exploding into shards much like the canon jutsu Bullet Swarm or one of my own which uses springs to achieve propulsion. This is just an evasion CJ for the sake of having yet another one in your arsenal.

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(Juubun Koton no jutsu) Perfect Steel Release
Type: Attack/defense/supplementary.
Rank: S-Rank
Range: Short-long
Chakra: 40
Damage: 80
Description: This is the final and most advanced version of the basic steel release jutsu, the user will perform one handseal to create weapons, walls, pillars, spikes, anything they can think of that is basic made of steel release. This has two fuctions unlike the basic version:

What makes this so different from the latter jutsu is firstly that this can be used up to long range to be able to reach targets even further away. Secondly, it creates larger constructs up to the size of the kage mansion, and lastly the contracts are alot more dense and compact like twice folded steel to increase their power.

The second function of this it to make an animal made of steel release that is the same size as the user if not slightly bigger. Using their mastery of steel release they were able to control the steel in an animated way to create mounts or beasts to ride upon. They can make one per use lasting up to 3 turns and having only one on the field at a time.

Note: Useable 3 times
Note: No other steel jutsu in the same turn
Note: No jutsu above S rank in the same turn

‡ Declined ‡ This is just a stronger version of the canon jutsu without any drawbacks. If something like this will be added to the RP, it will be done as a canon jutsu or not at all. DNR.
 
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Punk Hazard

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Approved Uzumaki

(Fuuinjutsu: Supirisankuto~usu) Sealing Arts: Spiritus Sanctus
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: N/A(Depends on the rank of Chakra Chains)
Damage: N/A
Description: This technique is meant to supplement the Uzumaki clan's Chakra Chains ability, taking the form of a seal that is created on their persons during battle. The seal contains a fraction of the user's chakra, storing up to 70 chakra. The seal is triggered upon the activation of the Chakra Chains jutsu, upon which it will act as a fuel source for the chains. The seal will release the chakra stored inside and add it to the chains automatically when activated. By acting as the fuel source for the chains, this frees up the user to use other techniques while the chains are active on either the mental or physical plain.
-Must have an Advanced Uzumaki bio and mastered Basic Fuuin
-Can only be used twice per battle
-Seals use chakra proportionate to the rank of the chains
-Seal must be placed on the user's bio or mentioned at the start of the match

Declined -Seals that affect how a target can function (body functions, skill usage, chakra, etc), are placed in your own body or your targets and use it as a medium, empower you or not, etc all require medical knowledge.
 
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Method

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(Senshijidaino fukkatsu) - Prehistoric rebirth
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Cartilage is a relatively soft natural shock absorber found present in the human body. Using Shikotsumyaku ability, the user focuses chakra into the joints of their body to overproduce and strengthen the layers of cartilage present in their body. The overproduction of the cartilage provides softer, thicker and more durable joints, akin to a prehistoric creature such as dinosaurs etc. Thicker and softer cartilage allows the skeletal structure of the user to support more weight and withstand more force and pressure. This allows the user's body to be able to handle up to four times the amount of physical force/damage that they are normally capable of for a short period of time(1 turn per usage).
Note: This jutsu can be used up to 3 times per battle with a 2 turn cool down in between each usage.

Declined - 4 times? That's a bit much. Give an example with ranks and such of how this works, or like would it allow you to handle Tsunades tai? Just make it more relevant to the Rp so we can understand how it will work.

(Shikotsumyaku : Kagayakashī sai seichō)- Dead Bone Pulse: Illustrious Growth
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 if used on opponent)
Description: Illustrious Regrowth is a Dead Bone pulse technique that focuses on the advanced Ninjutsu aspect of the Kekkei Genkai. The user places his hand on the opponent or an ally and begins rapidly growing bone in the selected area. When used on an ally, the user can use their kekkei genkai to rapidly grow and replace broken bone near instantly. However, it does have limits. The kaguya can only repair bones within the area that he is in direct contact with. When used on an opponent, through direct contact, the user can rapidly form a grotesque growth of bone that rips through the opponents skin causing damage by focusing their chakra into the selected area of the opponent and using their chakra to rapidly deform the bone. However, this can be used on minor parts of the body such as the opponent's forearm or thigh. For example, when used on the wrist, the opponent's wrist would become grotesquely deformed and as a result slowing down or completely hindering the opponent from forming handseals. When used on an opponent, Illustrious Regrowth does 60 damage (equivalent to A rank damage). The growth lasts 2 turns before crumbling. Illustrious Regrowth can be used 3 times per battle with a 3 turn cool down period in between usages. Illustrious Regrowth is only capable of regenerating bones/tendons only not muscle, skin etc.

Declined - it would require medical knowledge for you to fix an opponents bone.
 
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Kai NB

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(Jūho : Shinpan no Tsūka) — 8 Trigrams: Opening Chakra Phase
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A (+20 Gentle Fist)
Description: Hyūgas all around the world are looking for ways to get stronger to protect their clan. This technique is based on the fact that a person has 361 chakra points that can either be closed or opened. Masters had practiced this and by using their Gentle Fist to open a chakra point forcefully, the creation of jutsu by a non-Hyūga would lead to failure, based on the particular area that was struck. Because Hyūgas are the masters of chakra control, they're able to not only control their chakra so that their jutsu won't fail, but also push more chakra out by forcefully opening their chakra pathways. By having a higher flow of chakra within themselves along the opened chakra pathway, one may assume a higher damage output. One may do so by opening chakra points either all over their body or one particular area in an instant. For example, if a Hyūga chooses to open their chakra points along their arms, only techniques that run along their arms will be enhanced like the A-Ranked Twin Lion Fists.

Note: Only lasts 2 turns
Note: Can be activated twice
Note: Must wait two turns before second use

Declined - +20 for a B rank is too much. Plus i swear the first few lines are the exact same as jutsu house has been submitting o_O I'm going to look in to this.



(Jūho: Tsuin Raijingu Doragon Fisuto) — 8 Trigrams: Twin Rising Dragon Palm
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will release chakra from all points on their body, covering them in chakra, and then bring all of the chakra forth into their arms to form two massive dragon heads capable of covering the whole side of the user with horns around their forearms. Being a variant of "Twin Lion Fists", it follows the same principles of thrusting forward at the opponent in a spinning motion to confuse and throw off the opponents' aim before striking them. The dragon heads will drain the chakra network of those it touches by a considerable amount. The dragon heads are able to divide into multiple heads. Once the dragon head makes contact with the enemies' body, directly or indirectly, it'll drain chakra and add it into its own strength, increasing itself by a rank. This would mean that both of the dragons would be S-Rank each and so on. The user takes Hinata's technique a bit further and through hand motions, the user is not only able to control the path of the two dragons, but in the same time confuse the opponents of their directions. Through this idea, the user is able to corner his enemy and not let them escape by having his dragons extend and corner them from the back while the user is able to attack through the dragon's body.

Note: Can only be used once
Note: Lasts 3 turns
Note: Can be taught by Jakai
Note: No S-Rank or above Gentle Fist after this turn.

Declined - Asside from saying it's gentle fist, this clashes with customs and similar cannon jutsu. It's just a new shape that can split. DNR



(Jūho : Chijō no Tamashī) — 8 Trigrams: Soul of the Ground
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Descriptions: The user will gather their chakra and release massive chakra bursts into the ground. As soon as the bursts are let into the ground, the released raw chakra burst will come out of the ground, reaching the skies and flinging the enemy into the air instantly. The user may adjust the way the enemy has been launched, such as either towards the user to move the opponent into hand-to-hand range or elsewhere across the battlefield. Once the enemy has been launched into the skies, disoriented and turning aimlessly, the user may make a swift attempt to finish the enemy with following it up with an offensive technique. The user may also use this technique to launch himself great heights or across a battlefield at immense speeds. If the user wishes, he may fling enemies as big as Gamabunta or as small as a person into the air.

Note: Requires one turn cool down between each use

Declined - This is a cj similar to one Nakiri submitted, you'll need to link his permission to submit it.
 
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Gin-San

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Replacing

Lake Toya-Hoshikudaki -
Show
Rank: S
Type: Weapon
Range: Short
Chakra Cost: 5 each turn is in play
Damage Points: N/A (+10 ken, +10 tai)
Description: Lake Toya is a katana with a wooden scabbard. The legend goes that the first hokage, after growing a fascination for kenjutsu, created a katana with his wood release, but the weapon was lost in time after his death. The wood used is of the highest caliber, being able to resist huge amount of strain, and highly reistant against sharp edged objects, these not being able to lay a single scratch in the wood.
The user is able to use the katana as a bokuto, landing strong blunt attacks at the opponent, or unsheat it in order to use a sharp edge. The user is also able to use both the scabbard and the sword in order to make blash-slash combinations.
The sword has some strange power up though. After being with the current user for a long time, the katana and the user will grow an unorthodox bond with each other, as many kenjutsu masters believe that swords have their own souls. The user, by channeling chakra into the sword (regardless of being sheated or not), he/she gains +10 boost in kenjutsu and taijutsu, but the user most maintain adding chakra into the sword in order to work. The reason of this strange boost, is becuase when the chakra channelizes into the sword, the sword makes the chakra richer and transmits it into the user's muscles and other areas in the body, making the user stronger and faster in his swings.
-The user's speed is only applicable when striking. This means strikes with this sword are faster and stronger than normal, thus the enhancement of +10 kenjutsu.
-The user's taijutsu skills improved in strength (not neccesarily in speed, as the muscles are solidely enhanced for sword strikes), thus increasing the power of taijutsu techniques by +10
-The user's base speed does not improve whatseover, as the enriched chakra isn't mainly channeled to the muscles in charge of walking, running and jumping
This sword can only be used by a samurai bio
-This sword can only be used by Gin-San
With (If approved):

Hoshikudaki | Star Smasher
Type: Weapon
Rank: S
Range: Short
Chakra: 5 each turn is in play
Damage: N/A
Description: Hoshikudaki Is a custom sword created by Minato in order to enhance his combat letality and specialty, especially in fuuinjutsu. The sword is comprised of several segments of steel tied together with a strong alloy. Upon the press of a button located on the handle, the sword can become a whip sword that can extend up to 5 meters, and retract immediately to a sword of 1 meter (The blade length being approximately 70 cm) after pressing it again. While the whip sword can be controlled in the same manner as a whip, Minato can also add chakra through the blade to control it’s movement freely, albeit at the cost of one of the allowed moves in the turn.

In addition, there are two FTG seals on the sword, one located at the handle and the other located at the end of the blade. The special characteristic of the sword is that it allows Minato to place fuuinjutsu seal made with chakra upon contact with a surface with the blade. The seal can be either the FTG seal or a traditional fuuinjutsu seal that makes sense. The technique must be posted and counts as one move of the three allowed.

Fuuinjutsu that can be used through the sword:
Barrier Shatter Technique, Tag Barrier, Infinate Embrace, Sealing Tag, Chakra Suppression Seal Technique, Generic Sealing Technique, Sealing Trap Explosion, Boundary Barrier Technique, Secret Technique: Sealing Release, Sealing Technique: Living Barrier, Contract Seal, Muscle Restriction Seal, Seal of The Flying Thunder God technique, Chakra Confusion Seal, Illusion Skill Seal, as well as any custom fuuinjutsu with similar properties as these cannon.

-To use the FTG seals and place them one must use a Minato biography, but other biographies are capable of utilizing the sword as long as they met the requirements.

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Pending - Need to discuss with other mods. Having ftg on a sword might be OK, but infinite imbrace with a sword can be OP, love the idea though, reminds me of freid from FT

Declined - i feel it is way too much with a sword to gain so much. It's like we wont allow swords that removes the use of handseals, it gives too much leverage. You can take the effect of up to two cannon fuuin and apply them to the sword in your own unique way along with the ftg seal, but that will be the limit.

----------

Hirashin: Chou | Flying Thunder God: Block
Type: Offensive|Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique was developed by Minato after understanding the world is full of other users that use Space/Time techniques of the same variant as his. Minato created a formula seal to prevent the escape of other Space/Time users during combat using the same principle as Hirashin "lighting rod" behavior by placing a marking on the opponent upon contact. Instead of the enemy being able to decide which FTG tag to teleport to, the seal placed on him redirects him to a marking of choice created by the user. Working on the same basis as the FTG formula, this tag remains on the opponent for the rest of the battle, unless removed by canonical methods as shown in the manga.
-The marking of choice must be assigned the moment the seal is placed on the opponent.
-If the marking of choice is destroyed during combat, the closest marking will take it's place.
-Can only be used once per battle.
-Can only be used by Yondaime Hokage biographies.
-Can only be used by Gin-San.

Declined - to submit S rank fuuin you need permission from Admin or have an Uzumaki bio for 3 months. Link me to either an i'll recheck this :)
 
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Inch

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(Doton: Dasuto Debiru)-Earth Release: Dust Devil
Type: Supplementary, Offensive, Defensive
Rank: A
Range: Mid
Chakra: 30
Damage: 60
Description: The user will touch the ground with a hand and manipulate the ground in order to pick up a great deal of idle sediment and dust within it, which will then be launched upward, creating an idle "mist" of dust, dirt, etc.. within a mid-range of the user in all directions. This mist is completely impossible for normal eyesight to see through, including the user's. Additionally, the dust and dirt will make it difficult to breathe as they are naturally inhaled by anyone within, the user included. With the use of a hand seal, however, the user can cause all of the dirt and dust to rapidly converge to a single point, whereupon it will condense and form any shape the user desires. The size of this object cannot exceed a short range in any direction from its center. The user is also able to designate a direction for the object to move in at a high speed upon its formation.
Note: The "mist" portion can be active for a maximum of three turns. At the end of the third turn, the dust and rock will simply fall to the ground.
Note: No other earth jutsu can be used while the "mist" is active.
Note: Only usable twice per battle.

Declined - Bad timing, i recently approved just like this. I think it belongs to Robot Boy

(Yōso no Ekō)-Echo of the Elements
Type: Offensive
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Echo of the Elements is used to create a weaker replication of any elemental jutsu in the shadow of the first, usually to surprise the enemy. First, the user must perform two hand seals (this is done before the jutsu they wish to replicate) at which point Echo of the Elements becomes active. The user will then focus additional chakra into the state and shape manipulation steps of the next elemental jutsu they use in such a manner that a smaller, weaker version of the jutsu will be created in the shadow of the first. As a result, the "echo" can be difficult to notice as it is hidden behind the first, and is thus blocked from their line of sight. The echo will always have exactly half the damage value of the copied jutsu, and will be two ranks weaker. For example, creating an echo of an A-rank fire ball with 60 damage would result in an additional C-rank fireball with 30 damage. Resultantly, this cannot be used on jutsu below C in rank. Additionally, it cannot be used on jutsu that do not immediately create a moving projectile(s). The echo will be created in the same timeframe as the original, it does not act as its own jutsu.
Note: Usable on any element known to the user.
Note: This jutsu will attempt to copy the next jutsu used whether it is eligible or not, meaning a usage can be wasted if the user mistakenly follows it up with a non-projectile or non-elemental jutsu, though this will not trigger the following restriction.
Note: The user will be unable to use the element of the jutsu they used this on for the following turn.
Note: Only usable twice per battle.

‡ Declined ‡ This has been tried before. I'm not going to approve anything like this.

(Suiton: Surippu to Suraido)-Water Release: Slip 'n' Slide
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: By forming a row of two hand seals, the user will focus a small layer of extremely oily/slimy water onto the bottom of the opponent's feet. As a result, the next time they try to take a step, their feet will slide out from under them, lying them flat on the ground in a direction dependent on the direction of the step.
Note: Only usable thrice per battle.

Declined - similar to existing jutsu
 
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Pyro NB

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(Katon: Rā no hi) - Fire Style: Ra's Sun
Rank: S
Type: Supplementary
Range: Mid
Chakra: 40(-5 per turn)
Damage: N/A
Description: The user weaves 3 hand seals and channels katon chakra into their back while forming a small sun mid-range behind them. This sun remains at its point of creation and acts as a catalyst increasing anyone who's in mid-range of it Katon jutsu by 1 rank.
Notes:
~Jutsu lasts 3 turns or until released
~Has a two turn cool down
~S and F-ranked jutsu don't get an increase
~Can only be taught by Keji
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Declined - you create fire behind you, how does this make your other fire jutsu stronger? xd

(Doton: Anubisu no mon) - Earth Style: Anubis's Gate
Rank: Forbidden (arms are S)
Type: Supplementary/Attack/Defensive
Range: Mid (created short)
Chakra: 60
Damage: N/A
Description: The user weaves 6 hand seals ending with the dog seal and channels chakra into the ground. This causes a 5x2m statue of the Egyptian God Anubis to spiral upwards from underneath the user. Once fully formed Anubis's arms open wide, eyes glow, and lets out a roar extending up to mid-range. This roar causes arms to form and drag anything that moves on/in the ground to the depths of the earth. The user while maintaining focus can create and manipulate the arms as he sees fit. While the arms can be destroyed they will continue to respawn every turn as long as Anubis remains. If at any point the seal is broken and focus lost without deactivating Anubis the jutsu will attack anything within range.
Notes:
~User must hold and maintain the dog seal while focusing on this jutsu
~Up to ten arms can be formed
~Arms are no bigger than the Akimichi partial expansion
~Can only be used once per battle
~Can only be taught by Keji
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Declined - 10 arms is too much. Especially if they can reform pick one or the other. Not only this, but give the arms a lower rank. You need more restrctions for an F rank, and the chakra is wrong.

(Genjutsu: Setto no rerumu) - Illusion Arts: Set's Realm
Type: Supplementary
Rank: A Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user will weave four hand seals and look into their opponent(s) eyes imposing their chakra upon them. This causes the target(s) to see dust from the ground rise around the whole battlefield similar to Doton: Hokorehiki no jutsu but on a much larger scale. They will then see the user weave another seal which causes a thunderstorm to form in the sky similar to that used during Raiton: Kirin. Due to the sandstorm and thunderstorm the target(s) vision will be blocked and due to the thunderstorm, the users movements will be masked.
Notes:
~ineffective on Doujutsu, Sensory, and shinobi with enhanced senses
~The user weaving the fifth seal is a part of the Illusion
~Can Only be taught by Keji
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Declined - you focus gen into their brain no just their eyes and the brain forms the illusion. Sharingan can only see through B rank visual gen btw. Sensors would sense they are in a gen but would still have to break it too. The jutsu itself needs a bit more detail and useage and needs restrictions.
 
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The_Empire

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(Kuchiyose no Jutsu: Sukūbīdo~ū) Summoning Technique: Scooby doo
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Scooby is a dog from Mount Fang. He is an abnormal dog because he has the ability to stand on hind legs or on all fours. Scooby is a personal summoning of Lucifer surprising. Scooby has no ability to use ninjutsu nor genjutsu but his taijutsu rival that of Strong Fist master. He also uses kenjutsu because is one of the few samurai dogs of Mount Fang. He has the ability to use all ranks of Taijutsu and Kenjutsu(including Samurai jutsus). Scoopy is a Taijutsu master and is a Kage rank shinboi dog and can talk.
-Only summoned once per battle
-Only summoned for five turns

Declined - no samurai jutsu in summons.
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(Kuchiyose no Jutsu: Kenkagoshi to) Summoning Technique: Scrappy Doo
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Scrappy is a dog from Mount Fang that has an abnormal ability like his uncle Scoopy which is stand on his hind legs but also on all fours. He is the second personal summon of Lucifer. Scrappy isn't like his uncle that can't use ninjutsu or genjutsu but he is based his abilities around the ability Sound. Scrappy can use all ranks of Sound jutsus. He is a Taijutsu Master and Kage rank shinboi dog. He is the same size as his uncle also and can talk.
-Only summoned once per battle
-Only summoned for five turns

Declined - summons can use elements up to S rank only, and both summons can only be on the field for up to 4 turns.
 
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Closed for checking.


Just a little note while the checking is done, i personally have been extremely lenient with the Blue and Red rules, and it's caused me alot of bother to have the same end result. From now on failing to abide by these will result in infractions or bans from the customs submission thread. If you feel a customs check was unfair or complete wrong, go and PM Scorps, the senior Customs checker and he will address it.
 

Negative Knight

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‡ New Cycle ‡
The new cycle starts on 07/07/2016 (at 15:00 GMT +1) and ends on 13/07/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

Rules of all upcoming cycles
1) Checking will happen throughout the week rather than at the end. Only make your submission when its complete as its liable to being checked there and then. No need to rush like crazy to submit your stuff since as you've seen, we check things in a random order.

2) To avoid clutter you're only allowed to make one post. This means if your post is checked and it only contains one technique, you cannot make another post to submit additional techniques. If you wish to submit the full three techniques, I suggest you post them all in one post when all of them are ready.

3) Of course this means resubmissions in the same cycle are no longer allowed.

4) You cannot edit your post if even one of your techniques has been checked by a moderator.

5) Techniques I deem too long for no reason will be declined automatically.

6) If you get a decline don't VM, PM or IM any mods about it. We've been pretty relaxed with the red rule but a lot of people have been taking advantage lately. ALso, the blue rule will be enforced from now on, no need to tell us what to check, we will read the cjs, bold the changes. Any bits telling us what you've changed ect will result in auto declines.

Any pending or remaining customs will be checked as soon as possible.
 
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McRazor

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Shīhōsu Kuchiyose no Jutsu: Kingdra | Seahorse Summoning Technique: Kingdra
Type: Offensive/Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Kingdra, also known as King Dragy, is the boss summon of the seahorse contract for apparent reasons. Other than the majestic and distinguishing looks, it is the only one with two completely unique abilities. Kingdra is the biggest of the seahorses, their protector and so called ruler of the seven seas. Kingdra is a large seahorse with a tightly curled tail. It is covered in blue scales except for its yellow, compact belly scales. There are thin spines with a single branch atop its head and thin, white fins under its cheeks. Its thin snout is powerful, allowing streams of water jets with devastating power to be fired. Its long and elongated snout is also capable of producing loud and painful clicks which are usually used for communication. Two-pronged fins extend slightly past its cheeks. On its back are two white fins supported by thin, blue spines similar to the ones on its head.

Using its powerful chakra, Kingdra has the ability to forcefully accelerate water molecules to great speed in order to produce heat. This allows Kingdra to produce boiling water from existing water sources by simply manipulating the water molecules present. Kingdra can achieve the same with smaller water sources and even as small as water droplets, which can be interesting for creating boiling rain, for example. The principle is based on creating heat by the movement of the molecules as they're rubbing against each other. Although it's a specific trait executed in a specific manner with a specific purpose, it can be used in a variety of ways, depending on the size and shape of the affected water source.

Thematically, Kingdra possesses the ability to induce a simple yet effective genjutsu onto the opponent in order to confuse his senses and his focus on the battle. After using the water ability, Kingdra can fool the opponents brain into thinking that the water completely evaporated, making him unaware that the boiling water is still a threat. However, this illusion doesn't only fool his vision, but rather all of his senses. Making sure that the opponent can't feel the heat from the approaching boiling water nor hear the sound and sense the smell of it. Due to their thematic connection, it provides a great combination when using them together, in conjunction.


Ancient mythology and various stories that are passed down from knee to knee say that the yawn of the sleeping Kingdra is powerful enough to create undercurrents capable of destroying small ships. It's also said that once Kingdra decides to emerge from the depths of the ocean, with its brute strength, it can create large whirlpools and sea-born tornadoes on the surface. Because of its immense power, Kingdra often hibernates deep in uninhabited areas of the sea to rest and build up its energy. When a storm arrives, Kingdra is said to awaken and wander about in search of prey. Stories like these aren't yet proven and they are mostly told by sailors who cross the deepest oceans but they clearly depict how much respect Kingdra has.
Note: Must have signed the Seahorse contract and have its tattoo
Note: The water and genjutsu abilities count towards the users 3 moves per turn
Note: Genjutsu ability can only be used twice with a 1 turn cooldown
Note: Water ability can only be used twice with a 2 turns cooldown
Note: Kingdra can stay on the field for 4 turns
Note: Can only be summoned once

‡ Declined ‡ The heating ability clashes with several techniques and abilities such as the Water Akatsuki Ring. Manipulating all five senses like that isn't allowed either. Unless they have sensory, they wouldn't be able to perceive the attack at all. That's simply OP. Also, a summon can generally only have access to an element or a skill, you can't have Water and Genjutsu unless stated otherwise in the original submission. That being said, always link your summoning contract.


Shīhōsu Kuchiyose no Jutsu: Kingdra | Seahorse Summoning Technique: Kingdra
Type: Supplementary
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Kingdra, also known as King Dragy, is the boss summon of the seahorse contract for apparent reasons. Other than the majestic and distinguishing looks, it has a completely unique abilitiy. Kingdra is the biggest of the seahorses, their protector and so called ruler of the seven seas. Kingdra is a large seahorse with a tightly curled tail. It is covered in blue scales except for its yellow, compact belly scales. There are thin spines with a single branch atop its head and thin, white fins under its cheeks. Its thin snout is powerful and it is the center of its chakra system. Using its snout, Kingdra is able to mold and shape manipulate its chakra in order to aid the user in battle. Its long and elongated snout is also capable of producing loud and painful clicks which are usually used for communication. Two-pronged fins extend slightly past its cheeks. On its back are two white fins supported by thin, blue spines similar to the ones on its head.
A great leader is said to be able to boost the morale of its army, thus why Kingdra is the boss summon. With its look and battle prowess it has proven itself to be a worthy leader of the Seahorse contract and an amazing companion to the Seahorse contractors. Upon summoning Kingdra, both the user and the opponent can sense its ominous presence. To the user, Kingdra's presence is a great morale boost as well as an ability boost. Kingdra has the unique ability to boost the users usage of the water element, but unlike any other generic boost. When in play, Kingdra helps the user by molding its own chakra and adding it to the users attacks. Effectively, this halves the users chakra usage and allows him for more precise and compact techniques. Following the damage and chakra scaling, the user would use only half of the required chakra while retaining the same damage value. Simplified, it is two users molding their chakra together in order to create a combo of the same technique. Regarding limitations, Kingdra has a chakra pool of 500 and it spans over a course of 3 turns while Kingdra is in action. Kingdra doesn't have the ability to use normal water techniques on its own, with the only exception being the technique that the user himself is performing at that very moment. However, all the regular Seahorse Arts are free to use for every summon within the contract and the same goes for Kingdra.
Ancient mythology and various stories that are passed down from knee to knee say that the yawn of the sleeping Kingdra is powerful enough to create undercurrents capable of destroying small ships. It's also said that once Kingdra decides to emerge from the depths of the ocean, with its brute strength, it can create large whirlpools and sea-born tornadoes on the surface. Because of its immense power, Kingdra often hibernates deep in uninhabited areas of the sea to rest and build up its energy. When a storm arrives, Kingdra is said to awaken and wander about in search of prey. Stories like these aren't yet proven and they are mostly told by sailors who cross the deepest oceans but they clearly depict how much respect Kingdra has.
Note: Must have signed the Seahorse contract and have its tattoo
Note: Can use the boosting ability 1 time per turn
Note: Boosting ability doesn't increase damage in any way
Note: Boosting ability counts as one of the users 3 techniques per turn

Note: Can stay on the field for 3 turns
Note: Can only be summoned once

‡ Approved ‡

Shīhōsu Geijutsu: Tatsunōtoshigo no misuti noroi | Seahorse Arts: Misty Curse of the Seahorse
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: By using its chakra, the seahorse can manipulate its water source in order to materialize mist around the opponent. Although not dense enough to block vision, alike the hidden mist jutsu, this mist is very humid thus also very conductive which makes it dangerous for the opponent to use lightning jutsus while the mist is around him due to the danger of electrocuting himself. While the mist is in play, fire jutsus would also be affected, being damped as they appear due to the excessive humidity. However, the regular strengths and weaknesses apply, meaning that fire jutsus that are equally strong (A rank) or even stronger (S rank) than the mist would overpower the mist. Once materialized, the mist encompasses an area of 5m around the opponent in every direction, forming a half-dome of 10m in diameter.
Note: Must sign the Seahorse Summoning Contract
Note: Can only be used three times per battle

‡ Declined ‡ Mist doesn't conduct electricity.

Ototon/Hyouton: Funsai kyōki | Sound/Ice Release: Shattering Madness
Type: Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Shattering Madness is a technique that bases its principle on the fact that both Sound and Ice release require the same component in order to mold the specific elemental natures, wind. Basically, the user will start to focus on his wind nature and then he will add water into it in order to create ice for the first part. Afterwards, he will add lightning to the wind, instead of water, in order to create sound for the second part of the technique. Due to this sequential process, the user is able to quickly pull of a combination technique without stepping into the realm of molding two natures at the same time. After two simple handseals, the user will perform a raising movement with his right hand while shape manipulating the gathered ice chakra. An ingloo made of ice will materialize from the bottom to the top, around the opponent with thickness of about 10cm, width of 5m and height of 3m. In a fluid motion after raising his right hand, the user will punch through the air with his left hand, releasing a powerful blast of sound chakra in the form of a swirling soundwave that will hit the igloo and shatter it into pieces. Upon shattering the ice wall, it will form countless sharp ice shards that will be launched at the opponent. The shards will aim to cut the opponents clothes and skin as deep as possible in order to do as much damage as possible. Using his medical knowledge, the user has a degree of controlling a couple of shards which would be aimed at the opponents vital points, namely his eyes, throat, groin and heart. Separately, these two movements are counted as A rank, while the resulting combination is then S ranked.
Note: Can only be used twice per battle
Note: Counts as two moves per turn
Note: Only McRazor can teach this

‡ Declined ‡ Your explanation on how you accomplish this isn't needed. We allow elemental combinations as long as they're sequential. They can occur in the timeframe of a single technique but will need to count as two of the user's moves per turn. One thing I fail to see is how this creates an S-Rank combination. If you think about it, your two techniques would simply neutralize each other as they're of equal strength. Even if they weren't, one would be destroyed and the other would be weakened. Ultimately you're just destroying one technique with another. This isn't a feasible way of combining them.
 
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(Taijutsu: Kibisu Gaeshi) - Body Technique: Heel Trip Reversal
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while lowering his body, grabbing his opponents upper body while also grabbing the opponents heel, pulling the opponent down to the ground with considerable force and winding him along with possibly breaking his ribs, certainly doing so if extra force was applied to the heel trip. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back.

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

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

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

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

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

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

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

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Declined - the history of the blade that doesn't pertain to the narutoverse can be removed O_< +20 from adding chakra through blade is too much and not really unique either.
(Taijutsu: Kibisu Gaeshi) - Body Technique: Heel Trip Reversal
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while lowering his body, grabbing his opponents upper body while also grabbing the opponents heel, pulling the opponent down to the ground with considerable force and winding him along with possibly breaking his ribs, certainly doing so if extra force was applied to the heel trip. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 15% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. This technique pulls the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.

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

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(Taijutsu: Yama Arashi) - Body Technique: Mountain Storm
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is used as a defensive counter attack usually against a rushing opponent or one who is attempting to attack directly. By sidestepping the opponents offensive limb the user will actively move closer to the opponent while grabbing the opponents shoulder and flipping him directly over the users shoulder using both his legs and arms to supply force in to the throw crashing his opponent in to the ground with tremendous force enough to shatter the floor and winding him along with breaking his ribs, certainly proving fatal if extra force was applied. Due to having the wind knocked out of him and probably broken ribs, the opponent will find himself losing 20% of his total speed and tracking ability for two turns after this jutsu due to a lack of oxygen in the body and brain. Which is caused by the winding effect of being slammed on ones back. Should he survive the attack of course. This technique slams the opponent on to his back and the user will be using the momentum both generated by himself and his opponents own momentum against him which causes a considerable amount of damage being able to shatter the ground that is landed upon in a similar way to the Leaf Dragon God techniques level of momentum and destruction.


~Notes~
- Usable 3x per battle
- No S rank tai the same and following turn
- Must be taught by ReXii

Both approved - changed the ranks on both as i felt they were too high and altered restrictions.

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[Doppurā karambit] - Doppler's Karambit
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: The karambit is inspired by the claws of big cats. As it was weaponised, the blade became more curved to maximise cutting potential. The karambit is held with the blade pointing downward from the bottom of the fist, usually curving forwards however occasionally backwards. While it is primarily used in a slashing or hooking motion, karambit with a finger ring are also used in a punching motion hitting the opponent with the finger ring. Some kerambit are designed to be used in a hammering motion. This flexibility of striking methods is what makes it so useful in self-defense situations. The finger guard makes it difficult to disarm and allows the knife to be maneuvered in the fingers without losing one's grip.
The short Filipino karambit has found some favor in the West because such proponents allege the biomechanics of the weapon allow for more powerful cutting strokes and painful "ripping" wounds, and because its usability is hypothesized as more intuitive, though there continues to be debate about this matter. This particular Karambit comes in a set of two and is used in the same way as a traditional karambit. This allows the user to perform handseals even while holding the weapon thanks to the ring system functionality. Additionally the blade enables normal taijutsu punches to be augmented with killing force, becoming the exclamation point on the end of a sentence as it were. Finally it's true ability lies in the chakra steel the weapon is created from the blades themselves have the ability to create absorbing type barriers (In the style of my storm of tefnut technique) in which the user will be able to generate barriers around the blade itself, the barriers are malleable and can be shaped to be sharp or blunt for offensive or defensive purposes. What is unique about the barriers however is that as aforementioned they are capable of absorbing chakra, they directly absorb the chakra from the user if needed or ideally from an opponent via direct contact, the blades barriers can grow in proportion to the amount of chakra absorbed activating the barriers costs a move slot and they begin with the ability to block any technique of B rank or below. However for an increasing chakra cost the barriers around the blade can be enhanced to increase in rank, this increase of chakra is proportional to the strength of the barrier, for every 20 chakra absorbed the barrier can increase in rank to A rank and below after one turn, all the way to S rank and below. The barriers are clear and opaque barriers looking similar to glass almost and they do reflect light, the barriers can be extended up to 40 inches if desired making the weapons size similar to a Nodachi style katana in length. Due to the extended length the Karambit can be considered a sword for all intents and purposes past a certain size.

Notes:
- Can only be used by ReXii and those he permits.
- The barrier ability can only be used four times per battle and costs a move slot each time.
- Each barrier can be regenerated if it's not totally destroyed. I.E an A rank barrier when struck by a B rank will become a B rank barrier that can be regenerated by sacrificing chakra.
- The blades are indestructible.

Declined - needs work on how the abilities work. If you want it as a barrier or absorbing, i'll allow it based on one cannon jutsu but maybe fasts. So 5 elements seal on each, absorb one jutsu of each element through releasing the seal. Creating a barrier from a bladed weapon is a no. I'd think about it for a shield CW but this just seems like it's for the sake of having a barrier

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Note: Completely overhauled the custom weapon so there wasn't a great deal to bold. Also expanded on the description of the taijutsu and added images for more clarity.
 
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(Koton: Ma-Chi Kuroi Kouhi) – Steel Release: March of the Black Queen
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 chakra per turn to maintain)
Damage Points: 80
Description: The user will focus his koton chakra into the ground to create an underground mass of sentient tendrils composed of black steel. All of these tendrils are a part of a single central structure and so the power of this technique is not divided between the individual tendrils, it's regarded as one whole. These black tendrils can emerge from the ground at any time after creation and will seamlessly merge in and out of the earth. They can lash out at opponents to impale or entangle them or even aid the user in supplementary ways such as lifting them up by acting as a platform. These tendrils are made up of thousands upon thousands of individual wires and can constantly regenerate from damage insufficient in destroying them (similar to Growth of Gaheris). This difference to ordinary steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. The chakra this jutsu leeches from the user every turn facilitates this restoration by replenishing any wires that were damaged or destroyed. Due to their composition, the wires which compose the tendrils can unwind and reshape to adopt any form or structure. These abilities do not count as moves but the user must focus on this technique to maintain it's sentience as it will go lifeless the moment the user uses another technique (similar to Earth Release: Great Stone Golem).

Note: Can only be used twice per battle and two turns between each usage
Note: No steel above A-Rank on this turn this is deactivated/destroyed

Declined - You've got an S rank jutsu that's a mass of steel wires below the ground that you just control don't need handseals doesn't cost a move to reform them ect, it's just OP. Make this under the opponent, goes up through their feet, and straight through them killing them without the ground moving or any hind of it.
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(Koton: Toshigoro no Hyousetsu) – Steel Release: The Golden Age of Piracy
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their koton chakra into the ground or any source of steel to release a multitude of steel cannonballs from within it. These cannonballs can be as small as bullets or as large as boulders and will shoot out from the ground at the same speed as the shards in Steel Release: Grandeur of Geraint. The vibrations they generate on forming will be proportional to their size e.g. boulders will be very easy to feel/hear while bullets will be imperceptible. Upon colliding with anything, including each other, these cannonballs will erupt into an explosion of steel shards that span short-range around the epicenter of their detonation. These steel balls can be fired from any point on the ground and they can be angled in any way (e.g. straight upwards to attack airborne opponents or fired at very slight angles which make their movement almost horizontal).

Note: Can only be used thrice per battle

Declined - It's OP. Make it under the opponent, no handseals they shoot out a speeds to a jutsu you reference that i don't know unless it's cannon, htat case use the english name please, and they explode into shards like that. Nope.

(Koton: Iiya Giri no Touzoku) – Steel Release: No Honor Among Thieves
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 chakra per turn to maintain)
Damage Points: 80
Description: The user will focus their koton chakra into the ground or a source of steel to create a single or a multitude of sentient assassins composed of the blackest steel. They can passively create and extend spiked or blunt weapons from anywhere (or everywhere) on their bodies, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt. Any weapon made via this method is physically attached to it's body but can be detached and thrown as a projectile. These weapons are equal to the assassin's in rank/damage while attached (since they're considered an extension of it's body) but when detached they're considered unranked/freeform weapons. The second ability is their capability to explode into countless steel shards that initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. All of the shards quickly move towards and converge on a new position before coming together to instantly form the assassin's body exactly the way it was (reformation takes no time at all). The effectiveness of this ability is magnified trine if the assassins are created with “Steel Release: Corruption of the Kingdom” active as the shards would instead be millions of grains. The initial but momentary scattering of every individual grain means an assassin can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). However, the reforming will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). The weapon creation ability doesn't count as a move but the movement ability does. The user must also focus on this technique to maintain it's sentience as it will go lifeless the moment the user uses another technique (similar to Earth Release: Great Stone Golem).

Note: Can only be used twice per battle and two turns between each usage
Note: No steel above A-Rank on this turn this is deactivated/destroyed

Declined -similar to existing jutsu in the movement part. Not being heard, making them without handseals, S rank steel clones in a sense form the ground... too much.
(Koton: Toshigoro no Hyousetsu) – Steel Release: The Golden Age of Piracy
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform two handseals and focus their koton chakra into the ground or any source of steel to release a multitude of steel cannonballs from within it (up to 5). These cannonballs can be as small as bullets or as large as boulders and will shoot out from the ground at the same speed as the shards in the canon technique Steel Release: Bullet Swarm. The vibrations they generate on forming will be proportional to their size e.g. boulders will be very easy to feel/hear while bullets will be imperceptible. Upon colliding with anything, including each other, these cannonballs will erupt into an explosion of steel bullets that span short-range around the epicenter of their detonation. These steel balls can be fired from any point on the ground and they can be angled in any way (e.g. straight upwards to attack airborne opponents or fired at very slight angles which make their movement almost horizontal).

Note: Can only be used thrice per battle

Approved - if they are created under the opponent they will feel the ground shake ect. Just to be clear when you use it.

(Koton: Iiya Giri no Touzoku) – Steel Release: No Honor Among Thieves
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will perform three handseals and focus their koton chakra into the ground or a source of steel to create a single or a multitude of sentient assassins composed of the blackest steel. They can passively create and extend spiked or blunt weapons from anywhere (or everywhere) on their bodies, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt. Any weapon made via this method is physically attached to it's body but can be detached and thrown as a projectile. These weapons are equal to the assassin's in rank/damage while attached (since they're considered an extension of it's body) but when detached they're considered unranked/freeform weapons. The second ability is their capability to explode into countless sand-sized grains of steel that initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The initial but momentary scattering of every individual grain means an assassin can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). This does not pertain to other sensory methods (e.g. Chakra sensing or Rain Tiger at will), the assassins can still be sensed in this state. All of the grains quickly move towards and converge on a new position before coming together to instantly form the assassin's body exactly the way it was (reformation takes no time at all). However, the reforming will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). The weapon creation ability doesn't count as a move but the movement ability does. Whether one, a few or all of the assassins use the movement ability, it will still only count as one of the user's three moves per turn.

Note: Lasts two turns
Note: Can only be used twice per battle and two turns between each usage
Note: No steel above S-Rank on this turn this is deactivated/destroyed

Declined - not being seen when they are S rank is just OP. Rain tiger at will can't sense location it only senses someone within the rain. I recomend lowering it to A rank, give a limit to the number you can make maybe 3 at a time, state the weapons reach short range you form. And if you have the jutsu i approved recently that allows the user to burst into steel grains, link that and use it as a reference saying the assassins can use it.

(Koton: Ma-Chi Kuroi Kouhi) – Steel Release: March of the Black Queen
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 chakra per turn to maintain)
Damage Points: 80
Description: The user will perform four handseals and focus his koton chakra into the ground to create an underground mass of sentient tendrils composed of black steel. All of these tendrils are a part of a single central structure and so the power of this technique is not divided between the individual tendrils, it's regarded as one whole. These black tendrils can emerge from the ground at any time after creation and will seamlessly merge in and out of the earth. They can lash out at opponents to impale or entangle them or even aid the user in supplementary ways such as lifting them up by acting as a platform. These tendrils are made up of thousands upon thousands of individual wires and can constantly regenerate from damage insufficient in destroying them (similar to Growth of Gaheris). This difference to ordinary steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. The chakra this jutsu leeches from the user every turn facilitates this restoration by replenishing any wires that were damaged or destroyed. This regeneration is utterly powerless against techniques of equal or greater power. For example, an A-Rank Lightning technique would destroy these tendrils and they will not regenerate. Regeneration counts as a move but it doesn't need to be initiated, it just happens as soon as the tendrils sustain any damage they can regenerate from. Due to their composition, the wires which compose the tendrils can freely unwind and reshape to adopt any form or structure. This ability does cost a move. The user must also focus on this technique to maintain it's sentience as it will go lifeless the moment the user uses another technique (similar to Earth Release: Great Stone Golem). What this essentially means is, the user cannot use any new techniques while this is active or the tendrils will lose their sentience and this technique will be deactivated. The user can only make up 3 tendrils at a time, with maxing a maximum of 10. If countered with power to destroy one it has the power to destroy all tendrils.

Note: Regeneration counts as one of the user's moves per turn.
Note: Can only be used twice per battle and two turns between each usage.
Note: No steel above A-Rank on this turn this is deactivated/destroyed.

Approved - made edits
 
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(Ningyō no gijutsu, ōkibona sureddo no kōhai) Puppet Technique: Massive Thread Devastation
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 90 (-10 to user)
Description: The user will begin to rotate their hands in a circular manner similar to when you are forming a rasengan. As the user is doing this chakra is being molded into their hands. Along with the chakra a plethora of chakra strings are being forced together creating a mediums sized ball consisting of chakra strings. Once the ball has been formed it will take the appearance of a light blue ball due to it consisting of chakra strings. The main thing the user will due with the ball is throw it at a target like a baseball. Once the ball has made contact with a target the ball will erupt into wide array of chakra strings which begin to encircle the enemy wrapping them up in a powerful binding strength. The target will become so wrapped up in the chakra strings that they will be unable to be seen as they are covered in hundreds of chakra threads. With the chakra strings the target will be wrapped up with tremendous force. Once contact with the target has been made they wrap them up in a binding force so strong that it will pierce right through their flesh and crush them which can severely hurt them as well as cause death. The initial effect of the jutsu will pierce the enemy with a bone crushing force of wires. After the initial effect of the technique the user is capable of keeping the jutsu active longer to keep the binding strength active. While keeping the technique active for the binding strength it will be of S-rank and the target will have trouble moving. This technique is powerful enough to even bind a tailed beast in its full transformation at least temporarily or other large objects.
Note: Can only be used once.
Note: Can only be taught by Sasori
Note: Must know Puppetry
Note: After keeping the technique active for the second effect it drains -40 chakra for each turn.
Note: After using the technique after the initial strike it can only stay active for two turns. (During which no techniques above A-rank can be used.)
Note: No techniques above A-rank for the next two turns.

Declined - this isn't a forbidden jutsu. And Their isn't really a drawback to you.
*Changed it to just a single turn effect*
(Ningyō no gijutsu, ōkibona sureddo no kōhai) Puppet Technique: Massive Thread Devastation
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will begin to rotate their hands in a circular manner similar to when you are forming a rasengan. As the user is doing this chakra is being molded into their hands. Along with the chakra a plethora of chakra strings are being forced together creating a medium sized ball consisting of chakra strings. Once the ball has been formed it will take the appearance of a light ,blue ball due to it consisting of chakra strings. The main thing the user will due with the ball is throw it at a target like a baseball. Once the ball has made contact with a target the ball will erupt into wide array of chakra strings which begin to encircle the enemy wrapping them up with a powerful binding strength.Works by taking advantage of the force and strengh chakra threads have when they are pulling objects such as puppets. The target will become so wrapped up in the chakra strings that they will be unable to be seen as they are covered in hundreds of chakra threads. The chakra strings cause the target to be wrapped up with tremendous force. Once contact with the target has been made they wrap them up in a binding force so strong that it will pierce right through their flesh and crush them which can severely hurt them as well as cause death. The initial effect of the jutsu will pierce the enemy with a bone crushing force of wires. If wanted the user can also perform a single hand seal to activate the ball if it is currently in Mid-air. Also, when it activates it can encompass everything surrounding where it erupted up to Short-range if wanted or just manipulate so that it is just a full body wrap of said person or object.
Note: Can only be used twice.
Note: Can only be taught by Sasori
Note: Must know Puppetry
Note: No S-rank jutsu next turn

Declined - remove referencing to the rasengan.

Name: (Reddoshīkuretto Techique: Arumagedon) Red Secret Technique: Armageddon
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: Sasori starts off by opening his chest compartment on his chest which holds his one hundred chakra threads. After the container has been opened he then manipulates all the threads to scatter throughout the sky covering the sky up to long range and it is also a wide range technique. With the chakra threads now out Sasori then focuses his earth chakra into each of the threads hardening their component giving each of the thread a more hardened and strengthened property to it. He then controls the threads to then race down from the skies in a swift manner with quick speed. All of the chakra threads are coming down from just about every angle from the sky making it quite hard to outrun or avoid. Once contact has been made with a target the thread will pierce through their body from just about every angle possible. Also, as the threads are coming down they all have a fixed direction of coming down in a linear manner so it is not possible for the user to control the threads to attack from different angles.The threads all have good piercing qualities making it suitable to strike right through targets. When the surrounding threads hit the ground they strike it causing for the land where it hit to be cracked, but not to the point where the threads are capable of piercing through the ground.
Note: Can only be taught by Sasori and only be used by puppets with a one hundred chakra thread compartment.
Note: Can only be used twice.
Note: No A-rank or higher earth or puppet jutsu next turn
Note: No controlling of puppets while using

Declined - earth chakra in puppet strings? DNR.

Name: (Ningyō geijutsu: Kaze no sureddo) Puppet Arts: Wind Tunnel
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A
Description: The user once they have their chakra threads attached to a puppet will begin to generate their wind chakra through the threads and into the puppet. When the user surges their wind chakra through the the puppet it allows for the puppet to release a surge of wind which allows it to move at a sudden fast rate in any direction which can be used to avoid rather deadly techniques. It is because the wind blows and accelerates the puppet and increases the rate at which it can be moved that this is possible. Also, when using this technique the threads will also drag the user along with the puppet if wanted. Lastly, there is another way one can use this, and that is by using the force of the wind to increase the force of one of the puppet’s physical attacks by +10, if using the technique for that purpose it can be done in the same time frame as one of their physical attacks. It is also possible for Sasori or a Human puppet to use this jutsu while they are using the “Puppet Dislocation” technique to increase the strength or speed of their physical attacks which can be done in conjunction or same time frame in the turn that technique was activated or as it is active.
Note: Can only be taught by Sasori
Note: Chakra threads must already be out.
Note: Requires a turn cool down after each usage.

Declined - dnr
Puppet Dislocation technique for reference:
Name: (Ningyo no dakkyu) Puppet Dislocation
Rank: S
Type: Attack/Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This is a puppet technique capable of being used only by Sasori or other users who are a puppet themselves. This technique focuses on generating chakra threads from inside of the user’s joints which begin to detach parts of the user’s body from the rest with a chakra thread. The jutsu mainly focuses to increase the range of the techniques which the user can perform. While using this jutsu the user is capable of stretching their body parts up to long range. Chakra threads can be formed through the user’s entire body in order to stretch parts of the body all at once. The user takes on a strange look while using this. So by using this technique the user can for example stretch one of their legs, arms, head ect. There is also another way that this ability can be used, and that is by only using the chakra threads to stretch one of the user’s limbs at a time instead of all of them at once. Basically the user will generate chakra threads from all or specific joints on their body to greatly increase attack ranges. The chakra threads allow for the user stretch their limbs up to long ranges in order to grab onto enemies or for other purposes. Allows for Sasori to easily change his body shape or possibly dodge incoming attacks within reason. This technique works similarly to how Kakuzu manipulates the strings inside of his body.
Note: Full Puppet Dislocation mode can only be used for 4 turns.
Note: Single limb dislocation can only be used 4 times. (And each time cost 10 chakra)
Note: Can only be used by Sasori or a User who has a puppet body.
Note: Can only be taught by Sasori
Approved Here:
 
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(Jiton: Satetsu Bunshin|Magnetic Release: Iron Sand Clone)
Type: Defense/Offensive/Supplementary
Rank: A-rank
Range: Short
Chakra: 30(-15 to reform)
Damage: N/A
Description: The user stomps on the ground and forms(up to four) magnetic fields to form into human-sized clones, made out of iron-sand. These clones are distinguishable from the original since they, like most metals, reflect light and gives a "shiny" surface. Other than that, the user and the clone(s) are completely identical. These clones are very tough, and have the ability to act as tangible and being able to reform themselves, if taking physical hits, just like regular sand clones. They can only do that up to A-rank attacks and are limited to reform four times per clone. However, if they are to be reformed, the user spends some chakra to do so as well as one of the move-counts of a turn from the user. This could be done anytime though and if they aren't reformed, they could very well act as a medium of iron sand(depending on what damage they took). These clones can perform iron sand jutsus as well as earth/wind jutsus(that the user can perform. The reason they can use these elements is that the Kekkei Genkai of magnetism is earth/wind based - as well as the Kekkei Genkai itself becomes useable by the clones). They are resistant to physical attacks up to C-rank and are able to reform from physical strikes at the cost of some chakra points above that. The clones are very tough, but they are also slow(two ranks slower than the user). If a clone takes more than A rank damage they will turn into piles of iron sand. The user needs to spend 30 chakra points for each time a reform is to be made.

Note: Can only be used by Magnetism users with Iron Sand.
Note: Clones can use all Wind/Earth/Iron sand jutsus that the user knows.
Note: Maximum of 4 clones per battle.
Note: Clones can reform four times(per clone) no matter what damage they take unless its S-rank and above.
Note: Can only be taught by Skorm.


Declined - make it so you can only make three. Will allow them to reform only once. Can only use iron sand and magnetism related to the iron sand. And if they are hit by jutsu A rank and above (following strength and weaknesses) they can't reform. And say it counts towards to the clone limit rules.

(Jiton: Satetsu Bunshin | Magnetic Release: Iron Sand Clone)
Type: Defense/Offensive/Supplementary
Rank: A-rank
Range: Short
Chakra: 30(-15 to reform)
Damage: N/A
Description: The user claps their hands and forms(up to three) magnetic fields to form into human-sized clones, made out of iron-sand. These clones are distinguishable from the original since they, like most metals, reflect light and gives a "shiny" surface. Other than that, the user and the clone(s) are completely identical. These clones are very tough, and have the ability to act as tangible and being able to reform themselves, if taking physical hits, just like regular sand clones. They can only do that up to A-rank attacks and are limited to reform once times per clone. However, if they are to be reformed, the user spends some chakra to do so as well as one of the move-counts of a turn from the user. This could be done anytime though and if they aren't reformed, they could very well act as a medium of iron sand(depending on what damage they took). These clones can perform iron sand jutsus that the user know. They are resistant to physical attacks up to C-rank and are able to reform from physical strikes at the cost of some chakra points above that(up to A rank, following strengths/weakness of magnetism). The clones are very tough, but they are also slow(one ranks slower than the user). If a clone takes more than A rank damage they will turn into piles of iron sand. The user needs to spend 30 chakra points for each time a reform is to be made.

Note: Can only be used by Magnetism users with Iron Sand.
Note: Clones can use all Iron sand jutsus that the user knows.
Note: Maximum of 3 clones per battle.
Note: Clones can reform once(per clone) by taking up to A-rank damage following weakness/strength of magnetism. They shatter should they take damage above that, unable to reform.
Note: Reforming a clone spends a move from the users move-count.
Note: Can only be taught by Skorm.

(Jiton: Satetsu no Reisu | Magnetic Release: Iron Sand Wraith)
Type: Offensive/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30(-10/turn)
Damage: N/A
Description: Skozu becomes and embodiment of iron sand by channeling magnetic chakra through herself. Similar to the Hozuki clans water replacement or concretions of the body through the use of doton. Skozus body becomes intangible in the process, and she can chose to partially transform her body or her whole body. The transformed parts becomes shiny and are able to dissolve into clouds of iron sand that can be shaped into weapons such as swords/kunais/shields etc. If a limb such as her arms were to be transformed, Skozu can remotely use them as weapons such as swords, or being shot towards a target as a projectile (A-rank damage). Should Skozu only be partially transformed, she can make herself completely transformed into a cloud of iron sand at will. Should the entire body be transformed, Skozu can form into a cloud of iron sand that can fly through the battlefield. In this state, the affected limbs or the entirety of Skozu's body becomes immune towards physical attacks such as blunt weapon damage, earth element, other sand variations etc. The strengths and weaknesses of the transformed parts follows the rules of Iron Sand - Jiton. Skozu becomes voulnerable towards most liquids and elements that can freeze the sand in place, such as the ice element. Skozu becomes able to reform after taking a blunt hit and re-shape. Skozu can also return to normal state at any time but it would take longer should she have to reform at the same time.

Note: Being transformed, partially or completely, Skozu becomes unable to use other elements than the fundamental elements the magnetic element is built upon(Earth+Wind) as well as CE's based on such elements and of course Iron Sand.
Note: Skozus transformed parts becomes more vulnerable towards water+lightning+ice-based elements
Note: Transformation lasts for a maximum of 3 turns with a 1 turn cooldown between uses. Can be deactivated at will.
Note: Freeforming of weapons and projectiles costs a move and are A-ranked.
Note: Can only be used by Skozu Ironstorm.

✦ Declined, needs a cap limit on usage. The movement as a cloud of sand needs to be defined. ✦

(Jiton: Satetsu no Reisu | Magnetic Release: Iron Sand Wraith)

Type: Offensive/Defensive/Supplementary
Rank: A-rank
Range: Short-Long
Chakra: 30(-10/turn)
Damage: N/A
Description: Skozu becomes and embodiment of iron sand by channeling magnetic chakra through herself. Similar to the Hozuki clans water replacement or concretions of the body through the use of doton. Skozu's body becomes iron sand in the process, and she can chose to partially transform her body or her whole body. Under the usage of this jutsu, Skozu can chose what parts of her body that will become iron sand, for instance, she can chose to make her legs iron sand or her arms iron sand without having to make her entire body iron sand. Transformed parts can be refined into sharp weapons, similar to the usage of the doton armor as Skozu is able to form her reformed parts to swords, axes, shields etc. She can also just let the transformed part be a small cloud of iron sand and thus prevent it taking physical damage. Much like Gaara's body of sand technique, although this is more advanced since Skozu can chose if to completely become iron sand or not. Should a transformed limb be used as a weapon, it will be able to reach mid range and deal up to A rank damage, following strength/weakness of magnetism. If Skozu's whole body becomes iron sand, she will be able to move around freely like a large spiky cloud of iron sand which can be defined as a dust cloud. While being completely made up by iron sand, Skozu can reform anywhere on the battlefield but she's unable to mold chakra while being dispersed as a cloud as well as taking physical damage. The cloud is similar in appearance to the world order jutsu, used by Sasori's third kazekage puppet in their battle against Sakura and Chiyo.

Note: Being transformed, Skozu becomes unable to mold chakra, unless she's only partially transformed. She can only use iron sand techniques while partially transformed.
Note: Transformation lasts for a maximum of 3 turns with a 1 turn cooldown between uses. Can be deactivated at will.
Note: Weapons and other formations of a transformed limb costs a move and are A-ranked.
Note: Usable four times per battle.
Note: Can only be used by Skozu Ironstorm.

(Jiton/Fuuin: Akuma no sandobokkusu | Magnetic Release/Sealing Arts: Devil's Sandbox)
Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40(-10/turn for barrier)
Damage: N/A(-40/turn inside barrier)
Description: This jutsu involves both an advanced sealing barrier as well as an advanced form of iron sand manipulation. The user starts of by clapping their hands and by doing so, erecting a barrier around their target. This barrier would cover the target in all directions, including above and under it. The barrier itself has no distinctive purpose but to act as a "prison" and locking away the target inside it. Along this barrier, it shares the same attributes of that of infinite embraces and manages to create an incredible amount of pressure inside the barrier. This pressure would force down a target, caught inside it, on their knees and being pressed towards the ground under them. As the barrier is erect, the user of the technique would force in a magnetic field inside the barrier by forming their hands into a triangle with all fingertips meeting. Iron sand from the users gourd as well as under the barrier would be attracted towards this magnetic field. This causes the barrier to "shake" because of the iron sand underground would forcefully attract itself towards the barrier. At will, the user of the technique will stomp the ground and cause the barrier to create openings to it. These openings are as small as sand corns and thus(with the disorienting effect of the magnetic field) seem invisible. Through these holes, iron sand can slip in and cause major damage to whatever is inside the barrier by creating cuts and ultimately crush anything inside it due to its density. The size of the barrier could be up to the users but with a maximum of 10 meters in diameter and height.

Note: Can only be used by Iron sand users that has finished Fuuinjutsu training.
Note: Can only be used 3 times per battle with a cooldown of 2 turns.
Note: Cannot use S-rank and above fuuin/iron sand jutsu as long as the barrier is erect.
Note: Barrier and magnetic field is of A rank each, making the total jutsu S-ranked. This means that the barrier can only be broken with A-ranked jutsu and above.
Note: Can only be taught by Skorm.

✦ Declined, for one the damage isn't 40 per turn. This will crush the opponent under one turn, not cause lasting damage each turn. They'd already be crushed and dead...the part about it seeming invisible has to go as well. The last line conflicts with the third line; simply change the third one to the line at the end. 3 times is also too much, and I dont see the point of the lasting barrier. I suggest making it so that it is actually like the Infinite Embraces jutsu you mentioned and drain 50 chakra from the opponent per turn for 3 turns. ✦

(Jiton/Fuuin: Akuma no sandobokkusu | Magnetic Release/Sealing Arts: Devil's Sandbox)
Type: Offensive/Supplementary
Rank: S-rank
Range: Short-Mid
Chakra: 40(-100 to the target per turn, +100 to user per turn)
Damage: N/A(-10/turn inside barrier)
Description: This jutsu involves both an advanced sealing barrier as well as an advanced form of iron sand manipulation. The user starts of by clapping their hands and by doing so, erecting a barrier around their target. This barrier would cover the target in all directions, including above and under it. The barrier itself has no distinctive purpose but to act as a "prison" and locking away the target inside it. Along this barrier, it shares the same attributes of that of infinite embraces and manages to create an incredible amount of pressure inside the barrier. This pressure would force down a target, caught inside it, on their knees and being pressed towards the ground under them. As the barrier is erect, the user of the technique would force in a magnetic field inside the barrier by forming their hands into a triangle with all fingertips meeting. Iron sand from the users gourd as well as under the barrier would be attracted towards this magnetic field. This causes the barrier to "shake" because of the iron sand underground would forcefully attract itself towards the barrier. At will, the user of the technique will stomp the ground and cause the barrier to create openings to it. These openings are as small as sand corns and thus(with the disorienting effect of the magnetic field) will be hard to see. Through these holes, iron sand can slip in and cause lingering damage to whatever is inside the barrier by creating cuts and ultimately crush anything inside it due to its density. The victim of the jutsu will not be able to mold chakra above A rank while in this barrier, same as with multiple infinite embraces.

Note:
Can only be used by Iron sand users that has finished Fuuinjutsu training.
Note: Can only be used twice times per battle with a cooldown of 2 turns.
Note: Cannot use S-rank and above fuuin/iron sand jutsu as long as the barrier is erect.
Note: Barrier and magnetic field is of A rank each, making the total jutsu S-ranked. This means that the barrier can only be broken with A-ranked jutsu and above. Magnetic field also needs A-ranked jutsus to be countered/destroyed.
Note: Can only be taught by Skorm.

Note; i know you mentioned draining 50 chakra from the opponent, but i looked at infinite embraces, it drains 100 so yeah.. >_>


All declined - your note at the end is breaking the Red rule, telling us how to do our checks. If it's not in the jutsu itself, it's not relevant.
 
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Kirikoe

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Permission from Ushiro to submit a technique similar to his

Blast Release - Blast Control
Type:Supplementary|Offensive|Defensive
Rank: A
Range: short - long
Chakra: 30
Damage: (60 if the explosion is of a neutral nature such as a random explosive tag)
Description: The user focuses his blast chakra around an existing explosion filled with either his own chakra from a previous technique or a neutral explosion such as one from an explosive tag or some sort of jutsu that creates a fiery explosion, by doing this the user manipulates and controls the explosion into a form of his choice such as a dragon or snake ect, the ideas are endless in what to shape it as and have it attack the opponents, the idea behind this technique was to allow an element of surprise to an attack that the opponents originally thought they had escaped.

More than manipulating fire, the user actually creates small chain explosions using an existing technique or item as a source and shapes it into something he desires via the chain of blasts

If manipulating an explosion of a previous jutsu which is of higher level the jutsu will retain its rank, if it is of a lower level then it would gain the power of this technique as would a neutral explosion

- Can only be used 4 times per battle
- I can be used on blast jutsu up to long range but the chain reaction from the source and reach up to mid range (15m)
- Can only be used on explosions the user creates.

Approved - made edits
 
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Xicer

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Removed the hypnosis bit, even though it kinda killed my soul to do it lol. Added the 4 turns note to the end and removed the note relating to hypnosis.

(Kuchiyose no Jutsu: Gama-Gen) Summoning Technique: Hypno Toad
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The Hypno Toad is a special summon from Mount Myōboku that has a single talent, as his name implies, Genjutsu. This is because of the toad's inability to utilize nature manipulation and lack of talent for Tai or Kenjutsu, leading him to focus all of his energies on his illusionary prowess. After many decades of fine tuning his training in these arts, this toad has risen beyond that of normal toads in his home land in this field, being able to cast Genjutsu up to S-Rank, known by the summoner through their extensive training with him. Like other toads, The Hypno Toad can also utilize toad oil techniques. When it comes to size, he stands a bit taller than an adult male, so about 3 meters in height.

-Requires signing the toad contract
-Summoning lasts 4 turns
-Can only be summoned once
-Must be taught by Xicer

Approved

(Kuchiyose no Jutsu: Gama-Gen) Summoning Technique: Hypno Toad
Type: Supplementary
Rank: B-Rank
Range: Short
Chakra: 20
Damage: N/A
Description: The Hypno Toad is a special summon from Mount Myōboku that has a single talent, as his name implies, Genjutsu. This is because of the toad's inability to utilize nature manipulation and lack of talent for Tai or Kenjutsu, leading him to focus all of his energies on his illusionary prowess. After many decades of fine tuning his training in these arts, this toad has risen beyond that of normal toads in his home land in this field, being able to cast Genjutsu up to S-Rank, known by the summoner through their extensive training with him, including the S-Rank toad song Genjutsu known by Ma and Pa. Like other toads, The Hypno Toad can also utilize toad oil techniques. When it comes to size, he stands a bit taller than an adult male, so about 3 meters in height.

-Requires signing the toad contract-Summoning -- l -Lasts 4 turns
-Can only be summoned once
-Must be taught by Xicer

Declined - will never allow a custom summon to use that toad song xd




(Katon: Taka-Sentou) Fire Style: Falcon Punch
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user concentrates a large amount of katon chakra into their dominant hand before performing a powerful punch toward their opponent. This forms a large falcon head that covers their body, much like Susanoo, but then pushes them forward toward their opponent. Moving at a great speed, the user appears to glide over the ground before making contact with his punch, releasing all of the katon chakra found in the falcon onto their opponent, sending them flying.

-Can only be used twice per battle
-No S+ Rank Fire for 2 turns after using this technique
- To use this Defensively, the user only creates the birds head around them, never charging at their opponent.
-Due to the added momentum of the chakra along with the punch, the user would glide at 1.25x their normal running speed, rounded to the nearest speed level. This cannot be stacked with other speed boosting techniques or abilities.
-Can only be taught by Xicer




(Fuuton: Katon-Henkan) Wind Style: Fire Return
Type: Supplementary
Rank: A
Range: Short- Long
Chakra: 30
Damage: N/A
Description: After using a fire technique, the user can manipulate their wind chakra around the fire as it travels, creating gusts, cyclones, or currents of wind that redirect, and intensify the flames. The user does this by giving the flames wind to feed off of, or a lack there of depending on the redirection. The wind also acts as fuel for the fire, increasing its strength by 1 rank.

-Can only be used thrice per battle
-Can only be used on fire techniques A-Rank and below
- Can only be taught by Xicer

Both decline - similar to existing jutsu
 
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