Custom Jutsu Submission - III

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KeotsuEclipse

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(Densetsu-no Kamei Gigei: Tenretsujin) Legendary Command Art: Heaven Rending Blade
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short (Short-Long)
Chakra Cost: 50 (-20 per turn)
Damage: 90 (+equivalent Active Boost to Kenjutsu techniques useable while active)
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). A legend that always enchanted Keotsu was that of Susano'o, and the power it wielded, especially the stories of the power held in the Susano'o of Madara Uchiha. While Keotsu could match, and at some times surpass, the power wielded by the spectral god, Keotsu desired a way to better refine and harness his strength, in a way to create a "Susano'o" of his own. Keotsu would accomplish this with the incredible power of his technique (Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest. Keotsu will call forth the power of the technique, but instead of allowing it to descent upon the landscape Keotsu will call the energy into his blade and focus it there, channeling the energies into his sword. Causing the blade to glow with a brilliant light through the energies of the technique, Tenretsujin gives Keotsu power on par with that of a Perfect Susano'o. While Mythos is cloaked in light, a single swing of the blade has the power to effortlessly shatter the earth, and Keotsu can even project his slashes up to long range to shatter even mountains. However, maintaining the technique requires a tremendous amount of focus and energy, preventing Keotsu from using most techniques while Tenretsujin is active.
*Note: Can only be activated once per battle and requires an upkeep cost of 20 chakra at the end of every turn it is maintained, including the activation turn. The technique persists until it is deactivated or until the chakra upkeep cost is failed to be met.
*Note: The upkeep cost increases by 10 chakra every time it must be payed, up to a maximum of 100 chakra per turn for upkeep.
*Note: This technique is unable to be used if the usage conditions for (Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest are not met.
*Note: When activated, only one other technique can be activated in the same turn as Tenretsujin. Like its parent technique, Tenretsujin ends the effect of the First Prayer once it deactivates.
*Note: Once Tenretsujin is active no other Kenjutsu techniques that consume chakra can be activated, with the exceptions of Prayer-type Command Arts, other Legendary Command Arts, and the technique (Kamei Gigei: Kougenjin) Command Art: Mirage Blade. This does not interfer with the upkeep of already active techniques.
*No Ninjutsu, Genjutsu, or chakra-consuming Bukijutsu is useable by the user while Tenretsujin is active excpet those metioned in this technique. Taijutsu is still accessable.
*Note: All freeform physical attacks will do equal damage to the power of Tenretsujin while active, and once per turn the attack can be projected up to long range in a similiar manner to how a Perfect Susano'o does. However, freeform strikes used by the user of Tenretsujin, though having incredibly increased power, are still treated as such and are avoidable in a similar manner.
*The Long-Range Slash projection is treated as a proper technique: it consumes a move per turn and must be treated as if it were a technique and not a freeform attack.
*Note: Because of how Tenretsujin functions, it cannot increase the power of Prayer-type Command arts with the exception of (Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest.
*Note: Unlike other Legendary Command Arts, Tenretsujin is useable by others who meet the usage conditions of (Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest and who know the technique (Ani) Brother. It cannot be used by others unless both of these conditions are met.
*Note: This technique can only be used with Mythos. Any other weapon, even those that are normally indestructable, will be instantly obliterated the instant the energy is attempted to be focused into them. Ani-infused blades will satsify this usage condition, and the user who attempts it will take the full damage of (Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest as if it had direct contact.
*Note: Like (Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest, this technique is treated as a Non-elemental attack. Unlike (Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest, this technique is treated as a physical attack and not an energy attack.
*Note: (Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest can be cast again while Tenretsujin is active so long as all the usage conditions are met; if this occurs, instead of being called down, the blast will be projected forwards from the user's blade and have the combined power of both techniques. However, this instantly ends Tenretsujin and leaves all Command Arts of any type unusable afterwards for the remainder of the battle. It will end the effects of any active non-Prayer Command Arts that may be sustained, as well. This includes Legendary Command Art forms of Mythos, causing the blade to revert to its base state.
*Note: If at any point the user loses contact with the Tenretsujin-infused blade, the technique instantly ends and is treated as if (Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest was cast, releasing the stored energy. However, the Tenretsujin user does not get the reduced damage, and instead takes the full force of the attack.

Reference:
(Kamei Gigei: Saigo no Inori: Tenshōha) Command Art: Final Prayer: Heaven’s Illumination Conquest
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra: 50
Damage: 150 (-50 to user)
Description: The final “Prayer” of the Command Arts, Tenshōha is also the only offensive Prayer to not directly attack with the user’s sword, though it still falls into the Kenjutsu category due to needing the user’s sword to activate. Breaking the semi-crouching stance attained by the first Prayer, the user will stand and focus their chakra into their blade. By sheathing their blade, the user activates the technique. Their chakra will be unleashed in a powerful burst, calling forth a massive pillar of energy from the Heavens that descends upon the battlefield. Falling with incredible strength, the pillar has enough force to level the terrain completely and leave nothing but dust in its wake, though the after-effects of the jutsu seem to encourage the growth of life in the area. The user, at the epicenter of the blast, takes 50 damage; the only reason they do not pass out is because the chakra coursing through their body from the first Prayer forms a protective dome around them, lessening the blow of the blast.
*Can only be used if the first “Prayer” was used sometime earlier in the battle.
*When used, the effects of the first “Prayer” end.
*Can only be used once.
*The user can only use two techniques in the turn this is used, this jutsu included in that tally.
*No other Prayer can be used in the same turn.
*No Prayers can be used in the next turn.
*This is a Non-elemental blast.

✦ Declined, too much to point out with what's wrong with this, DNR ✦
 
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Luther

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Binturong no hadesu.: Hades of the Binturong
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: N/A
Description: Hades of the binturong is the head of the binturong family and one of the strongest of the pair, he is also sakazuki closest ally and has been for several years. Hades name meaning the unseen one which is a moniker of his comes from the fact that he is rarely seen in public nor does he engage in talks with the other summons as he himself is a sadist and keeps to himself, only getting joy from killing opponents on the battle field. Like sakazuki hades is an absolutist in his beliefs unwilling to bend to any reason or idea that threatens his sadistic view of the world, he deems humans as sad creatures and power hungry only looking out for themselves similar to how sakazuki views people too.

Hades being the head of the binturong has five main traits that set him apart from the other group summons and why he is rarely and only called upon in battle where sakazuki feels his life is in danger. His first is his elemental prowess in fire which surpasses that of the average ninja and rivals the prowess of the uchiha clan of konohagakure which sakazuki is part off, he can use katon techniques of any rank through his mouth and his hands without the usage of handseals and is also unaffected by any elemental techniques A rank and below except water which is his primary weakness and is limited to only b rank and below unable to defend strongly against it. His second ability is his limbs and nose, unlike other mammals binturongs are four legged creatures which are capable of leaping great heights surpassing those of monkeys and apes, he is able to leap as far as fifteen feet in the air with weights attached to his body, such weights can be his summoner, ninja tools or even his opponent when launching taijutsu based attacks. He also has a keen sense of smell with his nose and can easily detect booby traps or foreign chakra or structures on the ground which is primarily useful in war times where shinobis set traps for the opponents. Although he is skilled in fire he is useless in ninjutsu and is unable to perform even the simplest of ninjutsu techniques except that of the shadow clone which he can only make three copies off unlike four which the normal shinboi can make. His third and final feat is the most unique and truly what sets him apart from others, he upon the possible death or life threatening injury of his summoner is able to swallow them whole in his belly and keep them in his belly for a maximum of three turns to allow for an escape, this is usually done in extreme circumstances where the summoner life is threatened or under great danger, when he uses this ability his immunity from elemental techniques drop to brank and he is only able to perform fire up to s a rank albeit with handseals. Whatever moves or thoughts hades makes on the battlefield are linked to sakazuki and vice versa which allows for stealth and good mission planning. The last trait is genjutsu release by physical contact he is able to transfer chakra into his user sakazuki and dispel foreign chakra of his enemy which allows him to dispel genjutsu s ranks and below but can not do so for forbidden genjutsu.

Note: This summoning can only be used by sakazuki
Note: Last for four turns
Note: Each ability counts for a single move in the turn
Note: Dispelling Genjutsu can only be done two times in the battle and decreases the summoning duration on the battlefield by one turn


Declined: going to preface this check by stating that I did examine the binturongs approved prior. In the current RP, this particular submission has too many abilities, some of which are rather unreasonable. To start, the binturong will be limited to only Katon techniques of S-rank and below, which reflects the rank of the actual summoning. Next, its durability needs to be reduced to, at best, being unfazed by B-rank and below attacks. Yes, you have an A-rank summoning with similar parameters, but this decrease in durability is meant to keep with more recent limitations regarding S-rank summonings. Continuing on, the leaping trait is a nonissue but beyond that, you'll be permitted maybe one more ability within reason.


Katon: Higeki-tekina higeki|Fire Style-Raining Tragedy
Type: Supplementary/Attack
Rank: A
Range: mid- Long
Chakra:30
Damage: 60
Description:
This jutsu requires rain to be actively falling on the terrain. By channeling his fire chakra into the storm clouds that causes rain to fall, the user is able to heat up the rain and the aftermath is that every rain drop becomes hot. The cloud would pour down hot rain and though this would not disrupt any other previous function of the rain, it only makes the water hot. This means sensing rain would still sense like normal. The jutsu ends when the rain itself is stopped. The hot rain would cause 1st degree burns the first turn the opponent is exposed to it, the second turn, the damage grows into 2nd degree burns due to extended exposure to hot water and so on. The user also needs to shield himself from the rain else, he too would be affected by it, thus he is not able to use the technique in short range of the opponent.

-Used only in conjunction with an available rain.

Declined - would clash with boil release

Doton: Senjūmin chūnyū. Earth Style: indigenous implantations.
.
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description:
The concept of Implantation as it relates to the earth comes from the basic concept of both ancient and modern methods of crop growth which results in harvesting as the final means of processing, this technique plays on those fundamental core principles of crop growth and harvest. The user of the technique can initiate the process by tapping either one of his lower limbs three times in consecutive manners on the ground, regardless of the particular limb either being left or right which is left to the user discretion, in doing so the user inserts into the ground beneath him hundreds of nuts made out of earth. These nuts are a little similar in both size and dimension to regular seeds gotten from fruits, albeit slightly bigger in their diameter and span across a radius of twenty millimetres encompassing the terrain of the field which is essential and pivotal because it creates a means of allowing for the stealthy implantations of each individual nuts and unlike other earthen techniques such as the Destructive Rising Rock Pillars which give away the element of surprise through ground tremor or ground heating jutsu does not. These nuts serve as a supplementary means and also offensive means, the nuts are reactive to foreign chakra and the targets movement on the ground and each begin to blow up individually below the ground as a result of the manifestation of the foreign chakra most likely done by the opponent standing on the ground from above, or by his sudden movements. The explosions go off individually albeit all consecutively and all in the same time and amount to an a rank explosion in rank, because these nuts encompass the terrain should the target be able to neutralize the nuts before the explode, he only does so within the area he encompasses himself in, meaning if he negated the said technique within short range from him through lightning surges the moment he moves out of that short range radius he is once again exposed to the explosions again. This is particularly useful if the opponent is one who is a taijutsu based user like rocklee who relishes in short range combat and who seeks to close the distance between his opponent to get within range, the user can trigger of these nuts in his direction to go off consecutively with his every movement as the leaps backward widening the gap ensuring that the more the opponent tries to close the gap the more the nuts are triggered by his movements or usage of chakra which are deemed foreign by the nuts. Another usage of the nuts and the main fundamental aspect which gives it supplementary moniker is that it can be implanted within the users radius and spring forth solid based earthen structures mainly massive pillars or trunks capable of pushing him out of a deep sunken areas for example resulting from the swamp of the underworld or the moving core technique, they can also materialize into solid based projectiles such as kunais and shirukens and cascade on the target which is b in rank similar to the explosive ninjutsu based tags. The user can decide to keep this dormant and not react to foreign chakra or movements by the opponent if he wants to ensure the right timing, albeit it must be within the restricted duration of the turn.

Note: Can Be used Three Per Battle.

Declined - was reading through and was like this i cool, then you mention exploding and that became an instant decline, earth doesn't explode and old cjs which i wont approve now already do this thing, i thought you were going to day they burst into form of a sharp earth tree to attack and bind ect... not... explode xd
Note: Each explosion or formation of structures cost a move in one turn.
Note: It requires a 1 turn limit to use again.
Note: Last For Four Turns.
 
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Shīnju

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~Resubmitting
~Edited




(Shadousutōkā) – Shadow Stalker
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: One of Toneris most prized possessions. Stalkers engineering was that far beyond any puppet ever made due to his master being one of the creators of puppetry. His Looks and Design all play key parts as to why hes the ultimate assasination puppet. Stalker is made of lightweight extremely durable Wood from his frame to the inside of his body providing him with A rank defense (B rank lightning can destroy him though) testing out the durability himself toneri would dilerably fight his puppet to test it making sure its made and wont fail in battle.He also has holes around his body that can release a variety of things from Both his palms , Heels , Back & chest that can open and close on the users will.Being a puppet used for stealth missions and Assassinations stalker is proficient in Combat just like his master. Excelling in CQC And the use of Vasts amounts of weapons also. Stalker is usually decked out in red crimson shoulder and heel armor (Purely Cosmetic) and a Large evilish Syandana like cape , that compliments his dark outside perfect for night missions etc..Stalker abilities consist of excelling at CQC From weaponry to Hand to Hand combat . allowing him to use non chakra and Chakra ( No Elemental )oriented Taijutsu..But his keen ability consists of being able to manipulate and make use of his special red energy (Equivalent to A-Rank) as shown by tonerie. This special energy the puppet is able to release is only available to otsutsuki puppets seeing as it was only used by puppets controlled by them. Stalker Can perform a multitude of uses with his energy , Form a Bubble shield , send off energy blasts in the form of balls or sending the energy in the form of a beam, He can emit the red energy from any part of his body that has the appropriate holes to do so (stated above)The red "energy" stated is no more than colored chakra( Just used energy as a substitute). Due to it being advancely manipulated chakra it plays on equal terms with the basic 5 elements ,

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


Looks
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Note:Can Only Be Used By Otutsuki Clan Members
Note:Stalkers Red Energy can only be manipulated into one thing at a time & counts as a move
Note:Can Use His Chakra Based Attacks Up to S-Rank & Chakra Based and Non Chakra Based Taijutsu only
Note:Can only Manipulate the energy into basic shapes ( Circles , Blasts Beams , etc) No Dragons or wolfs or anything of that nature
Note:Due to the advanced chakra control to perform & manipulate the special chakra the user cannot use any jutsus while the puppet uses the red energy
Note: Can Only Be taught by Shinju

Declined - i started to make edits and got to the point where you say what he can make with the energy and that's all just too much, you need to narrow that down.

Resubmitting....
Edited.....



(Shadousutōkā) – Shadow Stalker
Rank: S
Type: Puppet
Range: N/A
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: One of Toneris most prized possessions. Stalkers engineering was that far beyond any puppet ever made due to his master being one of the creators of puppetry. His Looks and Design all play key parts as to why hes the ultimate assasination puppet. Stalker is made of lightweight extremely durable Wood from his frame to the inside of his body providing him with A rank defense (B rank lightning can destroy him though) testing out the durability himself toneri would dilerably fight his puppet to test it making sure its made and wont fail in battle.He also has holes around his body that can release a variety of things from Both his palms , Heels , Back & chest that can open and close on the users will.Being a puppet used for stealth missions and Assassinations stalker is proficient in Combat just like his master. Excelling in CQC And the use of Vasts amounts of weapons also. Stalker is usually decked out in red crimson shoulder and heel armor (Purely Cosmetic) and a Large evilish Syandana like cape , that compliments his dark outside perfect for night missions etc..Stalker abilities consist of excelling at CQC From weaponry to Hand to Hand combat . allowing him to use non chakra and Chakra ( No Elemental )oriented Taijutsu..But his keen ability consists of being able to manipulate and make use of his special red energy (Equivalent to A-Rank) as shown by tonerie. This special energy the puppet is able to release is only available to otsutsuki puppets seeing as it was only used by puppets controlled by them. Stalker Can perform a multitude of uses with his energy , Form a Bubble shield , send off energy blasts in the form of a beam,The red "energy" stated is no more than colored chakra( Just used energy as a substitute). Due to it being advancely manipulated chakra it plays on equal terms with the basic 5 elements ,

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


Looks
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Note:Can Only Be Used By Otutsuki Clan Members
Note:Stalkers Red Energy can only be manipulated into one thing at a time & counts as a move
Note:Can Use His Chakra Based Attacks Up to S-Rank & Chakra Based and Non Chakra Based Taijutsu only
Note:Can only Manipulate the energy into basic shapes ( Circles , Blasts Beams , etc) No Dragons or wolfs or anything of that nature
Note:Due to the advanced chakra control to perform & manipulate the special chakra the user cannot use any jutsus while the puppet uses the red energy
Note: Can Only Be taught by Shinju


Declined: I have now discussed the extent of energy usage with LoK, and this line will henceforth serve as my guideline: "just offensive blasts of energy that is essentially pure chakra." Ergo, the puppet's main feature requires modest revision.


(Anubisu) - Anubis
Rank: S
Type: Puppet
Range: Short-Mid
Chakra Cost: 40 (To summon)
Damage Points: N/A
Description: Anubis is one of many puppets that strikes fear into the opponent its tall slender figure sends goose bumps and cold sweats down peoples neck . Made up of slender extremely durable black wood with a Skeleton Humanoid/Animal like look. He is quiet the puppet. Anubis was designed to Wreak Havoc on an opponent and or used to finish one off. He has the ability to emit chakra from his body to covering up his skeletal structure making him look as if hes real. The chakra flickers and gives off an aesthetic appearance akin to flames. It also grants anubis up to B-Rank resiliency against attacks. Being able to walk on two feet like a human anubis can also use his alternative movement method by running on all fours like the half animal he is. When running on all fours anubis runs faster than his user granting him one level higher in speed Capping out at unofficial sage unless the user is an official,if the user is already a Unofficial Sage or an official one anubis runs the same speed as them capping out at the users level if they're above kage. While in his two legged form anubis can fight on par with opponents only using taijutsu that requires no chakra. His claws are made of metal and can be used to rip into an opponent.

Note:Can Only Be Taught By Shinju
Note:Only Otsutsukis can utilize this puppet
Note: Anubis 4 legged form costs a move
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Approved: the chakra will not be black and I added a range to puppet below.


(Shivu-a)- Shiva
Rank: S
Type: Puppet
Range: Short-Mid
Chakra Cost: 40 (To summon)
Damage Points:N/A
Description: Shiva's looks are weirder than what its capable of. At a height of 7 feet, Shiva possesses four heads and six arms in total, with the intent being to make Shiva the most proficient hand-to-hand puppet ever made. It has a normal head atop the upper body followed by one on the right and left of the main head, while also having a head behind the original. As far as the arms go, it has two arms in the front, one on the left and right of it, and two in the back (see picture for visual). Shiva's form can also be altered allowing Shiva to move all six of its arms to the front (three arms on each side) and move the four heads towards the front (the two side heads turn facing the front while the head at the back turns and rises up). This mode is primarily used for fighting a single target, and enables the simultaneous usage of puppet techniques and taijutsu. Due to its frame composition, Shiva is able to passively defend against B-rank and below damage. Shiva also has a multitude of compartments ranging from holes in each palm to having several daggers inside to utilize. Having daggers, poison senbon, and poison smoke stored inside of it makes Shiva quite the foe in battle.
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Note: Shiva arm/head shifting costs a move
Note: Can only be taught by shinju.
Note: Poison senbon, Poison Gas, & Taijutsu each uses up a move from the user.


Approved: reworded the bulk of the submission due to poor grammar and spelling.

 
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Xylon

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Yin Release: Birth of Void (Inton: Munashii tanjou)
Rank: S
Type: Supplementary
Range: Short-Long
Chakra cost: 40
Damage points: N/a
Description: Birth of Void is an advanced form of Bringer of Darkness genjutsu. The technique serves the same primary function but goes a step beyond to the point where it can no longer be classified as an illusionary technique. Like it's predecessor, Birth of Void begins with a tiger seal. The technique forms a miasmic darkness around the opponent that engulfs him in a spherical shape. The sphere retains an appearance similar to a Gudodama (Truth seeking ball) but engulfs the entirety of the target and at a relatively quick speed. Once trapped, the opponent has his or her senses blocked to the point of absolute numbness. A feeling of powerlessness flows with this numbness. The technique affects the basic 5 senses only, and so any extra sensory methods that involve a 6th form of sensing are retained however boosted senses are even more susceptible to this technique as the body is more reliant on them. The technique itself doesn't do any harm to its intended target in the process. The inside of the sphere appear similar to bringer of darkness, in fact it is intended so to make targets, especially ones adept to use of genjutsu, assume that bringer of darkness was used. The technique is not a genjutsu however and cannot be dispelled using conventional genjutsu defences. The only way to counter the technique is to simply move out of the sphere’s area, shortly after which the sphere itself would disappear. Sphere extends to 5m ‘around the target’ (The exact math is; Measurement of the target + 5m ). Just walking out however isn't as simple. The extent of the numbness goes the point where the target would even begin to question whether or not he’s actually alive. The target won't be able to tell if he's standing straight or head down or if he or she is even standing. Numbness is always accompanied with powerlessness so walking proves to be an extremely difficult task. The fact that the target doesn't get any reception of movement, his limbs don't signal the feeling of movement due to numbness, make it harder as the target can never truly determine how much more force should he exert or how much force is he actually exerting. Though the technique is relatively quick in execution. It's not instantaneous and preemptive actions can result in a successful dodge.
Note: Usable twice per conflict.
-Numbness is an innate quality of the substance (darkness) itself. Therefore it can negate any defences based on not letting foreign chakra control internal components (i.e. techniques that block foreign chakra from seeping into user’s chakra system). The same rationale, helps target regain senses the moment they step out of sphere’s range.

Yin Release: Star balls (Inton: Hoshi no tama)
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage points: 80 (x1.5 upon contact with a living being)
Descriptions: Star balls is a Yin release technique that creates several small onion shaped and sized orbs of energy. The techniques gives of the appearance of white burning orbs. The term “Star balls” is a reference to the ability of foxes in japanese myth to create Onion Shaped balls of light before possessing a victim. The technique is activated using a tiger seal, following which a single or numerous star balls form around the user ready for use. By imbuing these balls with spiritual energy, the user, using the power of imagination develops a personality/consciousness within these balls. Upon release, the balls travel towards their intended target at high speeds. Being conscious they are able to dodge enemy techniques, move around enemy defences and seek their targets with peerless efficiency choosing to attack from angles the opponent may be defenseless from. Star balls possess the properties of hungry ghost technique. Upon contact with a being or object with chakra. The orbs erupt in white flames fueling themselves with opponents chakra. If the opponent decides to use a technique, the act of moulding chakra would fuel the flames to burn brighter preventing the actions. This means the target rarely walks away unharmed if struck. The techniques interactions with elemental and non elemental techniques is neutral, but the trait of hungry ghost reduces the rank of a technique that clashes with it by one. This only applies to techniques with an active flow of chakra in them or are composed of energy. Techniques that employ natural elements (i.e. kirin) or senjutsu are unaffected.
Note: Usable thrice per battle. Makes 5 orbs

✦ Both Declined, Restrictions for these are needed, ones that are enough to actually limit these.✦

Orbs of the Noble truths (Shitaidama 四諦)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 70 (-20/ turn)
Damage points: 100/ball
Description: Shintaidama and spheres of natured chakra (not to be confused with Senjutsu), a lesser version of Truth Seeking balls. Though the technique is used by Yin-Yang release users, the orbs themselves aren’t composed of the natures. These fist sized balls are made up of chakra nature (s) the user possesses with curse marking covering the balls that govern the flow of nature in and out of the balls. Those with knowledge of, and potential ability to use truth seeking balls or any of it’s variation are capable of using this technique with one chakra nature (basic) while a Master of Yin-Yang release can create orbs of either an advanced nature, or two individual natures. Like the parent technique the user can use shape transformation as desired with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion, or use them to form a prison or shield. Noble truth balls, although capable of doing similar damage, are comparatively weaker than Yin release, Yang release and the original version of TSB. They carry on the type advantages and disadvantages of their natures. The orbs can be used as a source of an elemental technique or to perform individual attacks such as a long ranged stream of fire or water (equal to the strength of NTB itself, destroys orb if the technique is overpowered), the orbs are capable of any feat or form the orb’s element is such as Mud in the case of earth release and Mist in the case of water. But the orbs are not capable of anything ability that goes beyond the element, i.e the user cannot create ‘liquid’ fire as Yin-Yang users are capable of, unless he performs Change to Heaven on an orb. The curse markings govern the elements inflow and outflow as required by the user and make them interact-able without harm to the user, i.e. the user could touch and hold an orb of fire without burning himself.
Lastly, the Shakujo (Monk staff) user gains, only has 4 rings as opposed 6 in case of TSB. A set of 2 rings signifies nature transformation with rings composed of fire and lightning release. Another set of 2 rings signifies shape manipulation with rings composed of water and earth released. The 4 rings are held together by another larger ring of wind release. 4 rings represent 4 noble truths, while 6 rings (in case of truth seeking balls) represent 6 perfections/6 paths. Although this change is merely cosmetic, it still indicates the user’s skill in this line of techniques (use of NTB is novice, while TSB is skilled).
Note:The technique can be used thrice per conflict and lasts 6 turns. The user cannot re-use this technique to gain another set of NTB while a set is active, reusing the technique does however grant back any lost orbs.
-Use of TSB or a technique/mode that grants TSB transforms NTB to TSB, the user gains extra orbs as required during this change.
-The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 40 meters they will remain until the user gets close enough to call them back.
-The user can spend a move to change the nature of orbs during the technique. He cannot do so, more than three times per use.
-The user gains 4 orbs which surround them in any form they desire upon creation.

✦ Approved ✦

(Sonido) - Sound Ceremony
Rank: S
Type: Offensive/Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: 80
Description: Sound ceremony is an advanced sound manipulation skill. The technique falls in the broad of category of body flicker techniques, techniques that involve use of chakra for a sudden burst of speed. Sound ceremony does not involve any hand seals, the user begins by channeling a wave of sound that goes deep into the ground and travels back to the user, the travel time (back and forth) of the first wave is instant much like hindering sound and is meant to analyze the area (up to long range), the wave comes back carrying the information of the innate molecular vibrations of the surrounding area. Following the first wave, the user charges himself with chakra and travels to a distance, in a single step, as he lands, he sends a wave that travels into the ground and comes back, bouncing him off the surface yet again. The user could repeat this process for a maximum of 6 steps, the distance of each step itself depends on the user’s desire as well as his mastery in Taijutsu (10m normally, 20m for taijutsu specialists or Nb tai users, and 25m for those who have mastered NB Tai). The speed of the user as he travels is nearly untraceable to naked eye akin to leg weights (defined by a multiplier of x2 in the speed formula). Each step sends ripples through the surface user is stepping on, crushing the area and crumbling it into gravel. Though the process takes time (occurs between one to two second after the user steps off) , meaning the user could be on his third step by the time the area around the first step breaks apart. The technique is similar to a destructive sound wave, but it does not crush objects from sheer force. The wave released after each step, has the specific frequency that breaks the molecular bonds of the object in contact, causing it to fall apart (Vibrating an object at a frequency similar to that of its molecular frequency, causes it to fall apart. I.e. an opera singer breaking a glass with her voice). After at least 3 steps (2 seconds for a master) of moving around, the user could hit the opponent directly releasing the wave into the body, crushing the bones in the targeted area or limb. The technique can seamlessly be combined with another taijutsu for maximum potential damage. First movement is considered the first step, the user crushes the ground beneath him as makes his first move as detailed in the picture below .
Note: Usable 3 times per conflict.

-Effective against solid elements (i.e. steel, and crystal) upto its own rank. Distorts the shape of liquid substances and allows the user to step off them, even when submerged.
-If used to attack the enemy on the first or second step, the damage is reduced to ½ and only causes mild numbness to the targets body (apart from the damage itself).
-The damage of the technique does not root from hindering sound waves. The area of effect of the destructive waves is circular of the same radial range as the travel distance (10,20 or 25m). Surface/objects caught between multiple waves is crushed into finer grain.
-Requires mastery of Sound ninjutsu and taijutsu.
-Visual depiction:

‡ Approved ‡
 
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ᴍᴏᴏғʏ

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(Genjutsu: Genshuku Seichuu) - Illusionary Art: Gravity Control
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will activate the illusion by thrusting either one or both hands in a similar fashion to Deva Path's Shinra Tensei / Repulsive force-related techniques, imitating them. Inside of the illusion, the user has one of two options for usage. The first one being the ability to remove the influence of gravity all together. This will cause anyone and/or anything that isn't directly stuck to the surface of something like the ground, to be left in suspended animation off the ground, weightless regardless of ability. The targets affected will suffer from a thumping sound in the ears known as pulsatile tinnitus, matching the rate of their heart beat, completely deafening the target with the thumping noise. In their own minds, the user himself would also suffer from the zero gravity effect as they are seen in suspended animation, while in reality, they are doing as they please without being visually seen or physically heard. If successful, the mental stressed and effects caused by the illusion regarding being airborne, will prevent said targets from utilizing techniques that otherwise require physical contact with the ground itself as they are no longer in contact with it, inside of the illusion/mentally. The second variation of the illusion utilizes an opposite effect on the targets, increasing the gravity to the point where they are physically immobilized as they are forcefully pressed against/towards their nearest surface. This however, will not effect the user if he does not wish, within the illusion of course. Just like the first variation, the deafening sound of the thumping in the ears will also take effect as the user is "seen" either standing there, or also being affected by the repulsive forces.

⋩ Stays active for three turns.
⋩ Can be used four times per battle.

Declined - been done before

(Genjutsu: Kasai Mayakashi) - Illusionary Art: Fiery Deception
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: A special genjutsu technique that can be activated alongside the utilization of a water-based technique, thus being in-tune within the same timeframe but otherwise still costing the user one of his three jutsu slots. The illusion can also be activated before-hand by performing the confrontation hand seal. Everyone placed inside of the illusion will see, feel, hear and even smell the user's water-based techniques as if they were fire-style. For example, a water bullet would be perceived as a ball of fire that would produce heat and light as it approached said target. Mist for example, would appear as the ash-variation of fire release, black in color, being as thick or thin as the mist utilized. This is but a strategical utilization of genjutsu that offers no physical benefits or empowerments to the water element, just a way to mentally confuse the enemy by painting a different picture and confusing their senses.

⋩ Stays active for five turns.
⋩ Can be used four times per battle.

Declined - for using with a water jutsu you don't actually mention the medium for inducing the gen like the sound or sight of the water, or light reflects off the water to induce the gen. Which i then believe requires permission for elemental gen, not sure. Also i'm afraid to say someone has done this before in the past year or so but for all elements.

(Fūinjutsu: Rei Genshuku) - Sealing Art: Zero Gravity
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: By clapping their hands together, the user will activate a physically invisible barrier that expands outwards up to a radius of thirty meters. (Fifteen meters in every direction of the user) The barrier's sole purpose is to seal off the influence of gravity from within, causing everyone/everything to feel weightless as they are left in suspended animation floating in the air. The barrier offers no offensive capabilities and is completely self sufficient, leeching chakra off of the user's reserves to maintain itself. Objects/techniques that are not effectively manipulated/sustained like kunais or elemental bullets would fall pray to the effects of zero gravity, more than likely missing their mark depending on the situation at hand. (Size for example.) The barrier is virtually intangible, and thus is not affected by physical damage. Energy-based techniques however, of S Rank and above will break the barrier if struck, successfully deactivating it in the process.

⋩ Stays active for three turns.
⋩ Cannot be used consecutively.
⋩ Can be used three times per battle.

Declined - sorry i can't approve this, gravity control even through fuuin would clash with deva path and you are not allowed to make customs for deva either, sorry.
 
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Houdinii

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(Ototon: Seibutsu Gisei)-Sound Release: Critter Bluff
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description:
The user will form two hand seals and focus their chakra into the air (must be at least five meters from the opponent) or a sound technique. By doing so they will manipulate its shape, forming it into one of various sentient animals that can attack or defend for the user. The animal passively feeds off of the users chakra to keep both their shape and autonomy. The beasts size can vary while its body can either be composed of dense destructive sound waves that allow it to interact and bash through solid objects. Or alternatively it can be composed of high frequency sound waves leaving it intangible in form, meaning that it cannot interact with physical objects or physically harm the opponent.

However in this second form it possesses a unique pitch similar to that of Sound Release: The voice of Midas as it causes muscle paralysis to enemies that hear its tone. Though this only affects enemies that are within short range of the beast while in this form. When used on an existing sound technique, this technique can be performed without handseals and in the same time-frame as the previous jutsu. The two techniques do not stack or add to each other's damage, instead this technique takes on the power of the jutsu it's created from (i.e. using this on an S-Rank will make the animals deal 80 damage and the technique it was spawned from will disperse).

Notes:
~Can only be used three times and each usage lasts for four turns
~Can only be taught by xHoudinii

Leaving for another mod - not really a fan of sound waves being held in shape like this

Yeah, ima say no dawg
 
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Pervyy

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New Cycle: 17/11/2016 - 24/11/2016

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

Jhin

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(Fuuton: Hokuryū no kiba) - Wind Release: Fangs Of The North Dragon
Type: Offensive/Defensive/Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Based on his unique techniques for the Kusunagi sword, Orochimaru found a way to replicate the effect and make it accessible to anyone. This variant can be used either with weaponry or bare handed strikes. By focusing wind chakra in to their weapon or fists the moment before impact the user is able to generate bursts of sharp condensed wind that take the form of large snakes bareing their fangs to strike the opponent, from both the momentum point and the impact point to enhance firstly the speed and secondly the damage. This can be used in conjunction with kenjutsu or taijutsu freeform or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question, if used with freeform it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by two ranks in regards to the users speed chart reference. Due to the nature of wind even formerly blunt attacks such as taijutsu strikes will become sharpened thanks to the wind release capable of puncturing through flesh in a similar way to the Chidori strike however less potent due to the lower rank. Requiring considerable force to run someone through entirely.

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jhin
Note: No fire in the same turn. Usable once every two turns

Approved made edits


(Katon: Bāningusupirittoburēdo) - Fire Release: Burning Spirit Blade
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid (When thrown)
Chakra: 40
Damage: 80
Description: This technique is based on the principles of the energy style chakras, fire wind and lightning. While it only uses fire release the user has incorporated some of the aspects of the other two natures and applied them to fire. The technique begins with no handseals and is formed on the users dominant hand or hands, if covering both hands it will count as two usages of the technique but can happen in the same timeframe. The hand or hands of the user will be coated in flame, non harmful to themselves obviously. Taking the appearance of large blades of self sustaining fire that are roughly the length of the average wakizashi around 15 CM in length. These blades essentially augment the users hand to hand freeform and behave in a solid impactful way instead of the ethereal form of fire. Allowing them to cut and burn flesh with ease. These blades can also be thrown from the limbs to reach longer ranges but once thrown they can not be retrieved. However a useful ability of the blades when thrown, is that the user can make a single handseal charging a huge excess of chakra in to the flying blades causing them to burst in to large balls of light, causing incredible damage to the opponents retina, especially if detonated in close range. These blades can also be used in a shroud form to surround the users chosen weapon, in which case they will surround the weapon in a flaming aura which can be thrown as a flaming blade of fire, not unlike the wind blade technique but far more visible.

Note: May be used two times per battle.
Note: The user can combine ranked taijutsu/kenjutsu with this technique but it would not stack damages instead providing a +20 to ranked taijutsu/kenjutsu. The eighty damage represents the damage when thrown or used to attack the opponent with freeform.
Note: Should the detonation occur in mid range the opponent will be blinded for one full turn following detonation, should it be in close range he will be blinded for three turns.
Note: Once activated the blades can last for up to four turns before they're no longer able to sustain themselves.
Note: May only be taught by Jhin

Declined - its a nice idea but fire exploding to blind I've never seen so that doesn't make sense. And combining it with a sword as a medium would clash with existing jutsu that cover blades in fire that can be released.

(Doton: Sekka no seishin burēdo) - Earth Release: Petrifying Spirit Blade
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid (When thrown)
Chakra: 40
Damage: 80
Description: This technique is based on the principles of the solid style chakras, earth and water. While it only uses earth release the user has incorporated some of the aspects of the other natures and applied them to earth. The technique begins with no handseals and is formed on the users dominant hand or hands, if covering both hands it will count as two usages of the technique but can happen in the same timeframe. The hand or hands of the user will be coated in a green aura of raw earth chakra, non harmful to themselves obviously. Taking the appearance of large blades of self sustaining earth chakra that are roughly the length of the average wakizashi around 15 CM in length. These blades essentially augment the users hand to hand freeform and behave in a solid impactful way instead of the ethereal form of other elememts. Allowing them to cut and petrify with ease. These blades can also be thrown from the limbs to reach longer ranges but once thrown they can not be retrieved. However a useful ability of the blades when thrown, is that the user can make a single handseal charging a huge excess of chakra in to the flying blades causing them to burst in to large slabs of earth, causing incredible damage to the opponents body, especially if detonated in close range. These blades can also be used in a shroud form to surround the users chosen weapon, in which case they will surround the weapon in a earthen aura which can be thrown as a green blade of earth chakra, not unlike the wind blade technique but far more visible. Much like the flying swallow in appearance the fundamental difference of this technique is it's ability of petrification. Much like the added weight rock technique this blade allows the petrification of organic material if used to strike liquid based techniques provided they contain some impurity they'll be forced to solidify with water becoming salt crystals and mud becoming hard earth. Other elements will follow this pattern with liquids becoming solids and solids becoming petrified solids causing them to crumble to dust usually

Note: May be used two times per battle.
Note: The user can combine ranked taijutsu/kenjutsu with this technique but it would not stack damages instead providing a +20 to ranked taijutsu/kenjutsu. The eighty damage represents the damage when thrown or used to attack the opponent with freeform.
Note: Once activated the blades can last for up to four turns before they're no longer able to sustain themselves.
Note: May only be taught by jhin

Declined - forcing a liquid to solidify just isn't logical in my opinion, adding weight to it to make it harder for someone to control would work but making it solid is just weird xd
(Sunēku gijutsu: Hyaku man-mai no hebi no kakō) - Snake technique: Descent of the million snakes
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: A technique created by Orochimaru based on his unparalled skill with snake based techniques. The user will make a single handseal opening their mouth and releasing an enormous quantity of snakes reaching numbers in the thousands easily. These snakes will form what can only be described as a tremendous tidal wave of snakes that surges towards the target with high speeds. In terms of dimensions this is very similar to the technique he used versus the four tailed Naruto. Except in this version the snakes will form a huge wall at least twenty meters in height and ten meters in diameter. With each snake revealing a copy of the sword of Kusanagi in it's mouth before the entire wall drops breaking like a tsunami of snakes upon the opponent crushing and impaling anyone caught beneath it's huge dimensions.

Note: May be used two times per battle.
Note: This may be used by anyone who has the snake contract but only Orochimaru can use the blades of Kusanagi, other users will simply rely on the crushing blunt damage of the snakes.
Note: Once the attack completes any snakes will disperse so will the swords as they are essentially clones of the sword.
Note: May only be taught by Jhin
Note: No jutsu above A rank in the following turn

Approved - made edits... no 1000000 copies of oro's sword <_<

PEnding - you can't use this until you finish snake training.


(Doton: Sekka no seishin burēdo) - Earth Release: Petrifying Spirit Blade
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid (When thrown)
Chakra: 40
Damage: 80
Description: This technique is based on the principles of the solid style chakras, earth and water. While it only uses earth release the user has incorporated some of the aspects of the other natures and applied them to earth. The technique begins with no handseals and is formed on the users dominant hand or hands, if covering both hands it will count as two usages of the technique but can happen in the same time frame. The hand or hands of the user will be coated in a green aura of raw earth chakra, non harmful to themselves obviously. Taking the appearance of large blades of self sustaining earth chakra that are roughly the length of the average wakizashi around 15 CM in length. These blades essentially augment the users hand to hand freeform and behave in a solid impactful way instead of the ethereal form of fire. Allowing them to cut and petrify with ease. These blades can also be thrown from the limbs to reach longer ranges but once thrown they can not be retrieved. When these blades of chakra are thrown, they become solid earth in the shape of a blade which on contact can petrify someone stunning them for one turn. These blades can also be used in a shroud form to surround the users chosen weapon, in which case they will surround the weapon in a earthen aura which can be thrown as a blade of earth taking a solid form as it leaves the sword. Much like the flying swallow in appearance the fundamental difference of this technique is it's ability of petrification. Much like the added weight rock technique this blade allows the petrification of organic material if used to strike liquid based techniques provided they contain some impurity they'll be forced to solidify with water becoming salt crystals and mud becoming hard earth. This works best on very impure water like mud techniques or ink techniques. But it won't work on large scale water techniques like waves and vortexes or anything with dimensions like Kisame's water prison.

Note: May be used two times per battle. Two turns between uses
Note: The user can combine ranked taijutsu/kenjutsu with this technique but it would not stack damages instead providing a +20 to ranked taijutsu/kenjutsu. The eighty damage represents the damage when thrown or used to attack the opponent with freeform. Throwing the blades counts as a jutsu
Note: Once activated the blades can last for up to 3 turns before they're no longer able to sustain themselves.
Note: No jutsu above A rank in the turn this ends. Can only use earth while maintaining unless the user has yin/yang.
Note: May only be taught by Jhin

Approved - made edits

(Sunēku gijutsu: Eipekkusuintento) - Snake technique: Apex Intent
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: A technique that for all intents and purposes functions exactly the same as killing intent but instead uses a release of chakra from all over the users body while making direct eye contact with the enemy. When this strikes the enemy they're afflicted with a powerful killing intent native to only those of the snake contract. This version of killing intent can be used by the snake summons themselves or by the user. If used by either it follows the same restrictions as the normal killing intent but the rank varies depending either on the rank of the snake. For example a B ranked snake will create a B ranked killing intent. Or it will be increased in affect by one rank for the user versus his normal killing intent. This is based mostly on the incredible intimidation caused by the eyes of a snake, as shown throughout the series by Orochimaru who's killing intent was enough to completely paralyse an opponent beyond movement, when he fought Kakashi or Sasuke, this killing intent will be so overwhelming it will force the victim to make eye contact with the serpentine eyes instilling them with a sense of fear and dread stronger than the normal killing intent. This ability can be used by snake summoners other than Orochimaru but they must have access to snake sage mode to replicate the paralysing gaze of the snake. If used by Orochimaru during his sage mode it will increase in power by two ranks, but will cut the duration of his sage mode by one turn.
Note: May be used thrice times per battle.
Note: This may be used by anyone who has the snake contract provided they have sage mode. With the exception of Orochimaru who may use it at any time given his unique body.
Note: May only be taught by Jhin

Approved

 
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Luther

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Suiton - Hidaka shita heizu|Water Style: Bloated Haze
Type: Supplementary/Offense
Rank: S
Range: Short-Long
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user would focus his chakra into the surrounding mist and cause several portion of the mist to coagulate and expand until there are several hovering bloated water all around the terrain. The bloated water looks like blobs of water though they are rather dense and can be used for effective footings for the user. However, the floating blobs would explode upon the touch of anyone other than the user due to it reacting to other chakra signatures apart from the user. The user is able to conceal this bloated forms of water within the surrounding mist even concealed from the sharingan and chakra sensors as they are normally blind within the mist. Byakugan however, is able to see them within the mist. The user has total control over their movement and by sacrificing a move per turn, he is able to move them with his will to set traps or to attack the opponent directly. The explosion causes by a bloated mist is equivalent S-rank water explosion and would cover a short range radius. Should more than one bloated mist is sent towards the opponent at once, then all of them amounts to an S-rank attack.
If the mist continues to exist, the user continues to sacrifice his chakra per turn to re-generate used up bloats while using the immediate mist as the source until the jutsu ends or there are no more mist around.
-Requires mist to be present to use
-2x per battle
-Last 4 turns or when the user ends it
-No Earth jutsu the same turn this is used
-2 turns inbetween usage
-No water jutsu the turn after this jutsu ends.

Declined - nice technique, but few things need fixing. Firstly, the blobs explode? It's water so do they just act like a water baloon blowing up or what? I want specifics! xd Also sharingan would be able to see it in a thick mass in short range, but apart from that they wouldn't. No need to mention chakra sensors, in the mist they would only sense chakra, they can't sense shape and forms, but that's up to you if you want to put. You cant have up to 7 orbs, that are essentially S rank floating bombs, the power of the explosion would be devided between them. But the restrictions are fine

Katon: Gōruden'īguru no idai-sa |Fire Style: The Greatness Of The Golden Eagle.
Type: Offense/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50(-20 per turn)
Damage: 90-20 per turn)
Description:
The user focuses his fire chakra throughout his body and performs the Boar, tiger and Dog hand seals and then slams his two hands on the ground creating in the process five golden eagles in the process, each of these eagle are roughly seventy centimetres in length with a wingspan of 2.40 meters capable of covering great landscapes and terrain in due time. The golden eagles each can move individually on their own and are controlled by the user of the technique, they can either cascade and bombard on the opponent in a synchronized fashion or manner or each individually attack the opponent, or take on a supplementary role and provide aerial view on the landscape and the opponent from above. The golden eagles can also be combined and joined together as one single golden eagle which main role is primarily attack and in doing so its sheer sizes expands with it now have a size exceed eight centimetres when standing and a wing span of 2.50 meters. Each of the golden eagles requires constant chakra control thus barring the user from using any other elemental technique except fire during the duration of its process, should the user begin to use other elemental natures before the duration runs out or before discontinuing chakra flow the birds dissipate. Depending on the users use of the golden eagles he may choose to ride the golden eagle himself and launch it along with him from the air or even on the ground, although this can only be accomplished if the golden eagles are individually combined together and not why they are torn in five.

Note: Can only be used Once.
Note: Each Golden Eagle Last For Four Turns
Note: -20 Chakra Cost to Maintain
Note: Can not mold other elemental Techniques besides fire while active.


Declined - The view from above doesn't make sense, you wouldn't have linked vision with a fire jutsu would you? Same with you riding on fire? That doesn't make sense. And pick an even number, that way when the power is devided evenly it makes more sense xd
□ Pending. Leaving for NK/Vex or Pervy. □
Katon: Gōruden'īguru no idai-sa |Fire Style: The Greatness Of The Golden Eagle.
Type: Offense/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50(-20 per turn)
Damage: 90-20 per turn)
Description:
The user focuses his fire chakra throughout his body and performs the Boar, tiger and Dog hand seals and then slams his two hands on the ground creating in the process SIX golden eagles in the process, each of these eagle are roughly seventy centimeters in length with a wingspan of 2.40 meters capable of covering great landscapes and terrain in due time. The golden eagles each can move individually on their own and are controlled by the user of the technique, they can either cascade and bombard on the opponent in a synchronized fashion or manner or each individually attack the opponent at the user discretion, unlike normal flying summons the six golden eagles cannot provide aerial view or vision to the user since they are not visually linked. The golden eagles can also be combined and joined together as one single golden eagle which main role is primarily attack and in doing so its sheer sizes expands with it now have a size exceed eight centimeters when standing and a wing span of 2.50 meters. Each of the golden eagles requires constant chakra control thus barring the user from using any other elemental technique above b rank except fire during the duration of its process, should the user begin to use other elemental natures before the duration runs out or before discontinuing chakra flow the birds dissipate.

Note: Can only be used Once.
Note: Each Golden Eagle Last For Four Turns
Note: -20 Chakra Cost to Maintain
Note: Can not mold other elemental Techniques past b rank besides fire while active.


Declined - without Y/y you would only be able to use fire while controlling these. Reduce turn limit, and say you lose two speed ranks for two turns after due to strain.
Suiton - Hidaka shita heizu|Water Style: Bloated Haze

Type: Supplementary/Offense
Rank: S
Range: Short-Long
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user would focus his chakra into the surrounding mist and cause several portion of the mist to coagulate and expand until there are several hovering bloated water all around the terrain. The bloated water looks like blobs of water though they are rather dense and can be used for effective footings for the user. However, the floating blobs would explode upon the touch of anyone other than the user due to it reacting to other chakra signatures apart from the user. The explosion is simply a rapid instability water molecule within the blob, making it blast outwards from its compressed form while the resultant explosion is a physical blunt force of water. The explosion span a 3m radius. The user is able to conceal this bloated forms of water within the surrounding mist even concealed from the sharingan as they are normally blind within the mist, however, they would be able to see notice the thick mass of chakra short range from them. Byakugan however, is able to see them within the mist. The user has total control over their movement and by sacrificing a move per turn, he is able to move them with his will to set traps or to attack the opponent directly. The explosion causes by a bloated mist is equivalent S-rank water explosion and would cover a short range radius. Should more than one bloated mist is sent towards the opponent at once, then all of them amounts to an S-rank attack though only upto 6 bloats can be made.
If the mist continues to exist, the user continues to sacrifice
his chakra per turn to re-generate used up bloats while
using the immediate mist as the source until the jutsu ends
or there are no more mist around.
-Requires mist to be present to use
-2x per battle
-Last 4 turns or when the user ends it
-No Earth jutsu the same turn this is used
-2 turns inbetween usage
-No water jutsu the turn after this jutsu ends.

Approved - but while controlling these you can only use water. And the total power of all blobs is S rank, so if you blow one it would be like B rank


Doton: Senjūmin chūnyū. Earth Style: indigenous implantations.
.
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description:
The concept of Implantation as it relates to the earth comes from the basic concept of both ancient and modern methods of crop growth which results in harvesting as the final means of processing, this technique plays on those fundamental core principles of crop growth and harvest. The user of the technique can initiate the process by tapping either one of his lower limbs three times in consecutive manners on the ground, regardless of the particular limb either being left or right which is left to the user discretion, in doing so the user inserts into the ground beneath him hundreds of nuts made out of earth. These nuts are a little similar in both size and dimension to regular seeds gotten from fruits, albeit slightly bigger in their diameter and span across a radius of twenty millimetres encompassing the terrain of the field which is essential and pivotal because it creates a means of allowing for the stealthy implantations of each individual nuts and unlike other earthen techniques such as the Destructive Rising Rock Pillars which give away the element of surprise through ground tremor or ground heating jutsu does not. These nuts serve as a supplementary means and also offensive means, the nuts are reactive to foreign chakra and the targets movement on the ground and each begin to blow up individually below the ground as a result of the manifestation of the foreign chakra most likely done by the opponent standing on the ground from above, or by his sudden movements. The explosions go off individually albeit all consecutively and all in the same time and amount to an a rank explosion in rank, because these nuts encompass the terrain should the target be able to neutralize the nuts before the explode, he only does so within the area he encompasses himself in, meaning if he negated the said technique within short range from him through lightning surges the moment he moves out of that short range radius he is once again exposed to the explosions again. This is particularly useful if the opponent is one who is a taijutsu based user like rocklee who relishes in short range combat and who seeks to close the distance between his opponent to get within range, the user can trigger of these nuts in his direction to go off consecutively with his every movement as the leaps backward widening the gap ensuring that the more the opponent tries to close the gap the more the nuts are triggered by his movements or usage of chakra which are deemed foreign by the nuts. Another usage of the nuts and the main fundamental aspect which gives it supplementary moniker is that it can be implanted within the users radius and spring forth solid based earthen structures mainly massive pillars or trunks capable of pushing him out of a deep sunken areas for example resulting from the swamp of the underworld or the moving core technique, they can also materialize into solid based projectiles such as kunais and shirukens and cascade on the target which is b in rank similar to the explosive ninjutsu based tags. The user can decide to keep this dormant and not react to foreign chakra or movements by the opponent if he wants to ensure the right timing, albeit it must be within the restricted duration of the turn.

Note: Can Be used Three Per Battle.

Declined - was reading through and was like this i cool, then you mention exploding and that became an instant decline, earth doesn't explode and old cjs which i wont approve now already do this thing, i thought you were going to day they burst into form of a sharp earth tree to attack and bind ect... not... explode xd
Note: Each explosion or formation of structures cost a move in one turn.
Note: It requires a 1 turn limit to use again.
Note: Last For Four Turns.
Doton: Senjūmin chūnyū. Earth Style: indigenous implantations..
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description:
The concept of Implantation as it relates to the earth comes from the basic concept of both ancient and modern methods of crop growth which results in harvesting as the final means of processing, this technique plays on those fundamental core principles of crop growth and harvest. The user of the technique can initiate the process by tapping either one of his lower limbs three times in consecutive manners on the ground, regardless of the particular limb either being left or right which is left to the user discretion, in doing so the user inserts into the ground beneath him hundreds of nuts made out of earth. These nuts are a little similar in both size and dimension to regular seeds gotten from fruits, albeit slightly bigger in their diameter and span across a radius of twenty millimetres encompassing the terrain of the field which is essential and pivotal because it creates a means of allowing for the stealthy implantations of each individual nuts and unlike other earthen techniques such as the Destructive Rising Rock Pillars which give away the element of surprise through ground tremor or ground heating jutsu does not. These nuts serve as a supplementary means and also offensive means, the nuts are reactive to foreign chakra and the targets movement on the ground and each begin to grow into sharp earthen trees embedded with spikes capable of rising several feet into the air with a maximum of 6-7 meters in height, although this is up to the user discretion, which grow individually below the ground as a result of the manifestation of the foreign chakra most likely done by the opponent standing on the ground from above, or by his sudden movements. The earthen trees erupt individually albeit all consecutively and all in the same time and amount to an a rank damage in rank, because these nuts encompass the terrain should the target be able to neutralize the nuts before he is restrained by the trees , he only does so within the area he encompasses himself in, meaning if he negated the said technique within short range from him through lightning surges the moment he moves out of that short range. This is particularly useful if the opponent is one who is a taijutsu based user like rocklee who relishes in short range combat and who seeks to close the distance between his opponent to get within range, the user can trigger of these nuts in his direction to go off consecutively with his every movement as the leaps backward widening the gap ensuring that the more the opponent tries to close the gap the more the nuts are triggered by his movements or usage of chakra which are deemed foreign by the nuts. Another usage of the nuts and the main fundamental aspect which gives it supplementary moniker is that it can be implanted within the users radius and spring forth solid based earthen structures mainly massive pillars or trunks capable of pushing him out of a deep sunken areas for example resulting from the swamp of the underworld or the moving core technique, they can also materialize into solid based projectiles such as kunais and shirukens and cascade on the target which is b rank in terms of damage. The user can decide to keep this dormant and not react to foreign chakra or movements by the opponent if he wants to ensure the right timing, albeit it must be within the restricted duration of the turn. The earthen trees when used in an offensive manner can be used to restrain or impale the opponent, this is particularly useful against clones as the tree branches can grab multiple targets.

Note: Can Be used Three Per Battle.
Note: Each formation of structures cost a move in one turn.
Note: It requires a 1 turn limit to use again.
Note: Last For Four Turns.

Leaving for another mod

□ Declined. Shorten this, too much unnecessary information and lessen the abilities of the nuts, or rather, make them shorter and more concise. Right now its all just confusing, and it can be written better. The nuts are able to sense chakra and emerge as trees upwards (cool), then they will cause tremors when they emerge, no exception. Using the nuts to make solid projectiles and supplementary earthen structures clashes with other techniques, so remove that as well. □
 
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Shroud

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"(Katon: Chōshinsei)Fire Style: Star Of Armageddon*
Type:*Offensive
Rank:*D-S
Range:*Long
Chakra:* 40
Damage:10 - 80
Description:The user of this technique will begin by channeling a small amount of katon chakra in to the palm of his hand, or his fingertips forming a small ball of Condensed fire.Once this is done he will hurl the very light ball in to the air letting it be carried away by the wind where it will move in to the clouds above. However this small ball will not fizzle out instead each turn the ball of flame will use the currents of natural wind in the higher part of the sky to fuel itself. Allowing it to grow in both size and power each turn. Increasing from a D rank roughly the size of a Baseball, to a C rank roughly the size of a beach ball, a B rank the size of a Small House an A rank the size a large building and finally S rank which is roughly the size if one if madaras meteors. Upon reaching S rank the ball will automatically drop the next turn as the incredible mass will cause it to plummet. But it can be dropped any turn before then by the user making a single handseal of tiger and raising his arm above his head and pulling it down to draw the fireball down.It should also be noted that once it reached B rank on its second turn a large thunderstorm will cover the battle field allowing for the use of kirin for the entire time its in the air afterwards.
And at B Rank and above this jutsu will kill all plant life and evaporate all natural Surface water when being "crashed" giving a true impression of armegeddon.

Note: Can only be used Twice per battle
Note: The user must wait 2 turns after releasing a super nova to make another
Note: after the initial chakra cost the orb is self sustaining being fueled by natural wind currents
Note: On the second turn it makes a massive thunderstorm that covers the entire battle field due to the heat this lasts 1 turn after the technqiue has ended
Note: Can only be Taught by Krampus
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□ Declined. Similar to existing techniques. □

(Doton: Āsu shedingu) Earth Style: Earth Shedding*
Type:*Supplementary / Defense
Rank:*B
Range:*N/A
Chakra:*20
Damage:*N/A
Description:
Earth Shedding allows the user to form a small layer of doton around his skin before a enemy attack. Before or during the attack the user will fall backwards sinking into the ground to pop out later (upto mid range away) while leaving behind the doton "Shell" that looks exactly like them that then crumbles away after the attack.
Note: Can only be used twice per battle
Note: the user must wait 2 Turns between usages
Note: Can Only be taught by Krampus

□ Declined. Similar to existing techniques. □

(Sukai) Sukai *
Type:Weapon
Rank:S
Range:N/A
Chakra:N/A
Damage:N/A (+10 to fire if used as a medium )
Description:
Sukai sometimes mistaken for its more well known cousion Excaliber. is a sword of legend said to be over a 1000 years old and rivals kusangi in strength though this not true the stories seem to have been exagerated over the years :| though the sword is Extremly durable being able to take 4 B Ranks, 3 A Ranks ,2 S Ranks , or one F rank before breaking with it being immune completly from C Rank and below attacks with it of course limited to the blade .-. . It it also extremley sharp being able to cut through B Rank and below Earth and wind. Sukai is not just a sword it also has a scabbard which can either extend as a shield having the same defense as the blade or have the blade placed in it where it will repair any minor injury (cuts and dings) in one turn and serious injury (cracks or split in half etc) in two turns. Though the sword itself also has a ability. It can be used as a medium for fire jutsu to release them by simply slashing forward with their blade (if the technique has handseals the user performs them then releases the blade from its scabbard slashing it forward) giving a +10 to the fire jutsu and giving it a white tint. In the case if a stream a small ball of fire will appear at the tip of the blade and the stream will shoot out of that.

Note: can only be givin by Krampus
Note: Using the blade as a medium has a two turn cooldown
Note: all who are not worthy cannot pick up Sukai (aka whomever i teach it to and again tottaly not excaliber <_<)

Note: using it as a medium is passive

Depiction
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□ Declined. Similar to existing Custom Weapons, shooting Fire from the tip of a sword has been done countless times as well as gaining elemental boosts from a weapon. □
 
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Priest

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Jūjika āto: Nokori no Basho - Crucifix Art: Place of Rest
Type: Offensive/Supplementary
Rank: A
Range: Long
Chakra: 30(-10 per turn)
Damage: N/A(60 when used offensively)
Description:
The user stomp his leg on the ground and summons into the terrain hundreds of headstones. This is a special summoning similar to the rashomon gates. The headstones are all cross shaped and made up of different constituents, mostly made of stones while some are metallic and some are wooden. The headstones are a part of tombstones which is buried shallow in the ground and not revealed safe for only the headstone which is the only part shown. The sizes of the headstones varies, from the smallest which is 2m long and 1 meter length for the cross section. The largest would be upto to 10meter in length and 5 meter cross section. The headstones would react to user's chakra and the opponents chakra. The chakra is recorded and responded to when they move above the ground and they are at aleast 2 meters away from a headstone.
When the opponent is within sensing proximity of the headstones, the headstone would immediately do one of two things. They can eject while launching like a rocket towards the opponent with a blunt force equivalent to A-rank elemental attack. Should more than one headstone launches at the same time towards the opponent, then their combine power would be equivalent to A-rank. Secondly, instead of launching, the headstone could shift beneath the opponent and let him fall into a deep coffin which would quickly explode while the explosion is confined to the coffin and underground. The explosion is equivalent to A-rank. The reason behind this is because each coffin is laced with several explosive tags that only react to the opponent's chakra thus for the second variation which would be mentioned below, while the user is able to enter the coffin unharmed, if the opponent tries to seek refuge in the coffins, he would meet a fatal resistance.
When the user moves close to the headstone, it reacts by shifting backwards, revealing a confined space like a coffin within the earth. As a headstone responds to the user's chakra, so would other headstones as they would also reveal a confined space of theirs. The space is meant for the user to make a quick retreat and once the user enters the coffin, the headstone shift and closes and the user can emerge from another headstone which is different from the one he entered. The trick behind this is a simple merging technique. By merging through the coffin and moving through the earth(at the user's current speed) beneath a tombstone while emerging from beneath another, the user is able to switch coffins and exit from another area entirely. However this is simply moving through the earth without disturbing earth itself like the assimilation all creation technique. Should the user not able to use earth jutsu technique, he is unable to use this movement, however, he could conceal himself within the coffin without moving away from the same spot.
The entire graveyard can only be summoned on solid ground, preferably earth. They however, have a special assimilation ability which make it that if they are summoned on a solid terrain different from earth, they take on the properties of the terrain, only if the user is able to manipulate that property himself. For example, if the tombstones are summon on a ground made of steel, they take on the properties and durability of that steel, but the user need to know steel release else, the tombstones would just layer over or replace the steel terrain with an earthen graveyard.
NOTES
-Usable 2x per battle
-Last 4 turns on the field of play
-Unless each and every headstones are destroyed from the terrain, the user can spend the chakra used to create the jutsu to regenerate the tombstone. This would also count as a move and can only be done twice before the jutsu expires
-No A-rank and above Ninjutsu in the same turn and next turn this is used.
-2 turns inbetween usage.

□ Declined. This now just became a mixture of different canon techniques and your own idea of it. You also seemed to ignore the fact that I said no to the regeneration of the tombstones. □
Removed the moving through earth and switching coffins.
Removed the regeneration completely.


Jūjika āto: Nokori no Basho - Crucifix Art: Place of Rest
Type: Offensive/Supplementary
Rank: A
Range: Mid
Chakra: 30(-10 per turn)
Damage: N/A(60 when used offensively)
Description:
The user stomp his leg on the ground and summons into the terrain hundreds of headstones. This is a special summoning similar to the rashomon gates. The headstones are all cross shaped and made up of different constituents, mostly made of stones while some are metallic and some are wooden. The headstones are a part of tombstones which is buried shallow in the ground and not revealed safe for only the headstone which is the only part shown. The sizes of the headstones varies, from the smallest which is 2m long and 1 meter length for the cross section. The largest would be upto to 10meter in length and 5 meter cross section. The headstones would react to user's chakra and the opponents chakra. The chakra is recorded and responded to when they move above the ground and they are at aleast 2 meters away from a headstone.
When the opponent is within sensing proximity of the headstones, the headstone would immediately do one of two things. They can eject while launching like a rocket towards the opponent with a blunt force equivalent to B rank Ninjutsu attack. Should more than one headstone launches at the same time towards the opponent, then their combine power would be equivalent to A-rank. Secondly, instead of launching, the headstone could shift beneath the opponent and let him fall into a deep coffin which would quickly explode while the explosion is confined to the coffin and underground. The explosion is equivalent to B-rank. The reason behind this is because each coffin is laced with several explosive tags that only react to the opponent's chakra thus for the second variation which would be mentioned below, while the user is able to enter the coffin unharmed, if the opponent tries to seek refuge in the coffins, he would meet a fatal resistance.
When the user moves close to the headstone, it reacts by shifting backwards, revealing a confined space like a coffin within the earth. As a headstone responds to the user's chakra, so would other headstones as they would also reveal a confined space of theirs. he could conceal himself within the coffin without moving away from the same spot.
The entire graveyard can only be summoned on solid ground.

NOTES
-Usable 2x per battle
-Last 3 turns on the field of play
-No A-rank and above Ninjutsu in the same turn and next turn this is used.
-2 turns in-between usage.

□ Approved. Edits made. □

Removed the indestructibility part
Removed sentiency
Removed repeated statements


Daruku - Dalk
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Way back when priest joined the league of assassins, he was trained in the art of using dolls and each assassins gets to choose a particular doll, having reached a particular level in power and experience. Or perhaps, the dolls are the ones that choose them. Dolls are a set of weapons that are primarily concealed within a seal and once they are unsealed, they manifest their true self as weapons with their own consciousness. This is the reason why the dolls are able to choose a master of their liking but before they finalise their decisions, they would battle their master to see if he is fit to wield and control them.
Dalk is a doll which is concealed in a small spherical metal(steel) ball. It has several forms in which she can manifest.

Sealed form

In the sealed form, Dalk takes the form of a small metal marble which can be kept in the pocket or within her master's weapon pouch. Priest is able to retrieve and retract this marble from within his sleeves if he wants. Once the marble is revealed, it expands into a large metal sphere with the "doll creed" seal. This is Dalk's sealed form and while she is in this form, she pose no threat.
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Unsealing Dalk would see several metallic ball of different sizes, emerge from the seal, though this is not obvious, it seem as if the metal sphere has exploded into a multitude small metal spheres of varying sizes and floating in the air. This would be a pre-requisite for Dalk to assume any other form. While unsealed, the numerous balls all are drawn into the "single" ball which they originated from(the ball that contains the seal), the ball which would also be the heart of Dalk. Should the balls surrounding Dalk's heart be destroyed, the seal on Dalk's heart would always release more balls to replenish the lost one. This is however if Dalks heart itself is not damaged, which would see Dalk loose any form she's currently in and all other ball except the heart disperses. Furthermore, Dalk returns to her marble form and hides under her master's embrace as she recuperates for a total of 2 turns.

Semi-Humanoid Form

After Dalk is unsealed and she explodes into multitude of smaller balls with varying sizes, the balls will coalesce into a semi-humanoid shape. The fusion of the balls however, is simply the balls all coming together with chakra being their bond. The chakra necessary for this all of Dark's self actions are also contained in the seal situated at the heart. However, the user uses his chakra to unseal Dalk and when applicable, if he wishes to further augment Dalk with his chakra. The balls are amalgamated in order so that the smaller ones forms a humanoid body part that is small and narrow while the bigger ones are ones that form much large part of the body. The joints are that of a simple ball ligament with no socket joint which aid for a 360 movement possibility of the limbs and head. Some parts like the head are transformed so that the ball on that part is closely reminiscent to actual body part. However, this transformation is as simple as "henge", so this is not in any way manipulating the metal itself.
Unlike the sealed form, in this form, Dalk is acts based on the user's will. She has the mobility of a human though she is only able to move up to mid-range of her master. Any range beyond that, the balls will fall apart safe for the heart which would need to come close to the user before she can do anything else. While in this form, She can fire pieces of her body as projectiles while the seal on her heart passively unseals and replaces lost body parts with new ones. She is also able to attack directly with her limbs which are transformed and are akin to blades. She can transform her arms so that after pointing her palms outwards, make small tubes to protrude out and fire makeshift tiny balls at speeds equivalent to arrows shot from a compound bow, bullets which are very small parts of her body that are released from the seal continuously.
In this form, Dalk's firing her body parts as attack is equivalent to a B-rank attack while bullets fired from her hands are C-rank each. Attacking using her sharp limbs which can only be done at close range is equivalent A-rank piercing attack. A B-rank blunt attack is able to stop Dalk's mobility for a turn. In defense, Dalk can let go of her supplement balls and retreat towards her master. An A-rank blunt attack is able to dismember Dalk's body into scattered balls, which would all come back together after a turn. Should the heart of Dalk be affected either by an A-rank attack that is focused on the heart or an S-rank blunt attack, all the other balls would disperse and Dalk would revert back to her marble form and be unusable for 2 turns.
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Semi-Spider Form

After 2 turns in the semi-human form, Dalk can morph further, assuming a more spider like form albeit with a human torso. Dalk is particularly increasing her own volume by releasing more balls into her own anatomy and this reforming her own waist into a spider's body while her torso is humanoid. She is bigger but rather faster than her previous form due to having more legs(6 more than the former) which are reminiscent to that of spiders. The legs are sharp spikes which are useful for stomping and impaling. Dalk is still able to use his previous ability albeit they are stronger due to her increase in thickness and bulkiness from the addition of more balls. Her physcial attacks are now S-rank, Body parts firing are A-rank in power, while the bullets are B-rank each. Although entering this form restricts the user into using only 2 moves per turn. This form last 3 turns and then Dalk reverts back to the humanoid form and the cycle continues although, the user can force Dalk to revert back to a lower form. However, he can't make her to assume a higher form if due process is not followed.
1x per turn, the user is able to infuse his water chakra into dalk, Making her able to shoot strong webs of thick sticky water from her body to ensnare opponent's. The sticky web is dark, in contrast to Dalks body appearance which makes it seems the sticky substance is made from the metal Dalk was made from. The sticky web has an A-rank strength and the user spends chakra for it every time its used.
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Notes

Dalk's transformation into forms are passive. Unsealing Dalk is passive but costs the user's 20 chakra. Dalk's hand bullet attack counts as a move and while its in use, the user can only use 2 moves per turn. Dalk's web attack also counts as a move and can only be used 3x per battle.
The user can use his chakra to forcibly dismember Dalks balls and make them come back together. This counts as a move though passive and is C-rank while the user spends chakra to do so.
Dalk can only assume the spider form 2x per battle
No one other than Priest is able to control her or even unseal her.

Declined - i hate long jutsu <_< Anyway mot of the purple i hightlighted needs removing, if your cw is destroyed it's destroyed not having it reform, not passives, no passively reforming, if you fire a limb you wait for that to come back, that's all. And the last bit i started to hightlight is OP. After that is fine.Though you could of shrunk this down to nearly half it's size <_<


Dropping if this is approved.

□ Pending. Leaving for Pervy. □
Removed the colored and changed to your suggestion accordingly


Daruku - Dalk
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Way back when priest joined the league of assassins, he was trained in the art of using dolls and each assassins gets to choose a particular doll, having reached a particular level in power and experience. Or perhaps, the dolls are the ones that choose them. Dolls are a set of weapons that are primarily concealed within a seal and once they are unsealed, they manifest their true self as weapons with their own consciousness. This is the reason why the dolls are able to choose a master of their liking but before they finalise their decisions, they would battle their master to see if he is fit to wield and control them.
Dalk is a doll which is concealed in a small spherical metal(steel) ball. It has several forms in which she can manifest.

Sealed form

In the sealed form, Dalk takes the form of a small metal marble which can be kept in the pocket or within her master's weapon pouch. Priest is able to retrieve and retract this marble from within his sleeves if he wants. Once the marble is revealed, it expands into a large metal sphere with the "doll creed" seal. This is Dalk's sealed form and while she is in this form, she pose no threat.
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Unsealing Dalk would see several metallic ball of different sizes, emerge from the seal, though this is not obvious, it seem as if the metal sphere has exploded into a multitude small metal spheres of varying sizes and floating in the air. This would be a pre-requisite for Dalk to assume any other form. While unsealed, the numerous balls all are drawn into the "single" ball which they originated from(the ball that contains the seal), the ball which would also be the heart of Dalk. Should the balls surrounding Dalk's heart be destroyed, the seal on Dalk's heart would always release more balls to replenish the lost one. This is however if Dalks heart itself is not damaged, which would see Dalk loose any form she's currently in and all other ball except the heart disperses while dalk would be unusable.

Semi-Humanoid Form

After Dalk is unsealed and she explodes into multitude of smaller balls with varying sizes, the balls will coalesce into a semi-humanoid shape. The fusion of the balls however, is simply the balls all coming together with chakra being their bond. The chakra necessary for this all of Dark's self actions are also contained in the seal situated at the heart. However, the user uses his chakra to unseal Dalk and when applicable, if he wishes to further augment Dalk with his chakra. The balls are amalgamated in order so that the smaller ones forms a humanoid body part that is small and narrow while the bigger ones are ones that form much large part of the body. The joints are that of a simple ball ligament with no socket joint which aid for a 360 movement possibility of the limbs and head. Some parts like the head are transformed so that the ball on that part is closely reminiscent to actual body part. However, this transformation is as simple as "henge", so this is not in any way manipulating the metal itself.
Unlike the sealed form, in this form, Dalk is acts based on the user's will. She has the mobility of a human though she is only able to move up to mid-range of her master. Any range beyond that, the balls will fall apart safe for the heart which would need to come close to the user before she can do anything else. While in this form, She can fire pieces of her body as projectiles while calling them back to herself, though this parts are lost once destroyed. She is also able to attack directly with her limbs which are transformed and are akin to blades. She can transform her arms so that after pointing her palms outwards, make small tubes to protrude out and fire makeshift tiny balls at speeds equivalent to arrows shot from a compound bow, bullets which are very small parts of her body that are released from the seal continuously.
In this form, Dalk's firing her body parts as attack is equivalent to a B-rank attack while bullets fired from her hands are C-rank each. Attacking using her sharp limbs which can only be done at close range is equivalent A-rank piercing attack. A B-rank blunt attack is able to stop Dalk's mobility for a turn. In defense, Dalk can let go of her supplement balls and retreat towards her master. An A-rank blunt attack is able to dismember Dalk's body into scattered balls, which would all come back together after a turn. Should the heart of Dalk be affected either by an A-rank attack that is focused on the heart or an S-rank blunt attack, all the other balls would disperse and Dalk would revert back to her marble form and be unusable.
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Semi-Spider Form

After 2 turns in the semi-human form, Dalk can morph further, assuming a more spider like form albeit with a human torso. Dalk is particularly increasing her own volume by releasing more balls into her own anatomy and this reforming her own waist into a spider's body while her torso is humanoid. She is bigger but rather faster than her previous form due to having more legs(6 more than the former) which are reminiscent to that of spiders. The legs are sharp spikes which are useful for stomping and impaling. Dalk is still able to use his previous ability albeit they are stronger due to her increase in thickness and bulkiness from the addition of more balls. Her physcial attacks are still A-rank, Body parts firing are B-rank in power, while the bullets are B-rank each. Although entering this form restricts the user into using only 2 moves per turn. This form last 3 turns and then Dalk reverts back to the humanoid form and the cycle continues although, the user can force Dalk to revert back to a lower form. However, he can't make her to assume a higher form if due process is not followed.
1x per turn, the user is able to infuse his water chakra into dalk, Making her able to shoot strong webs of thick sticky water from her body to ensnare opponent's. The sticky web is dark, in contrast to Dalks body appearance which makes it seems the sticky substance is made from the metal Dalk was made from. The sticky web has an A-rank strength and the user spends chakra for it every time its used.
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Notes

Dalk's transformation into forms are passive. Unsealing Dalk is passive but costs the user's 20 chakra. Dalk's hand bullet attack counts as a move and while its in use, the user can only use 2 moves per turn. Dalk's web attack also counts as a move and can only be used 3x per battle.
The user can use his chakra to forcibly dismember Dalks balls and make them come back together. This counts as a move though passive and is C-rank while the user spends chakra to do so.
Dalk can only assume the spider form 2x per battle
No one other than Priest is able to control her or even unseal her.



Approved

Ninpou: Ken'etsu - Ninja Arts: Cast Away
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
The use would send a pulse of chakra towards a seal though the chakra only activates once it reaches a sealing formula, it would not react with any matter whatsover except the passive sealing container. A sealing container is known for its passive nature, a reason why they can be destroyed by any means even if with freeform destructive mater. For example, one can easily burn a scroll with a match or break a solid ground that contains a sealing formular to scramble the sealing script and render the container for sealing technique void. However this chakra would not burn or even destroy the sealing container, its only work is to embrace the sealing script around a container, coating them so that they are able to be moved with the chakra. Sealing scripts are in the form nof written kanjis that serves as set of instructions for the sealed item. Meaning the kanji for fire now would mean the sealed item has something to do with fire etc. The chakra upon hitting the sealing formular, only serves to reconstruct the kanji by moving the script itself to assume another kanji. Say the kanji for a seal is fire, the script would re-arrange the kanji to form a name of an element weak to it. This is however, for kanji named with the basic 5 only. Should the kanji form other words than the basic 5, the kanji is reconstructed to form "censored".
With the rearrangement of the sealing scripts, the sealing script, the container and the sealed item would not be able to communicate with each other again thus the sealed item can not be unsealed or the sealing technique usable through such seal won't be able to manifest.
The alternative form of this jutsu is a more simpler usage but would require one to have knowledge of basic fuinjutsu. Instead of now rearranging the kanji, the chakra would be used to inscribe a stamp"censored" over the sealing script itself simply by duplicating the passive material used to write the kanji similar to how one is able to duplicate one's weapon. After the duplication, it would now use the duplicated material to imprint a stamp over the seal which would also sever the connection between the Kanji, container and the sealed item.
Since the kanji on a seal is passive, one could easily use this technique on seals of any rank
NOTE
Usable 4x per battle
One turn inbetween usage
No sealing jutsu above A-rank the same turn this is used.
No ninjutsu the same this is used

Declined - DNR

Fuinjutsu: Tsuihō - Sealing Art: Banishment
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description:
A sister technique to . This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are NOT metallic in nature. Notable tools that falls into this category are clothing, paper tags, umbrella, crucifix etc. Because most of this non-metallic tools are also prone to be manipulated by someone who has affinity for jutsu which makes them heavy, move without the user willing it or even turn them into something else, the user would have all his tools of this nature be inscribed with the mark "Banish". However, the sealing formulae inscribed only serve to protect the non-metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object or traverse through it. In other words, the seal blocks and absorbs chakra that is designed to take control or permeate through the tool. This would however, not stop a normal technique from hitting or affecting the tool if its a technique that is not doing the aforementioned effect.
The seal is passively applied to a single non-metallic tools/object/weapon at a time that the user has which must post at the beginning of the battle and cost a move slot and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusion if its elemental, S-rank if it non-elemental chakra.
Note: Would not apply to weapons/tools created by the weapon clone jutsu

✦ Approved, made edits. ✦
 
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Klad

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Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique. The user can also choose to absorb foreign chakra put in his system (for example, the chakra of an illusionary technique). The user first has to acknowledge he is under an illusion in order to use this technique on such occasions. Masochistic Tendency can break the user free out of a Genjutsu only if the amount of the chakra absorbed is equivalent OR superior with the amount of chakra put in the Genjutsu technique. The foreign chakra absorbed then would be used as dark fuels for other dark techniques.

♪ Update Declined: Read Below. ♪
Resubmitting

Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique.

♪ Approved ♪
New

(Meiton: Ureigoto no Nai) - Dark Release: Scourge of the Fallen
Type: Offensive
Rank: A
Range: Short - Mid
Chakra Cost: 30 (-10 chakra per turn)
Damage Points: 60
Description: The user will focus their chakra into one of their dark marks to release a copious amount of meiton chakra from within it. The released chakra will form into any shape, weapon or construct the user desires and will exhibit the same tangibility as their real-life counterparts. Handheld weapons such as swords and daggers can be wielded via their hilts/handles due to the previously mentioned tangibility. These constructs can also be made suspended in the air, capable of levitation due to their lack of mass. Any created weapons can be a maximum of five meters in length, width and height but similar to Chidori True Spear, they can be extended up to the edge of mid-range (so fifteen meters). The created weapon can absorb techniques following Dark's elemental S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark, B-Ranks for elements strong to it). Upon absorbing a technique, the construct can explode into a maelstrom of purple flames that encompasses short-range around the area previously occupied by the weapon.

Note: Lasts three turns
Note: Can only be used three times per battle
Note: Cooldown time of two turns in between uses

♪ Declined: Creating the weapons is a manifestation of the 'release' form of dark release. It would be illogical for the weapons to then be capable of using a form of the absorption form of dark release. ♪

(Meiton: Tentei Mikon no Hanto) - Dark Release: God of the Wild Hunt
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their chakra into one of their dark marks to release a copious amount of meiton chakra from within it. The released chakra will form into any animal, creature or hybrid they can think of and it will exhibit enough tangiibility to interact with solids (the same as Fire Release: Dragon Flame Release Song Technique) . They will also be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. The created creature can be as small as it's real life counterpart or be as large as the Great Stone Golem. These creatures can last up to three turns and will passively sap 10 chakra from their creator every turn to sustain themselves. Alternatively, the user can instead release a wave of meiton chakra from their dark mark that contains countless grotesque creatures residing inside of it. This seething mass will contain all manners of creatures, though all of them will be monstrous hybrids which barely resemble any living animals. This "horde" variant can cover the same scope as Fire Release: Great Fire Majestic Annihilation and will travel as fast as a standard lightning technique. Despite being composed of several animals, all of them are attached to this central wave/horde and so the power of this technique is not divided between the individual creatures, it's regarded as one whole. Regardless of which variant is used, the creature or the horde can absorb techniques following Dark's elemental S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark, B-Ranks for elements strong to it). Upon absorbing a technique, the creature/horde can convert itself into an inferno of purple flames. This "horde" variant is a stream much like the aforementioned fire technique and so it will only last for as long as it's maintained or overpowered/destroyed.

Note: Can only be used three times per battle
Note: Cooldown time of two turns in between uses

♪ Declined: Love the name. However, this is very very similar to Loki's fiendfyre jutsu imo. ♪
□ Pending. Leaving all for Vex. □
 
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Robot Boy

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updating:

(Raiton: Joushou tsuchi) - Lightning Release: Ascending Earth
Type: Offensive
Rank: B
Range: short(mid if channeled into a weapon and thrown/shot)
Chakra: 20
Damage: 40
Description: A stronger version of Lightning release: roaring earth. The user forms the ram handseal and concentrates their lightning chakra all throughout their body. Once the target is within close range, the user slams one hand on the ground, releasing a significant amount of electricity along the ground and is shot upward below the targets feet in the form of a much larger vertical column of electricity. The lightning upon impact, lifts the target into the air before dropping them down. Furthermore, instead of slamming one hand on the ground, the user can choose to focus the technique into a weapon and throw or shoot them into the ground near the target and release it from there. The weapon is not usable for close-combat and is best suited once the target is distracted or restrained. The column has a 3 meter radius and when formed into a weapon it is shaped like how Sasuke forms chidori into a spear or a blade.

Restriction:
-Physical contact with the ground must be made
-The user cannot use both methods on the same turn
-Can be used up to 4 times
-Can only be taught by fang

updating:

(Joushou Doriru Dageki) – Rising Drill Shock
Type: Offensive/Defensive
Rank: S
Range: Short - Mid (Made short-range with a mid-range reach)
Chakra: 40
Damage: 80
Description: This is a technique developed by Caius of the Inuzuka clan. While gathering large amounts of chakra, the user will jump into the air and spin furiously and shape the chakra around him into a spear similarly to the second method of lightning release: ascending earth. He then dives down and drills straight into the ground, releasing the chakra under the targets, and shot upward or at an angle in the form of two large vertical columns made from the user's chakra, that spin at ferocious speeds as they rise, granting the columns piercing and shredding capabilities. Alternatively the columns can be used to shield the user and an ally.
-Can be used twice per battle
-No S-rank or above techniques next turn
-Can be performed by an Inuzuka or his ninken
-Physical contact with the ground must be made

Both approved, you update your jutsu way too much lol ima start declining them xd
I removed the tracking and speed.


training:

(Kuchiyose: Medea) – Summoning: Medea
Type:Summon
Rank:A
Range:Short
Chakra:30
Damage:n/a
Description: The user, after drawing blood, will wipe it on their tattoo or weave the signs to summon Medea the bat. Medea wears a hooded bluish-purple robe and is very beautiful for a bat. She always appears with a luscious smile on her face when entering battle. She wields a staff with her feet and she can focus her chakra through it and use it perform her techniques. One of them being, by throwing her staff at the target (not physically, but having it levitate and fly forth) in question and once it is within range, the staff will convert itself into lightning and make a coil formation, and capture the object, containing it. The staff will revert back and return to Medea after the technique is done, regardless if it succeeds or not. She can also do this with other objects that she creates using a combination of the lightning shadow clone technique and transformation technique if she doesn’t wish to lose her staff to a strong attack, and the summoner can launch them for her. Unfortunately, these objects do not return to the creator and simply disperse. She is as tall as a female human and her speed when flying is impressive. She can make use of Lightning element, but can only use jutsu up to A -rank and use her staff for close quarters.

-Can only be used once per battle
-Lasts for four turns
-Capturing the target counts as an A-rank move and can go up to mid-range.
-Capturing can only be done three times per battle.
-Her lightning counts as a move

Declined covering the staff in lightning at a tame in mid air won't work, you will have to cover it then throw and control it
(Kuchiyose: Medea) – Summoning: Medea
Type:Summon
Rank:A
Range:Short
Chakra:30
Damage:n/a
Description: The user, after drawing blood, will wipe it on their tattoo or weave the signs to summon Medea the bat. Medea wears a hooded bluish-purple robe and is very beautiful for a bat. She always appears with a luscious smile on her face when entering battle. She wields a staff with her feet and she can focus her chakra through it and use it perform her techniques. One of them being, by channeling her lightning chakra and then throwing her staff at the target in question and once it is within range, the staff will convert itself into lightning and make a coil formation, and bind the object, containing it. The staff will revert back and return to Medea after the technique is done, regardless if it succeeds or not. She can also do this with other objects that she creates using a combination of the lightning shadow clone technique and transformation technique if she doesn’t wish to lose her staff to a strong attack, and the summoner can launch them for her. Unfortunately, these objects do not return to the creator and simply disperse. She is as tall as a female human and her speed when flying is impressive. She can make use of Lightning element, but can only use jutsu up to A -rank and use her staff for close quarters.

-Can only be used once per battle
-Lasts for four turns
-Binding the target counts as an A-rank move and can go up to mid-range.
-Binding can only be done three times per battle.
-Her lightning abilities count as moves

□ Pending. Leaving for Pekoms. □


Update Approved

 
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Drackos

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(Fūinjutsu: Seishin Iyashi) – Sealing Technique: Spiritual Acquiescence
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion technique can only be used in conjunction with Sealing Technique: Ethereal Guardian. Barriers have been shown to possess numerous characteristics; these range from reactive damage on physical contact to barriers which are intangible in nature able to drain chakra or produce high levels of physical pressure to restrict movement and resourcefulness in combat. Working in conjunction with Ethereal Guardian this technique simply acts to endow the familiar with specialized barriers. By default, Ethereal Guardian employs a barrier which is only able to inflict blunt or sharp damage on contact. Through an infusion of chakra within the same timeframe the user is able to endow the created Ethereal Guardian with a specialized barrier allowing for different types of damage or effects. Regardless of the barrier characteristics infused this technique will empower the Ethereal Guardian by an additional rank, or an effective +20 damage. This technique, like Ethereal Guardian, can be used twice. Only one barrier can be infused into one application of Ethereal Guardian. When multiple familiars are created through Ethereal Guardian then their rank will be split as normal as will the potency of the barriers; all Guardians will possess the same barrier type. The barriers are as listed:

Violet; perhaps the simplest infused barrier. This barrier acts in a similar manner to Shishienjin. When infused the Ethereal Guardian’s default color will instead become a violet/purple. Like Shishienjin when the Ethereal Guardian comes into contact with solid matter or an opposing force it will burn the target with violet flames. Much like Amaterasu the violet flames will spread and consume the target, should they fail to be dealt with. While the barrier itself will produce violet flames on contact the Ethereal Guardian will retain its default tangible abilities allowing it to still produce physical damage on contact. While potent and highly aggressive in nature the flames, to the user, remain inert allowing the user to come into contact with his or her Guardian without repercussions.

Blue; the Blue barrier represents the peace which water emulates and possesses no innately offensive qualities. The barrier will change the Ethereal Guardian into a magnificent ocean blue instead of its default translucent white. The Blue barrier sheds all tangible characteristics and thus will deal no direct damage on contact with an opponent becoming effectively intangible. Like the ocean’s ability to sap the strength of unsuspecting swimmers caught in rip tides the Guardian will become able to sap the chakra of those it phases through. For each turn or instance that the Guardian phases through a target this technique will effectively drain 100 chakra. Should the user make contact with their own familiar it will not drain chakra from the user. If the familiar has drained chakra prior to contact it will be able to return the chakra to its user. When used against summonings of equivalent rank instead of draining chakra the familiar will cause the summoning to disperse.

Black; based on the Barrier Shatter Technique the Black barrier possesses the default offensive tangible abilities that the Ethereal Guardian is created with. When infused the Guardian’s default color will become absolute black, much like a cosmic black hole. The Black barrier creates a twist of the Barrier Shatter Technique allowing it to interact with barriers and, instead of shattering them, absorb them like a black hole. The Black barrier is able to absorb S-Rank and below barriers regardless of their nature and will increase the familiar’s effective strength by +20 for the duration of the technique. Should the familiar come in contact with a barrier of the user’s it will remain inert at the user’s volition allowing the familiar to pass without absorption.

Magenta; based on the Elemental Sealing Method technique this familiar will retain its default offensive tangible abilities while also gaining specialized sealing abilities. When infused the Guardian’s default color will become magenta. The Magenta barrier creates a specialized pressure within the technique which allows it to interact with tangible elements (water, earth, steel, etc) in a unique way. The barrier will exert extreme pressure allowing it to pulverize the physical element within and then seal it within. This sealing method is capable of sealing up to Forbidden ranked physical-based techniques. Against intangible elements (wind, lightning, etc) the familiar will retain its normal S-Rank strength.

Crimson; perhaps the most violent barrier infusion the Crimson barrier provides certain explosive qualities. When infused the Guardian’s default color will become a blood red crimson. The Crimson barrier is a twist on the Sealing Trap Explosion technique. When the familiar detonates it will effectively end its life producing an explosion spanning a mid-range radius from its location. The explosive nature of this barrier can be used in multiple ways. The first is by default when an opponent comes within short-range of the barrier, like the Sealing Trap Explosion, it will cause the familiar to explode. Alternatively the user can prevent this by willing the familiar to remain inert and detonate at a time of their choosing. This requires the user to be aware of the familiar’s location and interactions, however. The familiar will retain its default tangible abilities.

♪ Approved ♪




‡ Pending ‡ Leaving for Vex.

(Bakuton: Retsuri’ten Hōritsu no Hikari) – Explosion Release: Celestial Avulsion, Law of Light
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: N/A
Description: The second of the techniques awakened during Avenger’s maddening rampage; it represents the absolute laws of light. This technique can only be used while Vestments of Divine Imperials is active. Celestial Avulsion, Law of Light is considered an advanced application and variant of Imperial Majesty revolving primarily around the usage of explosions in order to propel the user against the air, targets, or techniques. Celestial Avulsion, Law of Light acts as the opposite of Venerable Augustus, Light of Heaven. Instead of the user consuming energy at irrational rates the user will instead expel energy. Reflecting this, the technique is initiated through focusing Explosive chakra throughout the user’s explosive form. The immediate result is a dramatic omnidirectional S-Rank Explosion spanning short-range from the user’s position. This explosion reflects the avulsion of matter and energy from the user’s explosive form much like the formation of a Neutron Star. As this occurs the user’s body will begin to react with interactions with physical matter and opposing forces allowing the user to produce explosions from their body which propel them at their volition. This propulsion operates exactly like Imperial Majesty – they are highly versatile and can be created anywhere on the user’s body allowing them to propel them against the air in the direction of their choosing. Due to the sheer amount of energy the explosions will propel the user’s sprinting speed thrice their base. These explosions can be produced through two separate methods. The first is by passively producing the explosions against matter or opposing forces. This method allows the user to propel themselves at the aforementioned speed and produce a sustained form of flight. This cannot be used to evade techniques throughout its duration aside from the turn it is activated in. The second method is by actively producing explosions from the user’s form. These explosions mirror the speed of the passively produced Explosions but will also possess S-Rank strength. Like the explosions created in Imperial Majesty this technique allows the user to produce explosions that can be used to propel themselves against opposing techniques or targets, respecting elemental strengths and weaknesses and can be actively used to produce propulsion to evade techniques as well. Celestial Avulsion, Law of Light will last until Vestments of Divine Imperials expires. When Vestments of Divine Imperials expires the user will suffer from the sheer quantities of energy expelled. This results in a decrease of three levels in the user's base speed. The user will be unable to use S-Rank or above techniques or A-Rank or higher Explosion Release for 3 turns.

‡ Approved ‡ Made edits

(Bakuton: Chikyūmei) – Explosion Release: Mandate of Earth
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied techniques)
Damage: N/A
Description: This technique can only be used while Domain of the Emperor is active allowing the user to passively activate this innate ability. Mandate of Earth essentially allows solid-based matter and techniques (Earth/Earth CE, not including other shinobi, etc) to become infused with Explosive chakra. However, unlike its sibling techniques Hell and Heaven the Mandate of Earth, through the Domain of the Emperor, infuses these solid-based techniques beyond short-range of the user by utilizing the diffused Explosive chakra latent in the surface it was infused to. This essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be equivalent to an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. The Mandate of Earth can only be applied to techniques and matter within the Domain of the Emperor. Like the Domain this technique comes with an audible tell – the earth will rumble dramatically moments prior to detonation. Mandate of Earth cannot be used upon anything on the opponent’s person. When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Alternatively, the user can void the need for contact by causing a premature explosion in the object in question. This can also allow the user to keep the object inert until a time of their choosing but requires the user be aware of any interaction. Explosions produced by the Mandate of Earth can have their directionality manipulated allowing for the negation of recoil and damage. Mandate of Earth can be used twice and will remain active for the duration of the Domain of the Emperor.

‡ Approved ‡
 
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Jᴀʏ

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(Fūton: Boreasu no Shukufuku) - Wind Release: Blessing of Boreas
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30 (-10 per turn)
Damage Points: N/A
Description: This technique works similarly to "Air Current Wild Dance" except the current of the winds only moves in a certain direction which is supposed to be used to the user's advantage. In a fight the user will always be on one side of the battlefield and the opponent will always be on another, no matter where they move they'll always be opposite one another and so incorporating this the user will manipulate the wind adapting it based on the position of the targets - basically locking on to their position and changing every time they both move. The wind will move in such a way so that it is always blowing in the direction of the enemy, so because of this the opponent will always slow down when they're trying to reach the user, but will speed up if they want to retreat - this is vice versa for the user. However this also slows down techniques and tools that approach the user not by too much, but enough for them to be easily seen and dealt with accordingly, the opponent's thrown tools that are aimed in the direction of the user are completely useless and can be blown back at them - but for the user they are a lot faster, travelling at the speed of a powerful wind technique, however still remain freeform. If any of the two parties are lifted into the air they will be blown by the wind through it a few meters in whichever direction it is being blown; if there are shadow clones that are created the wind will target the original if they are created after the utilization of this technique, however if this technique is used after it targets the nearest clone IF the user doesn't know who the original is (If he sees the clones clearly being created, it's obvious to deduct the original, if he does not see them being created then it's a bit more tricky). The technique is simply an adaptive whirlwind, the pressure exerted can be used to ascertain the position of the opponent as well as slow down projectile.

Note: Lightning Techniques are reduced by one rank from both parties.
Note: Fire Techniques gain one rank for both parties, however for the opponent they are still slightly slower.
Note: Can only be used four times, it lasts three turns and requires a chakra sacrifice to sustain.
Note: Can only be taught by Jᴀʏ

Declined dnr

(Fuuton: Medea no Gairu) - Wind Release: Guile of Medea
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: The user of this technique will knead their chakra to manipulate the wind increasing the pressure of the air, they will then manipulate this wind and existing wind in order to refract light, the increased pressure will then shift the waves of light causing a distorted view of the battlefield. The user will manipulate the pressure enough to create an illusion where the user is farther than he seems. This technique can be used up to mid range, and extends the opponents assumed distance by 1-5 meters. Unlike a genjutsu pain will not stop the illusion the opponent must recognize and deal will the technique accordingly. The user can use this to confuse the opponent, enhance their taijutsu performance, and or just mess with the opponent, goad them into using longer range jutsu or to believing short or mid range jutsu would be unusable.

Note: Lasts five turns.
Note: Can only be used twice.
Note: Can only be taught by Jᴀʏ


Declined this is beyond wind release
(Fuuton: Herikoputā no Ken) - Wind Release: Helicopter Sword
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid Range
Chakra: 30
Damage: 60 (+15 to Fire Techniques)
Description: The user will channel Fuuton chakra into his sword, and spin it behind himself/herself vertically by the sash at it's hilt. The angel of the technique and blast of wind is capable of propelling the user into the air. As he increases the speed, his movements will become steady the wind will allow him to maintain motion, as well as move further in the air. However the user is limited to ten meters, so huge attacks will still hit their mark, he can change the direction of movement with his sword, just by altering it's position. However due to the fact that it requires at the very least one hand. Only the primary specialty and techniques that don't require hand seals may be used in the air. Due to the incredible rapid sword movement, and the blast of Fuuton that's released it can also be used to break apart attacks. The sword can cut through earth, blast away water, overpower other wind techniques, and diffuse electrical currents. It is effective to defend against B rank and below fire techniques. The user can also use this to empower their fire techniques as well.

Note: No hand seals when both hands are being used, one hand seal when one hand is being used.
Note: Can only be taught by Jᴀʏ

Declined I just don't see this working in the way you want as all sims seeing is you spin your sword releasing wind which granted would make you move like a propella but then you gain weird boosts and effects which doesn't make sense
(Fuuton: Tengoku no Chōetsu) - Wind Release: Transcendence to Heaven
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid Range
Chakra: 30
Damage: 60
Description: The user will channel Fuuton chakra into his sword, and spin it in any direction to propel themselves, upwards, forwards, backwards. They do this by grabbing sash at it's hilt, and rotating their weapon. The angle of the technique and blast of wind is capable of propelling the user. As the user increases the speed, his movements will become steady the wind will allow him to maintain motion, as well as move further in any direction, including the air. However the user is limited to ten meters, so huge attacks will still hit their mark, he can change the direction of movement with his sword, just by altering it's position. However due to the fact that it requires at the very least one hand. Only the primary specialty and techniques that don't require hand seals may be used in the air. Due to the incredible rapid sword movement, and the through the blast of Fuuton that's released it can also be used as a powerful defense.

Note: No hand seals when both hands are being used, one hand seal when one hand is being used.
Note: Can only be taught by Jᴀʏ
- I took out the boosts and reworded the defensive capabilities. Changed the name too

(Fuuton: Surōpufuruporī) - Wind Release: Slothful Piety
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid Range
Chakra: 30 (+10 per turn)
Damage: 60
Description: The user will knead their wind chakra into their body, and release a pressurized jet of wind from their pores. The stream of wind is expelled throughout the body, the stream is capable of slowing down or completley blowing away other techniques, however it's most useful aspect is that it can be used to ascertain the opponents position, as well as objects launched at the user. The pressurized stream of wind when it faces resistance will push back towards the user, he can than use this force exerted to roughly estimate the size and speed of the incoming projectile/attack/person. The pressure when it acts against the user causes no damage, and the area of effect is different for every angle launched from. The sensing through pressure however is rough, and it's indifferent towards chakra. Meaning even attacks without chakra will be affected. The stream of wind can also be used to blow away fog, smoke, mist or anything else used as a form of camoflauge.

Note: Lasts five turns.
Note: Can only be used twice.
Note: Can only be taught by Jᴀʏ.

□ Declined. Similar to existing techniques. □

(Kamohoali'i) - Demon Shark Blade
Type: Weapon
Rank: S
Range: Short/Long
Chakra: N/A
Damage: N/A
Description: Kamohoali'i is a beautiful aquamarine blade embrodiered with sapphire gems, and decorated with roses at it's hilt, at the bottom of it's hilt there is a blue sash that can be used to swing the sword around or keep a grip on the sword (not shown in image below). The sword is incredibly sharp and is majestic in it's image alone. However this is no ordinary sword, the sword of Demon Shark Blade is empowered with the spirit of the shark god, Kamohoali'i the most respected of all Shark Spirits. The spirit was thought to be a mythical being worshipped by a few cultists in the Water Country. Kamohoali'i had once been defeated by a shinobi and transformed into a sword, the shinobi would go on to become one of the greatest. The sword itself could rival those of the Seven Swordsman of the Mist. The Demon Shark Blade however was lost for a time being, it's owner being consumed by the power of the Shark. Taek would later come across it in a cave during a mission.

The Demon Shark Blade has one single abilitiy that helps which leads us to a few powerful sub-group abilities. Because the Demon Shark Blade is fueled by the spirit of a shark god the blade is capable of transforming into a shark fully, and or partially. This however is not a summoning, or a transformation jutsu. The shark and the blade are one in the same. The user is also capable of merging with the sword. This is a smart usage of the sword, because in this form the sword is capable of detecting enemy chakra within the opponents system, like genjutsu. The shark can then inflict the appropriate amount of pain to release said genjutsu. The user can use their chakra to shape their sword, as well. The shark can also transform partially or fully into a shark when merged with the opponent. Launching teeth from their jaw and what not at the opponent to cause B Rank DMG, or creating a thick shield of skin to protect the user.

Kamohoali'i himself is a incredibly powerful spirit but it's grown to recognize Taek's dominace, the two are capable of working together, and the great spirit is all in favor of helping the young shinobi suceed.

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Restrictions:
- A technique must be made in order to merge.
- A technique must be made for formation and reformation between blade > shark, user > shark.
- Can only be taught by Jᴀʏ


Declined: the concept is too reminiscent of Samehada. Much of it is ambiguous/confusing and lacks restrictions.

 
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Sasori

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Fūinjutsu Training:
Resubbing:
Added seal and had to completely rework.

(Shīringutekunikku: Norowareta ningyō no sōsa) Sealing Technique: Cursed Puppet Manipulation
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30 (-10 Per puppet per turn)
Damage Points: N/A
Description: This is a form of puppetry developed by Sasori of The Red Sand in order to increase his puppetry prowess, and to increase the convenience of using puppet’s in battle. This jutsu works by manipulating cursed sealing tags infused with the user’s chakra in order to control their puppets. This technique can only work on puppets that belong to the user. When using this the user may only use two cursed tags on two puppet’s at a time while in battle. Up to two tags can be applied at once. Once attached to the puppet the user’s chakra begins to emit inside the puppet giving him full reign of the puppet’s movement and how it behaves. While attached to a puppet it drains 10 chakra points per puppet so up to 20 chakra points being drained each turn. While in this form the puppet is capable of using any of the abilities that it possess essentially the ones entitled in its description. Another advantage of this is that the puppet user is also less hindered due to the fact that chakra strings are not involved in this process. Also, puppets with this seal are capable of using any taijutsu within reason. Additionally, it is possible for an opponent to blow or wash the tags away with a relatively weak wind or water jutsu if they are capable getting to the tags. If they are successfully blown away the user loses control over that puppet, and cannot put another tag on it for three turns. Two puppets can only be controlled for five turns total, while one puppet can be controlled for six turns. After the time limit has passed on the puppets another tag cannot be placed on it for three turns. User can have it so that the seal is already placed on said puppet upon summoning as long as the seal is stated upon summoning it does not cost a move.

Note: Can only be taught by Sasori.
Note: No other puppets can be used through any means.
Note: No shadow Clones can be used.
Note: Once a tag is attached, the puppet is capable of acting in the same manner as a clone or actual person.


Declined: the chief function of seals is to either seal or unseal something. In keeping with that line of thought, the chakra released during the latter process would necessarily be preset. But I don't believe the unsealed chakra would enable any complex and precise manipulation of puppets in lieu of the standard puppetry technique and ergo, isn't really feasible. In addition, this submission has overlap with, and oversteps into, the realm of Ōtsutsuki advanced puppetry.


(Shīringuātsu: Gaisen santōseiji) Sealing Arts: Valiant Triumvirate
Type: Supplementary
Rank: C
Range: NA
Chakra Cost: 15 (-10 per turn after activation)
Damage Points: N/A
Description: This is a seal that the user will place on one of their puppets which contains two selected puppets of the user. Upon activation of the seal it transforms the puppet into an unique combination/mutation of the puppets into one entity. With the help of the seal it allows for the user to give one of their puppets a new set of abilities and properties with the help of the combined puppets. Once mutated into one entity it allows for the user to manipulate abilities of the two puppets at the same time of each other allowing for them to fight along the puppet continuously. Along with the seal it gives the puppet with the seal placed on it a new set of abilities depending on the selected puppets. Considering that the seal of the two puppets are now located on a new puppet the user cannot summon forth said puppets individually anymore and can only be used with this seal. Let it be noted that the user will need to state at the beginning of the battle or in their Biography of what puppet this seal is placed on, and which puppets it contains. Essentially this seal will be placed on the lower back of the puppet and when wanted the user can summon forth two puppets that will become physically combined with the user. After activating the seal with the infusion of chakra it summons forth two puppets that sprout from the user's back almost like a conjoined twin and only their body from their waist up are visible while active from the seal. This seal provides no additional effects or abilities to the puppet or puppet(s) involved and simply serves the purpose to create one newly merged puppet with new abilities depending on that of the puppets in the seal. Two of the users puppets will essentially become sealed inside of one in a sense thereby merging them, but in order to summon each puppet it requires the user to spend a move. However passively the user can send the puppets back inside of their scrolls, but costs a move to resummon. If summoning one puppet it taxes -5 chakra per turn and -10 chakra for both.

Note: Seal can only be placed on two puppets so essentially taking up six puppets altogether.
Note: Can only be taught by Sasori
Note: Can only be used with up to two puppets.
How the puppet will look:

‡ Both Pending ‡ Need a second opinion on these.


Declined: please do not resubmit.


(9 Myūzu) ♪ The Nine Muses ♪
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40
Damage Points: N/A
Description: The Nine Muses were a set of nine puppets Sasori modeled after the actual Muses told about in ancient times. This group of puppets is one that Sasori reserves only for special occasions due to it being one of his most powerful set of puppets to hold in his collection. Each puppet is part of Sasori's total accumulated collection of 298 puppets being only a small portion of the ones actually counted. Sasori observed one unique thing about the Muses, and that was how each one was based on a certain “Art” something he was intrigued by. Another thing that makes this set of puppet so special would be how Sasori was capable of adopting attributes of Fūinjutsu into them due to his newly found prowess in the field.

Calliope: Muse Calliope was the superior Muse. She was accompanying kings and princes in order to impose justice and serenity. She was the protector of heroic poems and rhetoric art. Located on this puppets mouth is a sealing tag for a Chakra Barrier technique. By performing a hand seal the user can activate the seal on the puppet causing for a barrier of chakra to erect up to Short range in the sky and underground in the form of a sphere. The barrier monitors all movements and informs the user of anything inside of it even if hiding their location which can be sustained as long as the user pays -10 chakra each turn (A-rank | two-turn cooldown between usage). The barrier is directly connected to user's chakra so they will be notified if anything enters.

Clio: The Muse Clio discovered history and guitar. History was named Clio in the ancient years, because it refers to “kleos” the Greek word for the heroic acts. Clio was always represented with a clarion in the right arm and a book in the left hand. By manipulating the book in the puppets hand it possible for the user to open it and since it is connected to the main body of the puppet it is possible for the user to wield it unless a suctioning air blast from inside of it. The user can use it in order to draw in a concentrated or wide array of targets rendering their movement immobile.The user can also use it in reverse to release a pressurized blast air from it. This is a puppet function equal to A-rank suctioning strength | Mid range Reach. All of this is possible with the hep a Fūinjutsu tag containing the pressurized wind blast and also a seal that has suctioning properties ready to seal anything it drags in.

Erato: Muse Erato was the protector of Love and Love Poetry – as well as wedding. Her name comes from the Greek word “Eros” that refers to the feeling of falling in love. She was depicted holding a lyre and love arrows and bows. With this puppet it is possible with the help of the basic sealing tags placed throughout the puppets weapons in order to cause destructive explosions. This puppet is capable of launching arrows from its mouth and attached to the arrows is a sealing tag that activates once it comes into range of the enemy's chakra causing for an explosion to emit from it. Up to four arrows can be fired at a time and can be fired with a string attached for directional control. Explosion seal is equal to B-rank (up to Mid-range) and has a one-turn cooldown if more than two arrows are fired simultaneously.

Euterpe: Muse Euterpe discovered several musical instruments, courses and dialectic. She was always depicted holding a flute, while many instruments were always around her. Inside of her flute was a special elemental tag containing one of each of the five elements. Usually the user will command Euterpe to hold the flute towards its mouth area. When wanted the user can activate the seal in the flute releasing a single elemental blast that streamed towards the enemy with directional control. This concentrated elemental blast is equivalent to a B-Rank | Mid Range technique regardless of the element.

Polyhymnia and Terpsichore and Melpomene: Muse Polymnia was the protector of the divine hymns and mimic art; she invented geometry and grammar. She was depicted looking up to the Sky, holding a lyre.Terpsichore was the protector of dance; she invented dances, the harp and education. She was called Terpsichore because she was enjoying and having fun. Opposite from Thalia, Muse Melpomene was the protector of Tragedy; she invented tragedy, rhetoric speech and Melos. She was depicted holding a tragedy mask and usually bearing a bat. These three puppets out of the collection have a special ability that involves teamwork. All three puppets will first link arms forming a triangle and then begin to spin rapidly. As they are spinning they open their mouths to release a stream of wind that combines together forming a sort of tornado in the center. The end result is a devastating wind tornado of tremendous proportions capable of being launched from the puppets in any desirable direction ( S-rank | Long Range) and requires a one-turn cooldown after each usage.

Thalia: Muse Thalia was the protector of comedy; she discovered comedy, geometry, architectural science and agriculture. She was also protector of Symposiums. She was always depicted holding a theatrical – comedy mask. Inside of her mask she is carrying us a sealing tag containing an octopus shaped puppet with its tendrils fully extended. In the middle of the puppet would be a sealing tag that is possible restricting chakra flow while also draining chakra while in contact. The user first readjusts the angle of the mask at a target to the enemy to then release a small jet fast ball which will expands into the full octopus once it is in mid-air. When the puppet makes contact with a target the tentacles wrap around with its sticky suction pads and begins to imprison the enemy with a seal that cuts off the enemy's ability to mold chakra. This is equal to an A-rank sealing and binding technique that can be used up to four times. While the seal is attached it drains -50 chakra from the victim each turn and can reach up to Long range.

Urania: Muse Ourania was the protector of the celestial objects and stars; she invented astronomy. She was always depicted bearing stars, a celestial sphere and a bow compass. Located along this puppet are several transparent star ornaments connected to the puppets main body. With this puppet is possible for the user to wield it in order to generate a concentrated reflected light beam in the form of a flash that reaches up to Mid-range, and can be sustained up to two turns. It is also possible for the user to use the ornaments to be fired into the air up to Mid-range and use the flash following the previous rules. Offensive wise located in the puppet is an electrical generator that is used as a medium to empower the cable cords located in the puppet. The user can launch for a small array of metallic cable cords with a stinger at the end similar to Sasori. A special property of these threads would be how they have electricity flowing through adding for a shocking effect to an enemy. With these cable cords they can be extended up to Long range and can be submerged underground to even surprise the enemy. (C-Rank)

Note: Can only be taught by Sasori
Note: Only Puppetry| Fuinjutsu | Taijutsu while out
Note: Only puppets that can be out.
Note: Each ranked ability counts as a move.

‡ Pending ‡ Leaving for Pekoms.


Approved: edits annotated in pink.

 
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Alyx

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(Bakuton: Kokuō Rei) – Explosion Release: Royal Decree
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The catalyst will act to detonate instantly causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to Explosions which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused Explosion gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above Explosions the technique will effectively increase the effective strength by +20. This technique can be applied to Explosions which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to. It cannot be used in consecutive turns.

Declined - I just don't see this as logical an explosion triggering an explosion with no real medium just chakra, just seems like an excuse for you to extend the range of blast jutsu

(Bakuton: Jigoku no Kōkan) – Explosion Release: Hell’s Dignitary
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will focus their Bakuton chakra into the ground in order to initiate this technique. This technique applies the principles of Lightning Release: Four-Pillar Bind as well as Explosion Release: Mandate of Hell. Instead of using Raiton chakra the user will apply their Bakuton chakra in order to forcefully shape the earth into a familiar mirroring their stature, appearance, and size. The familiar is powered by the user’s Explosive chakra and as such is granted a limited form of sentience; allowing the familiar to passively feed off of the user’s chakra reserves and sustain independence from the user’s concentration. Cosmetically, the familiar courses with explosive energy; this is much like the electrical energy which courses on the surface of Four and Sixteen Pillar Bind. This energy is inert to the touch possessing no inherent explosive qualities. However, the explosive energy possesses the ability to provide an inherent pseudo-regenerative quality requiring that the familiar by completely overpowered within elemental weaknesses and strengths. As such it cannot be weakened by techniques which are not strong enough to overpower it.

Aside from its limited sentience the familiar possesses two abilities. Due to the nature of his creation the familiar is capable of utilizing Earth Release techniques up to and including S-Rank sans handseals. However, the dignitary’s Earth Release techniques possess a unique quality found in Mandate of Hell. As such, the dignitary’s Earth Release techniques will passively be manipulated by Mandate of Hell allowing them to convert the Earth technique used (as long as it is solid matter), into Explosive chakra after it is created. This ability also, like Mandate of Hell, allows for a certain amount of reshaping; as such a slab of earth can be reshaped into a large sword. The Explosive chakra naturally possesses highly explosive tendencies which, on contact with solid matter or an opposing force, will result in an explosion proportional to the size of the structure. Explosions can also be detonated without the need for physical contact requiring the user to be aware of the interaction. Likewise, explosions can be prevented leaving the chakra inert until the user desires for an explosion to occur. Explosions created can be angled away from the user preventing unnecessary recoil and negating damage and debris. This passive characteristic can only be applied to Earth Release techniques within short-range of the familiar. Techniques which are outside of that range will remain as normal Earth Release.

Hell’s Dignitary can be used once per battle lasting a maximum of four turns per application. Upon deactivation the user will be unable to use Explosion, Earth, or Lightning techniques above A-Rank for a single turn.

Declined - this just seems like the cannon clone jutsuwfor explosive clones crossed with a rip of deidaras clay clones that can blow up.

Link to Mandate of Hell:


Completed Explosion Training:
Permission to submit variant from Drackos:
Resubbing

(Bakuton: Kokuō Rei) – Explosion Release: Royal Decree
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The catalyst will act to detonate instantly causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to Explosions which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused Explosion gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above Explosions the technique will effectively increase the effective strength by +20. This technique can be applied to Explosions which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to. It cannot be used in consecutive turns.

‡ Declined ‡ I'm fine with the concept but what exactly is this catalyst?.

(Bakuton: Jigoku no Kōkan) – Explosion Release: Hell’s Dignitary
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will focus their Bakuton chakra into the ground in order to initiate this technique. This technique applies the principles of Lightning Release: Four-Pillar Bind as well as Explosion Release: Mandate of Hell. Instead of using Raiton chakra the user will apply their Bakuton chakra in order to forcefully shape the earth into a familiar mirroring their stature, appearance, and size. The familiar is powered by the user’s Explosive chakra and as such is granted a limited form of sentience; allowing the familiar to passively feed off of the user’s chakra reserves and sustain independence from the user’s concentration. Cosmetically, the familiar courses with explosive energy; this is much like the electrical energy which courses on the surface of Four and Sixteen Pillar Bind. This energy is inert to the touch possessing no inherent explosive qualities.

Aside from its limited sentience the familiar possesses two abilities. Due to the nature of his creation the familiar is capable of utilizing Earth Release techniques up to and including S-Rank sans handseals. However, the dignitary’s Earth Release techniques possess a unique quality found in Mandate of Hell. As such, the dignitary’s Earth Release techniques will passively be manipulated by Mandate of Hell allowing them to convert the Earth technique used (as long as it is solid matter), into Explosive chakra after it is created. This ability also, like Mandate of Hell, allows for a certain amount of reshaping; as such a slab of earth can be reshaped into a large sword. The Explosive chakra naturally possesses highly explosive tendencies which, on contact with solid matter or an opposing force, will result in an explosion proportional to the size of the structure. Explosions can also be detonated without the need for physical contact requiring the user to be aware of the interaction. Likewise, explosions can be prevented leaving the chakra inert until the user desires for an explosion to occur. Explosions created can be angled away from the user preventing unnecessary recoil and negating damage and debris. This passive characteristic can only be applied to Earth Release techniques within short-range of the familiar. Techniques which are outside of that range will remain as normal Earth Release.

Hell’s Dignitary can be used once per battle lasting a maximum of four turns per application. Upon deactivation the user will be unable to use Explosion, Earth, or Lightning techniques above A-Rank for a single turn.

‡ Approved ‡

New Submission
(Bakuton: Teikoku no Seiryoku) – Explosion Release: Fount of the Empire
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A
Description: A type of activated infusion technique designed to manipulate specialized fluids or liquids. Generally, Water Release and other liquid-based elements act to suppress Explosion Release thus making them incompatible elements. However, certain techniques and elements possess inherent qualities which make them potent vehicles to sustain an explosion. This technique effectively creates a liquid based explosion, although with certain restrictions. Because of its specialized nature this technique’s infusion can only be applied to liquid techniques capable of sustaining an explosion. In the case of Water Release, the most common application, this technique can be applied to oil based techniques due to the volatile nature of oil. Liquid CEs which this is applied to will gain the exact benefit and become highly explosive when coming into contact with solid matter or an opposing force. Alternatively, the explosive infusion can be kept inert until the user desires to produce an explosion; although this can only be used as long as the user has awareness of the interaction. Explosions under this technique can have their directionality manipulated allowing for the reduction of recoil and the negation of potential damage within reason. When activated this technique will remain active for three turns and can be used three times per battle. Infusions occur within the same timeframe as the technique which they are applied to, thus making for instant activation.

‡ Declined ‡ This is extremely OP when applied to techniques created close to the opponent. You need to limit this severely.
 
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Method

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Meiton: Yami akiraka ni | Dark Release: Darkness Revealed
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 each turn)
Damage: 80
Description: A technique sort by near all masters of Dark Release. It was seen as one of the greater Dark release techniques & was most powerful in terms of defence compared to other Dark jutsu. The user is required to absorb three A Rank jutsu; Lightning, Fire & Wind using the "(Meiton: Kyūketsukō) - Dark Release: Inhaling Maw" technique or any related technique that absorbs. The user is unable to perform any Dark release jutsu that require the usage of Inhaling Maw or related beforehand, otherwise they will have to absorb the chakra once more. After having successfully performed the requirements needed, the user is able to release the chakra through the diamond marking on their hand. The chakra begins to crawl across the user's arm, completely covering it while shortly after the rest of the body. The user is coated in a thick blanket of purple Dark chakra with hints of black hue, almost as if merged with the user's skin. The user's eyes become pure white. The abilities of the technique are not fully known, yet three have been revealed & shown to prove very useful for any situation(Offensive, Defensive & Supplementary).

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Offensive | The offensive cababilities of this technique are primarily simple forms. The user is able to create jet black structures across their body, varying from simply weaponry such as swords, axes & whips etc, each of them equal to B Rank dark release techniques. The user is able to perform all dark release jutsu of A rank & below without the need of "Inhaling Maw" by sacrificing a turn of this technique, thereby using the dark chakra already held by the technique as a source. During close combat the user is slightly more resistant to melee attacks due to the surrounding dark chakra.

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Defensive | The most notable part of the technique. The user being covered entirely of Dark chakra, is able to absorb any technique composed of Wind, Fire, Lightning & Raw Chakra, without the need of performing the "Inhaling Maw" technique, instead posting this as reference & using one of three moves allowed each turn. The opposing jutsu would simply pass into the user, being absorbed by this technique. If a technique of S Rank or Forbidden (Forbidden dependable on the jutsu itself) is absorbed then the user has the choice of either using the contained chakra to perform a dark jutsu or to add an additional turn to this technique. The user is still able to absorb chakra from Water release jutsu of C rank or below, but has no other effect towards the water source. As Dark chakra spreads through the user's chakra network, any illusions placed on the user are able to be removed by absorbing the chakra fuelling it. This does count as one of three moves and does the require the user to have knowledge of being placed under a genjutsu if used for those intentions.

Supplementary | Using this part of the technique allows the user to empower Dark jutsu. By sacrificing a turn of this technique the user is able to strengthen Dark related techniques by one rank, S rank simply gaining extra damage (+20 Damage). Another use of this ability allows the user to siphon chakra form the opponent when they are in contact with them. Each time the user comes in contact with their opponent, they passively absorb 50 chakra, adding to their own supply.

None of the above are passive techniques other than the ability to absorb chakra on contact & to the least require the user to reference which ever they use as one move out of their three. Being able to use Lightning & Fire jutsu, the colour of the jutsu performed gains a dark purple hue, this of course is purely cosmetic. While in this form the user is able to perform Dark, Lightning & Fire jutsu of all ranks, & Ninjutsu of A rank & below. The user is left unable to perform Earth, Water or Wind jutsu while this technique is active . On activation of this technique, due to the dark release chakra spreading not just outside of the body, but covering a majority of the chakra network (a reason to why the user is only able to use certain elements), it is able to release the user from genjutsu of S Rank & below.

- This jutsu originally last 5 turns
- Can be used twice per battle
- Can only be Taught by Method
- No S-Rank or above Dark on the turn this ends and the turn after
- The user is unable to perform Lightning or Fire jutsu of S Rank on the turn this technique ends

‡ All Pending ‡ Leaving for Vex.

♪ Declined: The gen breaking ability won't be approved, it seems illogical. Even if you were to absorb the chakra that caused you to be placed into the genjutsu, your chakra would still be in "flux" and unbalanced. You'd need a full body surge, pain, or an ally to "reset" your chakra and re-balance it. ♪
- Kept same bold parts as before
- Removed gen breaking ability
- Changed & bolded absorption details in first paragraph

Meiton: Yami akiraka ni | Dark Release: Darkness Revealed
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (+10 each turn)
Damage: 80
Description: A technique sort by near all masters of Dark Release. It was seen as one of the greater Dark release techniques & was most powerful in terms of defence compared to other Dark jutsu. The user is required to absorb three A Rank energy based using the "(Meiton: Kyūketsukō) - Dark Release: Inhaling Maw" technique or any related technique that absorbs strengths & weaknesses apply in regards to the absorption ability . The user is unable to perform any Dark release jutsu that require the usage of Inhaling Maw or related beforehand, otherwise they will have to absorb the chakra once more. After having successfully performed the requirements needed, the user is able to release the chakra through the diamond marking on their hand. The chakra begins to crawl across the user's arm, completely covering it while shortly after the rest of the body. The user is coated in a thick blanket of purple Dark chakra with hints of black hue, almost as if merged with the user's skin. The user's eyes become pure white. The abilities of the technique are not fully known, yet three have been revealed & shown to prove very useful for any situation(Offensive, Defensive & Supplementary).

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Offensive | The offensive capabilities of this technique are primarily simple forms. The user is able to create jet black structures across their body, varying from simply weaponry such as swords, axes & whips etc, each of them equal to B Rank dark release techniques. The user is able to perform all dark release jutsu of A rank & below without the need of "Inhaling Maw" by sacrificing a turn of this technique, thereby using the dark chakra already held by the technique as a source. During close combat the user is slightly more resistant to melee attacks due to the surrounding dark chakra.

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Defensive | The most notable part of the technique. The user being covered entirely of Dark chakra, is able to absorb any technique composed of Wind, Fire, Lightning & Raw Chakra, without the need of performing the "Inhaling Maw" technique, instead posting this as reference & using one of three moves allowed each turn. The opposing jutsu would simply pass into the user, being absorbed by this technique. If a technique of S Rank or Forbidden (Forbidden dependable on the jutsu itself) is absorbed then the user has the choice of either using the contained chakra to perform a dark jutsu or to add an additional turn to this technique. The user is still able to absorb chakra from Water release jutsu of C rank or below, but has no other effect towards the water source.

Supplementary | Using this part of the technique allows the user to empower Dark jutsu. By sacrificing a turn of this technique the user is able to strengthen Dark related techniques by one rank, S rank simply gaining extra damage (+20 Damage). Another use of this ability allows the user to siphon chakra form the opponent when they are in contact with them. Each time the user comes in contact with their opponent, they passively absorb 50 chakra, adding to their own supply.

None of the above are passive techniques other than the ability to absorb chakra on contact & to the least require the user to reference which ever they use as one move out of their three. Being able to use Lightning & Fire jutsu, the colour of the jutsus performed gains a dark purple hue, this of course is purely cosmetic. While in this form the user is able to perform Dark, Lightning & Fire jutsu of all ranks, & Ninjutsu of A rank & below. The user is left unable to perform Earth, Water or Wind jutsu while this technique is active . On activation of this technique, due to the dark release chakra spreading not just outside of the body, but covering a majority of the chakra network (a reason to why the user is only able to use certain elements), it is able to release the user from genjutsu of S Rank & below.

- This jutsu originally last 5 turns
- Can be used twice per battle
- Can only be Taught by Method
- No S-Rank or above Dark on the turn this ends and the turn after
- The user is unable to perform Lightning or Fire jutsu of S Rank on the turn this technique ends

♪ Approved: Don't keep the bold from previous submissions in your new submissions. ♪

‡ Pending ‡ Leaving for Vex.

New Subs:

Meiton: Kai|Dark Release: Release
Type: Supplementary
Rank: C-S
Range: Short
Chakra: 15-40
Damage: -
Description: A simple technique created to clear one's body of any unwanted foreign chakra. The user, after having absorbed chakra from a given technique, releases the chakra from the symbol placed on their hand. As it releases it almost immiediatly enters the user's chakra network, flowing along the stream to flush out any foreign chakra it crosses. Similar to the release technique, the dark chakra acts as an outside source that spikes the user's own chakra to release them from illusions. Though this can be used primarily for Genjutsu, it is also able to remove any foreign chakra that may harm the user by following the same steps. It does not require any movement from the user, though as noted it does require existing chakra to have been absorbed beforehand. The user must first have knowledge of being caught within a genjutsu before using this technique.
- Can be used three times for A rank, two times for S Rank.
- Chakra cost depends on the rank the user uses.
- Taught by Method.

‡ Declined ‡ Similar to Ryujin's Dark CJ.

Meiton: Eien no kyōdai shibari |Dark Release: Eternal Sibling Bond
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+10)
Damage: -
Description:
The user is required to have absorbed & converted an opposing chakra source into dark chakra through the required means. The user continues to manipulate the chakra & release Dark chakra from within the diamond mark placed on their hand. The chakra splits apart & takes form as two humanoid sentient beings, one being a male figure while the other, a female. Both lack any facial features & simply consist of dark chakra but to an almost solid form. Each entity holds a single diamond mark on either hand; one being controls the ability to absorb techniques, with the mark located on the left hand, while the other being is in control of the release ability & has the mark on the right. Though both are able to switch marks freely, neither is able to control them at the same time.
Having been made from the user's chakra, the marks are all connected to the same chakra network dark users hold unique to them. Due to this, the three are able to share chakra that may have been absorbed from one of the single entities or the user himself. A simple example being the user absorbing chakra & one of the entities releasing it through their release mark.
As sentient beings they are not restricted to just the user's commands & are able to move freely through their own will & are neither restricted in distance, able to travel long distances apart from each other. Though the user cannot perceive through them, he is able to be made aware of their surroundings if there is a lack of vision on his own part. Both entities are able to perform up to S rank Dark jutsu but are limited to a selection of techniques depending on which mark they hold at the current time. Both being made up of pure Dark chakra still abide by the strengths & weaknesses of Dark release. The user is free to perform other jutsu while active as long as he has supplied chakra to the entities
- Each entity is made up of Dark chakra up to A Rank.
- If one falls during battle, the user is required to recreate it within the next turn otherwise the remaining will dispel at the end of the next turn.
-This technique originally requires +10 chakra each turn for two turns to stay active. To sustain for a longer period requires the entities or user to absorb Chakra equivalent to A rank.
- Can be used twice

‡ Declined ‡ Requires the use of Fuuinjutsu.
 
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Urda

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(Tamawaru: Kami no Tentai) - Bestowed: Celestial Attendant of God
Type: Supplementary
Rank: S-rank
Range: Short
Chakra: 1/3 of the Users Chakra
Damage: N/A (+10 to Taijutsu) (+10 Ninjutsu)
Description: Tamawaru: Kami no Tentai is a ninjutsu that betows [a portion of] God's vigor. After clapping their hands together, 33% of the user's chakra is concentrated above their head in the shape of a halo. A dense raw chakra is visibly gathered to create a floating ring which spins at a constant, high-speed. Using chakra manipulation, the raw chakra reenters the body's chakra network through the crainal in a high pressure wave to empower the user's physical and mental powers for a short period of time. The mind and body responds to this phenomenon as a stimulate, which improves their fighting capabilities such as pertaining to physical powers: enhance their physical strength and resist physical blows (C-rank and below); and as pertaining to the mental powers: sharpens their clarity, which effectively raise their accuracy and reflexes, and due to their activate chakra flow within their cranial are able to resist strong level (B-rank and below) Genjutsu. When it comes to Ninjutsu, the users attack Jutsu are strengthen and only able to perform those not needing seals - as the ones which are focused though seals, stabilizes the chakra network and breaks the Jutsu. In addition to activating this Jutsu, the user speed is enhanced (x1.5). The rapid, rotating halo fizzles as ths chakra returns to the body, gradually diminishing in size until it dissappear, no longer being accessible.
Note: The user MUST spend a move to build chakra first before using the Jutsu completely.
Note: Ninjutsu includes the basic nature transformations: earth, fire, water, wind, and lightening.
Note: Once the Jutsu has started, it cannot be released.

~ Unable to perform S-rank Jutsu in the same Turn and next Turn.
~ Last 3 Turns
~ Usable 1 time per battle
~ Only taught by Anubis

□ Declined. So focusing your own chakra outside your body, and back into your body makes you faster, stronger and able to resist B rank and below Gen? Nah. □
 
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