Custom Jutsu Submission - III

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Summer

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Contract and permissions in the quote.



Kuchiyose Goat Gogoat/ Goat summon Gogoat
Type: Supplementary
Rank: A rank
Range: short-mid
Chakra: 30
Damage: 60
Description: Gogoat is a quadruped, hoofed goat summons. Covered in fluffy, brown fur that is dark across the back and light around the belly and legs. Around their neck, he has a thick, green leafy mane that extends down their spine and ends in a short tail. The fur on their face is white with fluffier fur on their chin. He has a black nose and red eyes with white pupils. The eyes are surrounded by a black marking. The top of their head is dark brown and has two long, curving, black horns that extend over their back. The fur on their legs is shorter than the rest of their body, dark brown on the upper leg, and white around the feet. Each foot aends in a cloven, brownish-orange hoof.
Gogoat has the ability to sense the feelings of whoever grips its horns; this ability is so acute that it can move as if it and its rider were one being.

Sun Spore:
This ability allows Gogoat to utilize the leaves on his body charging them lightly with electricity. The leaves will then detach from the body and float around the field until falling to the ground. The leaves have minimal electrical capabilities but possess a very strong lightning paralysis to them. If you get touched by a single leaf it can leave that portion of the body touched paralysed for one full turn. These levels once they touch the ground will lose their charge and be normal leaves again. The leaves while charged will float for one full turn in mid air and then descend like normal leaves. These leaves can be released up to mid range on the field from the summon and can only be used twice per battle.

Resemblance staff:
While Gogoat has been summoned to the field he has a staff draped a crossed his back upon being summoned. This staff was a sage tool passed down to the Supreme goat master. It grants the holder the ability to use any lightning jutsu up to A rank without the need of handsigns. This is achieved through a special lightning medium that has been I’m bedded with chakra metal into the staff. Should the user of the staff have a lightning specialty it will give the user a +20 boost to all lightning jutsu A rank and below. Gogoat not being able to make handsigns will rely on the staff to utilize most of the canon lightning jutsu, however the summoner can also use the staff as well.

Restrictions:
-Can only use resemblance staff once per turn.
- Cannot use above S rank lightning while wielding the staff.
- can only be summoned once per battle.
- remains on the field for 5 turns unless otherwise expelled.
- must have signed the Goat contract to learn.



Declined: the staff should only be useable by the summoning, and not with a passive boost of +20.


Kuchiyose Goat Cobalion / Goat summon Cobalion
Type: Supplementary
Rank: A rank
Range: short-mid
Chakra: 30
Damage: 60
Description:
Cobalion is a quadrupedal that possesses traits of stags and goats. It is covered in aqua blue fur, and has jagged yellow horns similar in shape to thunderbolts. Its snout is a lighter shade of blue than the rest of its fur, and there a black blaze running from its nose to the back of its head. On its long neck and hind legs, there are small gray spots. It has a white tuft of fur under its neck, resembling a cravat. On its shoulder blades are yellow protrusions that resemble fins. Its tail resembles these protrusions, albeit in the same color as its snout. Cobalion's legs have black bands with lighter fur underneath and large black hooves. Cobalion has a composed demeanor, but dislikes humans that are not associated with him.


Sword of Justice
Cobalions capable of utilizing multiple different chakra nature’s and forming that nature into a giant blade on its forehead. The chakra construct will be any of the basic five elements and will work similar to a chakra scalpel. It’s reach is that of 6 feet in length and a nice thick blade width as well for cutting through attacks. This form is only usable once per turn and requires a turn cooldown between usages.
Earth= hardened like steel blade
Water= water slicer blade
Wind= invisible whistling blade
Fire= burning roaring flame blade
Lightning chirping radiating heat blade

Olympian Harden

This is a form of defensive capabilities for cobalion. He focuses his chakra to allow himself to harden his body without limiting his agility and movements. He is still capable of reaching speeds that of a shinobi without leg weights. This is because of the strenuous climbing that goats put there legs through and the constant jumping up and down cliff sides. The hardening attribute is capable of defending against B rank blunt force trauma and up to C rank energy blasts without taking serious damage. This is achieved the same way as earth style hardening.

White walker

Cobalion is capable of using water from his hooves and flooding a battlefield in near seconds without causing crashing waves or damage of such. The water just gradually fills a barrier like radius of up to long range around the summon. It works like that of water filling a fish tank up to 3 feet deep.
The second attribute to white walkers is that Cobalion is capable of transforming utilizing the hydrification technique within water and taking control of the water source. During this hydrification usage Cobalion cannot use any other jutsu but he can take control of any source of water and occupy that source with his chakra.

Restrictions:
- Can only use blade of justice three times Acquires a one turn cooldown between uses.
- Olympian Harden is useable twice per turn
- White walkers is useable once per battle.
- Must sign goat contract to summon.

‡ All Pending ‡ Leaving for Pekoms.


Declined: the goat can use neither all five of the basic elements nor the Hydrification Technique.


Kuchiyose Goat / Goat summon Arts Black Mirror
Type: Supplementary
Permission:

Contract approved here:

Fuinjutsu Yurai Furo- / Sealing arts Source Flow
Type: Supplementary
Rank: A rank
Range: short-mid
Chakra: 30
Damage:
Description:
This jutsu requires the user to utilize three pre made seals. These seals are thrown onto any and all incoming liquid based jutsu that resemble a torrent or waves of sorts. The seals once all three have touched the liquid will unlock the seal on the tags which will in turn release a pulse of chakra into the liquid source. This pulse will disrupt the motion and molecular structure of the water based attack. This will make it so the attack falls short and or disperses to a minimal of two rankings lower then it’s original attack strength. The seals upon being thrown or placed onto a liquid will work like a chain of destruction breaking down the epicenter of the jutsu and pushing to the sides of the jutsu. While active these tags will unleash a wall like structure of chakra together between them. This will leave the jutsu crashing into a wall and directing it back onto the enemy with the lower ranking of power.

Restirctions:
- Can only be used twice per battle.
- Can only be used on liquids.
- Cannot be used for 1 full turn after usage.
- Cannot use any Fuin in the same turn
- Can only be taught by Juha

‡ Declined ‡ DNR.

Kuchiyose Goat Gogoat/ Goat summon Gogoat
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gogoat is a quadruped, hoofed goat summons. Covered in fluffy, brown fur that is dark across the back and light around the belly and legs. Around their neck, he has a thick, green leafy mane that extends down their spine and ends in a short tail. The fur on their face is white with fluffier fur on their chin. He has a black nose and red eyes with white pupils. The eyes are surrounded by a black marking. The top of their head is dark brown and has two long, curving, black horns that extend over their back. The fur on their legs is shorter than the rest of their body, dark brown on the upper leg, and white around the feet. Each foot aends in a cloven, brownish-orange hoof.
Gogoat has the ability to sense the feelings of whoever grips its horns; this ability is so acute that it can move as if it and its rider were one being.

Sun Spore:
This ability allows Gogoat to utilize the leaves on his body charging them lightly with electricity. The leaves will then detach from the body and float around the field until falling to the ground. The leaves have minimal electrical capabilities but possess a very strong lightning paralysis to them. If you get touched by a single leaf it can leave that portion of the body touched paralysed for one full turn. These levels once they touch the ground will lose their charge and be normal leaves again. The leaves while charged will float for one full turn in mid air and then descend like normal leaves. These leaves can be released up to mid range on the field from the summon and can only be used twice per battle.

Resemblance staff:
While Gogoat has been summoned to the field he has a staff draped a crossed his back upon being summoned. This staff was a sage tool passed down to the Supreme goat master. It grants the holder the ability to use any lightning jutsu that the summoner knows up to A-rank without the need of handsigns. This is achieved through a special lightning medium of chakra metal that has been embedded into the staff. Gogoat has a lightning specialty and through using the staff, gives it a +10 boost to all lightning jutsu A-rank and below. Gogoat not being able to make handsigns will rely on the staff to utilize most of the canon lightning jutsu.

Restrictions:
-Can only use resemblance staff once per turn.
- can only be summoned once per battle.
- remains on the field for 4 turns unless otherwise expelled.
- must have signed the Goat contract to learn.



Approved: slight edits made throughout.


Kuchiyose Goat Cobalion / Goat summon Cobalion
Type: Supplementary
Rank: A rank
Range: short-mid
Chakra: 30
Damage: 60
Description:
Cobalion is a quadrupedal that possesses traits of stags and goats. It is covered in aqua blue fur, and has jagged yellow horns similar in shape to thunderbolts. Its snout is a lighter shade of blue than the rest of its fur, and there a black blaze running from its nose to the back of its head. On its long neck and hind legs, there are small gray spots. It has a white tuft of fur under its neck, resembling a cravat. On its shoulder blades are yellow protrusions that resemble fins. Its tail resembles these protrusions, albeit in the same color as its snout. Cobalion's legs have black bands with lighter fur underneath and large black hooves. Cobalion has a composed demeanor, but dislikes humans that are not associated with him.


Sword of Justice
Cobalions capable of utilizing multiple different chakra nature’s and forming that nature into a giant blade on its forehead. The chakra construct will be any of these two elements and will work similar to a chakra scalpel. It’s reach is that of 6 feet in length and a nice thick blade width as well for cutting through attacks. This form is only usable once per turn and requires a turn cooldown between usages.
Water= water slicer blade
Wind= invisible whistling blade


Olympian Harden

This is a form of defensive capabilities for cobalion. He focuses his chakra to allow himself to harden his body without limiting his agility and movements. He is still capable of reaching speeds that of a shinobi without leg weights. This is because of the strenuous climbing that goats put there legs through and the constant jumping up and down cliff sides. The hardening attribute is capable of defending against B rank blunt force trauma and up to C rank energy blasts without taking serious damage. This is achieved the same way as earth style hardening.

White walker

Cobalion is capable of using water from his hooves and flooding a battlefield in near seconds without causing crashing waves or damage of such. The water just gradually fills a barrier like radius of up to long range around the summon. It works like that of water filling a fish tank up to 3 feet water

Restrictions:
- Can only use blade of justice three times Acquires a one turn cooldown between uses.
- Olympian Harden is useable twice per turn
- White walkers is useable twice per battle.
- Whistling wind blade will be invisible to the naked eye but can be heard.
- Must sign goat contract to summon.


Declined: the goat needs a turn limit and "Sword of Justice" needs a rank.


Permission:

Contract approved here:




Used the same name as I like the name the jutsu is a completely different concept.

Fuinjutsu Yurai Furo- / Sealing arts Source Flow
Type: Supplementary
Rank: B rank
Range: short-mid
Chakra: 20
Damage:
Description:
This jutsu requires the user to place a tag on there weapon with the Kanji for Soft on the tag. The weapon upon being stuck into the ground either blade end or hilt end of a weapon. This will activate the tag on the weapon erecting a barrier. The barrier has no significant properties to it besides the fact that once it touches the earth our any earth it turns that earth into mud up to 10 feet deep in the ground. It has the ability to turn incoming projectile attacks that cross the barrier into mud as well . Should the user send mud type earth attacks at the barrier, then the barrier will simply make the earth attacks less powerful by 1 full rank. The barrier will remain active for two turns once it is activated and will spread up to short range 5 meter radius around the bladed/hilt of the weapon.

Restirctions:
- Can be place onto any weapon that is bladed or has a hilt.
- Cannot be used for 1 full turn after usage.
- Cannot use any Fuinjutsu above A rank in the same turn
- Can only be used 4 times per battle.
- Can only be taught by Juha

You're up Pekoms
 
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Drackos

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(Bakuton: Jitsuryoku Sengen) – Explosion Release: Potentate Proclamation
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Potentate Proclamation is designed to be used while the Vestments of Divine Imperials is active. This technique allows for the user to manipulate on going explosions on the battlefield by infusing their Bakuton chakra into the explosion. The explosion, while still active, will be absorbed into the user’s Vestment state allowing for it to be seamlessly integrated into their explosive body. In essence, this technique acts to extend the duration on Vestments of Divine Imperials by integrating additional energy into the form. Thus, for each B or A Rank explosion consumed by Potentate Proclamation, Vestments of Divine Imperials will be extended by two turns. Should the user consume an S or Forbidden Rank explosion they will be capable of extending Vestments by an additional three turns. Of course, while this technique is used the user will have effectively ended the explosion in question neutralizing it entirely themselves by integrating it into their body. Because this technique simply acts to infuse an explosion it will take little to no time at all allowing for smooth transitioning between techniques. Alternatively, Potentate Proclamation can be applied to absorb semi-sentient Explosive familiars. This application allows the user to integrate the familiar’s abilities into the user’s body. Upon expiration of this technique this will cause the separation of user and familiar. By consuming sentient creations Potentate Proclamation effectively binds their duration to Vestments of Divine Imperials. Thus, if a familiar is absorbed and will remain on the field for two more turns while Vestments will remain active for three turns then the familiar will remain absorbed and active until Vestments expires. Potentate Proclamation can be used three times per battle and will remain active until Vestments of Divine Imperials expires.

‡ Approved ‡
Updating

(Bakuton: Jitsuryoku Sengen) – Explosion Release: Potentate Proclamation
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Potentate Proclamation is designed to be used while the Vestments of Divine Imperials is active. This technique allows for the user to manipulate on going explosions on the battlefield by infusing their Bakuton chakra into the explosion. The explosion, while still active, will be absorbed into the user’s Vestment state allowing for it to be seamlessly integrated into their explosive body. In essence, this technique acts to extend the duration on Vestments of Divine Imperials by integrating additional energy into the form. Thus, for each B or A Rank explosion consumed by Potentate Proclamation, Vestments of Divine Imperials will be extended by two turns. Should the user consume an S or Forbidden Rank explosion they will be capable of extending Vestments by an additional three turns. Of course, while this technique is used the user will have effectively ended the explosion in question neutralizing it entirely themselves by integrating it into their body. Because this technique simply acts to infuse an explosion it will take little to no time at all allowing for smooth transitioning between techniques. Alternatively, Potentate Proclamation can be applied to absorb semi-sentient Explosive familiars. This application allows the user to integrate the familiar’s abilities into the user’s body; this effectively voids the sustained chakra cost of the familiar. Upon expiration of this technique this will cause the separation of user and familiar. By consuming sentient creations Potentate Proclamation effectively binds their duration to Vestments of Divine Imperials. Thus, if a familiar is absorbed and will remain on the field for two more turns while Vestments will remain active for three turns then the familiar will remain absorbed and active until Vestments expires. Potentate Proclamation can be used three times per battle and will remain active until Vestments of Divine Imperials expires.

‡ Update Approved ‡

(Bakuton/Fūinjutsu: Shōmei no Kōhyō) – Explosion Release/Sealing Technique: Luminary’s Edict
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is considered to be the sibling technique of Potentate Proclamation and is designed to be used while Vestments of Divine Imperials, or its lesser variants, is active. This technique specializes in sealing, unlike that of Potentate Proclamation, creating a living chakra vessel from the user’s explosive form. Unlike Potentate Proclamation this technique does not extend the duration of Vestments of Divine Imperials through the transfer and integration of energy and chakra. Instead Luminary’s Edict focuses on the alternative application of Potentate Proclamation – the sealing of sentient familiars and the adoption of their abilities. Luminary’s Edict takes into account the ‘size’ of the consumed familiar. However, because this is applied to familiars which are purely chakra based the physical size of the familiar is not taken into account because chakra does not occupy space in the normal sense. Luminary’s Edict instead focuses on the density of chakra, meaning the strength of the technique. As such, familiars which are higher ranked than the user’s transformed state will be consumed allowing for the user to adopt the abilities of the familiar as well as the strength of familiar. For example, should the user’s transformed state be equivalent to A-Rank and an S-Rank familiar is consumed then the user’s explosive state will increase by a single effective rank. Because the user’s body becomes the vessel for the familiar it will be homogenous with the user’s body preventing the external separation of the two. Familiars consumed by Luminary’s Edict have their chakra cost effectively voided for the duration. The familiars which are consumed will also bind their duration to the user’s transformed state accepting the longer of the two durations. When the user’s transformed state ends the consumed familiar(s) will unbind themselves seamlessly from the user’s body. The sealing happens incredibly quickly allowing Luminary's Edict to be used within the same timeframe as the creation of a familiar that it will consume and seal. Luminary’s Edict can be used three times per battle and will remain active until Vestments of Divine Imperials, or a lesser variation, expires.

‡ Approved ‡



(Bakuton: Ananke, Kyōhaku’ten) – Explosion Release: Ananke, Heavenly Compulsion
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Mid
Chakra: 50 (-30 per turn)
Damage: N/A (-40)
Description: This technique is considered the brother technique to Celestial Retribution and, like its sibling, employs an advanced combination of Fūinjutsu and Explosion Release. This technique emulates the Emperor’s command over the physical world and inevitability. The user will release Explosive chakra from throughout the user’s entire body producing the semi-sentient Crest of the Emperor, the Civic Crown, adorned to his chest. Like in Celestial Retribution, the Civic Crown remains dependent on the user’s body and cannot move alone but, due to its sentience, remains independent from the user’s concentration. The Civic Crown possesses a single ability – to create spheres of Explosive chakra roughly equivalent to the size of a fist each imbued with the Emperor’s heavenly will and sustained by the Civic Crown itself. By default each sphere is imbued with the abilities of the Mandate of Hell. As such, when coming into contact with solid matter (KG/CE included) they are able to convert that matter into Explosive chakra. When used on an opponent’s technique this requires the opponent’s technique be completely overpowered within elemental strengths and weaknesses. For example, should an A-Rank sphere come into contact with an A-Rank Earth technique it will consume the sphere and convert the Earth technique into Explosive chakra. However, should an A-Rank sphere come into contact with a B-Rank construct of Earth it will still convert the technique into Explosive chakra but also preserve the sphere. The spheres themselves take on a physical state; the state which rules over the material world. Each orb, typically crimson in color, will possess inherently high volatility and as such will explode on contact with matter or an opposing force producing an explosion spanning mid-range from the orb’s location engulfing anything within it. This explosive ability does not come without control and, through the user’s will, can prevent the orbs from detonating allowing them to remain inert but will require the user to be aware of an interaction. Because of this the user is able to also cause a premature detonation voiding the need for contact. The orbs are inherently highly versatile constructs and can be shaped to the user’s needs after creation however they would like. Alternatively the spheres can be used to extend the abilities of the Mandate of Hell upon sentient familiars through Fūinjutsu. When used as such the spheres will present themselves with the Kanji for “Inevitability” in the frame of view of the opponent. This sealing inscription within the sphere is purposed to be used against elemental/non-elemental sentient creations. When used against these techniques the sealing script’s full strength is revealed as it becomes capable of sealing the metaphysical link between user and familiar, thus rendering the familiar at the command of the user. The converted familiar will lose its original natural abilities while being converted into raw Explosive chakra. When used against familiars of neutral or greater strength the sphere will be consumed in order to bend the familiar to the user’s will. When used against familiars weaker in strength the sphere will be preserved. When used in this manner the spheres will not cause a detonation and instead remain inert. The converted familiar’s potential explosive strength equal's the rank of the orb used to convert it. The “Inevitability” seal is considered A-Rank.

This technique can be used once per battle. The Crest will remain active for four turns during which a minimum of two spheres will be created, maximum of four, at any time on the battlefield. The initial two spheres created will be S-Rank in strength each and should they be divided further will be equivalent to A-Rank spheres. Using the spheres requires the user expend one of their three moves per turn, except in the first turn of creation. Reshaping the orbs to fit the user’s needs is performed passively and their maximum reshaped size cannot exceed the user’s. Restoring a lost orb can be done at the cost of a move and an additional 20 chakra. The passive abilities imbued by the Mandate of Hell cannot be used against living shinobi or summons. They will be employed at the user’s volition should an explosion not be desired. The sealing script can only be used against elemental/non-elemental familiars and can seal the metaphysical relationship regardless of rank or strength as long as contact with the familiar is made. However, should the user desire, they can simply produce an explosion against an opposing familiar instead of applying the seal. When Ananke, Heavenly Compulsion expires the user will suffer from a hindering full body pain. This effectively causes the user to suffer from 40 damage and have their base speed reduced by 2 effective levels for 2 turns. Additionally, the user will be unable to use Explosion Release, Lightning Release, or Earth Release techniques above A-Rank for 3 turns.

‡ Approved ‡ Made some changes.
 
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ZandaT

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(Nikudan Gyorai) Human Torpedo
Rank: B
Type: Offensive/Supplementery
Range: Short
Chakra Cost: 20
Damage Points: 40
Description: The user will increase the size and strength of their lower leg's allowing them to launch themselves head first, in a sudden burst in any forward facing direction at various angles, delivering a headbutt to the opponents stomach with great force sending them backwards with slight internal damage. If the user misses then they would continue until mid.range where they would slow down enough to be able to recover.
NOTES:
-Can be used 3 times
-Partial Expansion must be activated
-Must be taught by ZandaT
(Nikudan Gyorai) Human Torpedo
Type: Offensive-Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20
Damage: 40
Description: Crouching downwards as they lean forwards the user places both hands on the ground for stability as they take aim towards their opponent, shifting their weight backwards over their bent legs, before using partial expansion to suddenly increase the size and power of their hands and feet in order to thrust their entire body forwards at high speeds. Their limbs shrinking upon launching, the user soars through the air head first towards the enemy with their arms held lateral to their body and bent 90 degrees fists pointing forwards while their legs remaining bent, knee caps facing the ground as aim to reach atleast within 6m of the opponent. Once within range the user when desired can thrust both fists forwards towards the enemy while using partial expansion once again in order to increase the size, length, and power of their entire arms in order to deliver a devastating blow as both fists impact the target simultaneously. The diameter of the surface of a single fist is 2m, and the arms can extend upto 6m from the body where all forwards momentum will then cease as contact is made with a surface. This attack can rival earth/water techniques of the same rank and lower yet the user is still prone to surface damage with the abrasion on contact with certain tangible jutsu.
NOTES
►Can be used 4x per battle
►Partial Expansion must be activated
►1 turn cooldown
►Must be taught by ZandaT

Approved - nice update


(Batorusaikoro) Battle Scythe
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: While partial expansion is activated the user will take a widened stance with their legs spaced horizontally on the ground at a slight angle with one leg positioned behind the torso while the arms stay in front of their chest bent at a 90 degree angle with their fists clenched and held at a slight diagonal, horizontal position as well. Once the target is within range the user hikes up the one leg positioned behind the torso as they use the leg in front to pivot on, and thus rotate their body, as they perform a side kick while expanding the size, strength, and length of their hiked leg thus boosting the power of their kick. The user's leg can extend up to 5m from their body, the foot being 2m in width, in order to deliver this powerful, swift attack to the opponent which has enough power and speed to send them tumbling off in the same direction of the heavy blow. Like many other Akimichi expansion techniques this act of expansion and shrinking happens so fast that by the time the user completes 1 revolution the size of the expanded leg will be back to normal and ready to be used again.
NOTES
►Can be used 4x per battle
►Must be taught by ZandaT

Approved - reminds me of luffy.

(Raiton: Raitoāmā o moyasu) Lightning Release: Burning Light Armor
Type: Defensive-Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: (+15 to physical attacks)
Description: Moeru hikari is an advanced raiton jutsu based off of the Lightning Style: Plasma Ball technique, and thus has a similar activation and form of manipulation to the aforementioned jutsu. The user releases a barrage of unfocused but controlled currents of lightning as a sphere around their body, the same size as the Plasma Ball technique, before condensing the racing currents causing the sphere to reduce in size until it covers the user's entire body forming an armor of lightning. The user's hairs rises upwards, similar to the Raikage using lightning armor, as they seem to emit a translucent light blue glow with sparks of lightning racing around their body signaling the techniques activation. This technique serves as a suitable defense against close combat strikes as well as opposing jutsu, depending on the rank and nature, due the compact tangibility of the condensed currents while also boosting the damage of the user's close combat strikes due to the armor's high voltage affliction properties given once contact is made with its surface. Physical contact with Moeru hikari results in high voltage electrical burns that causes great superficial damage to the skin which increases with prolonged contact as the racing electrical currents violently run throughout that area in contact with destroying the subdermal skin tissue. This jutsu remains active for up to 3 turns per activation, although, can be stopped at any time at will depending on the user. Users with a lightning specialty can use this technique around and within water without problem due to their ability to manipulate their lightning chakra at higher calibers than normal users.
NOTES
►Can be used 3x per battle
►Has a 2 turn cooldown
►Must be taught by ZandaT

Will come back to this

‡ Declined ‡ Received a report and this clashes with an existing technique.
 
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Nathan

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(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
Type: Supplementary
Rank: A-Rank
Range: Self - Short (Direct Contact)
Chakra: 30 (-10 per ability used that has a turn duration)
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the jutsu used to corrupt the mind is the same or lower ranked, than this jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.

417 Hz - "Re" (Re-encouragement) - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

528 Hz - "Mi" (Limitations) - Tone ‘Mi’ is used to return human DNA to its original, perfect state. This frequency brings transformation and miracles into your life. The process of DNA reparation is followed by beneficial effects – increased amount of life energy, clarity of mind, awareness, awakened or activated creativity, ecstatic states like deep inner peace, dance and celebration. Tone ‘Mi’ activates your imagination, intention and intuition to operate for your highest and best purpose. Thus for two turns while this frequency is active this allows the user to ignore limitations that they may come across such as "unable to perform water techniques above S-ranks for x amount of turns", this pushes the limitations away from the user that usually would be there. This doesn't include the user removing limitations such as eight gates and so forth. This tone lasts for two turns, and can only be used on one technique of the users choosing. And, once picked; it'll end this tone. Also once this tone ends the user adds an extra one (1) turn cool down, so the total is three (3) turns before the user can use this technique as a whole again.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of same rank as this jutsu, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.

‡ Declined ‡ Stop attempting this. You aren't getting an ability that allows you to bypass restrictions.
Removed "Mi" completely.

(Ototon: Kodai Sorufējusukēru) - Sound Release: Ancient Solfeggio Scale
Type: Supplementary
Rank: S
Range: Self - Short (Direct Contact)
Chakra: 40 (-20 per ability used that has a turn duration)
Damage: N/A
Description: This technique is derived from "The Ancient Solfeggio Scale", which basically is: "Solfeggio frequencies make up the ancient 6-tone scale thought to have been used in sacred music, including the beautiful and well known Gregorian Chants. The chants and their special tones were believed to impart spiritual blessings when sung in harmony. Each Solfeggio tone is comprised of a frequency required to balance your energy and keep your body, mind and spirit in perfect harmony." To start the use of this technique, the user gathers up a large amount of sound chakra that can either be released, or used in two options. The user then either starts to vibrate the chakra, either within their own body, or the body of their intended target Using their chakra, the user is able to manipulate and alternate between specific frequencies the chakra vibrates at, resulting in various beneficial effects on the receiving party. The available frequencies, and the effects generated by them, are as follows;

174 Hz - "Do" (Pain Relief) - The lowest of the Solfeggio Scale, this frequency uses the slow and calming vibrations to act as a sort of anaesthetic, relieving the affected of pain and trauma. While under the effects of "Do", the user/ target is more tolerant of minor pain, (i.e broken finger, or broken toe, etc) lending them a brief respite from the burden of physical damage. The target is unaware of their body's own pain for 2 turns.

285 Hz - "Io" (Healing Increased Efficiency) - The "Io" frequency is perhaps one of the most beneficial forms on the Solfeggio Scale, this frequency helps return tissue into its original form. 285 Hz influences energy fields, sending them a message to restructure damaged organs. It also leaves your body rejuvenated and energized. In other words "Io" helps the repair of damage done to it's target, allowing them to be healed faster and more effectively by Medical Shinobi. Any Medical Jutsu performed on a target under the effects of the "Io" frequency cost 50% less Chakra, which last for a max of 3 turns and expire when a Medical Jutsu is performed on the user. The sound itself doesn't actually heal the user in anyway, but it just creates an opening for medical ninjas to use their techniques more efficiently.

396 Hz - "Ut" (Killing Intent Resistance) - "Ut" is a rather unique frequency, as it grants its target a feeling of liberation from negative feelings, such as guilt, fear or anger, and general corruption of the mind through whatever means (as long as the jutsu used to corrupt the mind is the same or lower ranked, than this jutsu). Through this liberation the user is granted a high level of mental clarity, the likes of which may seem alien to them. Thanks to the relief of the burden of negative emotions, a beneficiary of the "Ut" frequency will be less susceptible to techniques that prey on such emotions. This makes the user one level more resistant to the "Killing Intent" Jutsu for 2 turns, after which their mind and new capabilities will return to their original state before anything had happened.

417 Hz - "Re" (Re-encouragement) - Next tone from the solfeggio scale is connected with resonation processes or processes of amplification. Re can “delete” person’s “alienation from God” and enable returning to the “right path”. This solfeggio frequency cleanses traumatic experiences and clears destructive influences of past events. It can be used for cleaning limiting impression, which disables the person to achieve her life goals. When speaking of cellular processes, tone Re encourages the cell and its DNA to function in an optimal way. 417 Hz frequency energizes your body cells and helps to use their creative potentials. This one creates a small window of opening where the users reaction speed is by a scale factor of 1.5x, that being said this frequency is activated will only last the turn it is used on.

852hz - "La" (Genjutsu Resistance) - Tone ‘La’ is linked to your ability to see through the illusions of your life, such as hidden agendas of people, places and things. This frequency can be used as means for opening a person up for communication with the all-embracing Spirit. It raises awareness and lets you return to spiritual order. Regarding cellular processes, 852 Hz enables the cell to transform itself into a system of higher level. The sound created from this effect, creates a resistance to genjutsu, how this works is that the sound reverberates the users chakra flow in such a way that it constantly fluctuates the chakra which makes it easier for the easy to break out of genjutsu of same rank as this jutsu, this technique lasts for two turns. And this only works on basic genjutsu, and sound based. Anything that comes from a Doujutsu is unaffected.

Notes:
- Only one effect can be used per-usage.
- Each effect can only be used once per-match/twice per-NW event.
- Cooldown of two turns before re-use.
- Not a medical ninjutsu technique, this is rather a technique that enhances the use of medical ninjutsu though the use of specific frequencies.
- Can only be taught by Nathan.

‡ Update Approved ‡

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

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

□ Declined. WEW LAD. I was reading the technique, and thinking, "This is quite a cool premise." then I got to the bold. Inaudible Sound that allows for implanting thoughts and basically controlling the opponent's actions? Nah, this is way too powerful and beyond the scope of what can be done with Sound in the RP. As for earlier sections of the technique, its basically just an advanced form of Cicada Shell and the premise of mimicking different sounds, and explosions etc, has mostly been done by MockingJay's Mockingjay Summonings. □
(Ototon Genjutsu Ninjutsu: Kanpeki Fukuwajutsu) - Sound Illusionary Ninja Arts: Flawless Ventriloquism
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (x2 if using the advanced application 'God's Voice')
Damage: N/A (80)
Description: Flawless Ventriloquism is considered a jutsu for entertainment but it is also considered one of the most dangerous jutsu in the shinobi world due to the untold amount of applications.Ventriloquism has always been a mysterious and fascinating art. The art of ventriloquism is the illusion of throwing your voice, however in this sense, the user is capable of projecting their voice from any surface. It would allow you to speak through an effigy without even the slightest movement of your lips. By concentrating an influx of chakra into the vocal chords, the user can project their voice within in any location of their visual range. Another fascinating ability of this technique is that it allows the user to project their voice through solid material. By doubling the amount of chakra required for this technique, the user can effectively project their voice on a range further than the eye can see. This also allows the user to imitate the sounds of various creatures, explosions and other worldly sounds by altering their vocal chords, vocal tone and vocal is more advanced than the by bounds. Expert users of this technique can easily talk without moving their mouths and can even project their voice through multiple objects. This uncanny ability has a multitude of uses.

By altering their vocal chords and tone through chakra, the user can lower their voice to unprecedented levels. They go to the point where they are in audible to an extent. This can be called “Gods Voice” and it is an extremely advanced application of this technique. God's Voice is a sound based genjutsu part of this technique, this genjutsu is rather advance, it creates a situation to where opponent begins to hear voices within their head, similar to that of schizophrenia; this genjutsu should cloud their mind rendering them unable to fight. To the brain, these voice become almost deafening to an extent causes intense symptoms such as depression, befuddled thinking, loss of memory, stress, not being able to cope, manic behavior, nervous breakdowns, physical collapse, brain and nervous system damage, heart attacks, cancer, dizziness, chest pains, dehydration, headaches, and migraines. Whilst in reality the opponent is merely unable to move, from all that is happening within said genjutsu.
Notes:
- Can only be used twice per-match.
- The basic application lasts for two turns.
- Must wait two turns before re-use.
- The God's Voice application can only be used once in total, and takes double the amount of chakra from the user.
- The God's Voice application lasts for two turns.
- While the God's Voice application is in use the user is unable to use any other sound techniques above B-rank.
- Once the God's Voice application has ended the user is unable to use any techniques above A-rank for one turn.
- Can only be taught by Nathan

‡ Pending ‡ Leaving for Mall Cop L.

□ DNR. The technique is too powerful as a Genjutsu, which can barely be heard (audible to an extent is extremely vague) and shows no indication of being used and moves all the way to Long Range (I know its Sound Gen, but it doesn't even if have a sign of being used, which is mandatory for most Genjutsu), its also too vague in terms of "unable to fight" does the opponent lose their ability to mold chakra? Will they simply stop what they are doing, etc. You say it all happens in the Gen, but there is a damage output, to what? This is also not made clear. The effects of the Genjutsu has been done quite a few times before as well, and the part about clashing with MJ summons still stands. I don't see how this can be reworked in order to serve the purpose you aim to do with it, hence the DNR. □
 
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The Mockingjay

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(Ototon/ Ongaku Sōsa: 3-Banme no kōkyōkyoku: Kontorōru sa reta tenpo) Musical Manipulation/ Sound Release: The Third Symphony: Controlled Tempo
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: Using an instrument to produce a sustained sound, the user will cause the air around them to vibrate profusely and obstruct any enhanced movement through that space. This technique works to not only form a kind of physical barrier but also produce feeling some of nausea within those inside the effected area with an increased heart rate. In simpler terms, this technique negates the use of chakra based speed boosting techniques whilst within its area of effect, providing resistance against quick moving things. The sound is pitched in a place where it effects only those with heightened heart rate or movement speed.
-Technique lasts at max two turns.
-Once stopped, technique cannot be re-activated within the next two turns and cannot use any S rank or higher Sound jutsu while sustaining this jutsu.

✦ Approved ✦
(Ototon/ Genjutsu: Daini no kōkyōkyoku no naitomea fukkatsu) - Sound Illusionary Arts: The Second Symphony: Nightmare Revived
Rank: A
Type: Supplementary/Offensive
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: An illusion initiated by the mimicry of a sound that had occurred earlier in the battle. When the sound is heard by an opponent they will relive the source of that original sound within the illusion, so the user can mimic the sound of a past water technique and the opponent will see that water technique take place again etc.
- Must be a signer of the Mockingbird Contract and have learned 'Auditory Mock' technique.
- The user can use a Mockingbird in order to recreate the sound to initiate the illusion, although the illusion itself cannot be used by the bird.

✦ Decline, when referencing jutsu like the Auditory Mock, link to it or quote it for clarity. Can't check this until I know what that does. Again, Type before Rank and this can't be used by Mockingjay's unless they are able to use Sound jutsu. Restrictions are also needed as well ✦
(Ototon/ Genjutsu: Daini no kōkyōkyoku no naitomea fukkatsu) - Sound Illusionary Arts: The Second Symphony: Nightmare Revived
Type: Offensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: An illusion initiated by the mimicry of a sound that had occurred earlier in the battle. When the sound is heard by an opponent they will relive the source of that original sound within the illusion, so the user can mimic the sound of a past water technique and the opponent will see that water technique take place again etc.
- Must be a signer of the Mockingbird Contract and have learned 'Auditory Mock' technique.
- The user can use a Mockingbird in order to recreate the sound to initiate the illusion, the bird cannot cast the illusion however, that would still be down to the user. The user will use the birds sound as the trigger.

✦ Approved, but note that your Contract doesn't make mention of Mockingbirds being able to use Sound jutsu so while they can mimic sounds, they cannot use Sound jutsu unless specifically noted within the summoning.✦

- (Mockingbird: O-dio Ese) Mockingbird Technique: Auditory Mock
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: With this technique Mockingbirds are able to mimic human voices pitch perfectly in order to confuse opponents as to the whereabouts or number of their opponents.
-To mimic opponents voice they must have spoken previously in the fight.-
-Once mimicked Mockingbirds remember voices indefinitely (User must be able to prove that the Mockingbird has heard the voice previously if being taken from a past battle.

Updating

The Mockingjay said:
(Mockingbird: O-dio Ese) Mockingbird Technique: Auditory Mock
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: With this technique Mockingbirds are able to mimic human voices pitch perfectly in order to confuse opponents as to the whereabouts or number of their opponents.
-To mimic opponents voice they must have spoken previously in the fight.-
-Once mimicked Mockingbirds remember voices indefinitely (User must be able to prove that the Mockingbird has heard the voice previously if being taken from a past battle

(Mockingbird: O-dio Ese) Mockingbird Technique: Auditory Mock
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: With this technique Mockingbirds are able to mimic sounds that they have heard previously, be it human voices or other environmental sounds, or even the sounds of other summons pitch perfectly in order to confuse opponents.
-To mimic opponents voice they must have spoken previously in the fight.-
-Once mimicked Mockingbirds remember voices indefinitely (User must be able to prove that the Mockingbird has heard the voice previously if being taken from a past battle
-Mimicked sounds will not be remembered past the end of the battle.
-Does not allow them to recreate Sound jutsu unless they have the ability to use it.

-> Contract

✦ Approved, though next time bold edits ✦
 
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Ryūjin

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Updating:

(Katon: Rēfudō) - Fire Release: Floating Ghosts
Type: Defense
Rank: A
Range: Short
Chakra Cost: 30 [+10 per turn to maintain active]
Damage Points: N/A
Description: After performing 3 handseals Boar → Monkey → Tiger the user convers the chakra inside their body into fire as they release it outwards, causing 3 floating demonic heads of fire to form around them in a spiraling manner , each of the orbs having an equivalent size to the "Big Ball Rasengan" technique, these demonic floating heads have the main purpose of protecting the user, as they continuously spin around the user in a motion that resembles planets orbiting around the sun, with the user's command via chakra, these floating heads "separately or all together" collide with other incoming techniques in order to cancel each other out, each of these floating demonic heads is able to withstand a C-rank elemental technique, two can withstand a B-ranked elemental technique, and altogether an A-ranked elemental technique however this doesn't apply to the water release techniques or any weakness that the fire release may have, it's only able to withstand 1 D-ranked water technique with 1 demonic head, 2 Demonic heads can withstand a C-rank water technique, and all together could withstand a B-ranked water technique, this applies to other Fire release's elemental weaknesses as well. along with being able to deflect/melt incoming normal projectiles weapons (kunais, shurikens, etc) sent towards the user.
Note: Can only be used twice.
Note: Lasts 3 turns once used.
(Katon: Rēfudō) - Fire Release: Floating Ghosts
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40 [+20 per turn to maintain active]
Damage Points: N/A
Description: After performing 3 handseals Boar → Monkey → Tiger the user convers the chakra inside their body into fire as they release it outwards, causing 4 floating demonic heads of fire to form around them in a spiraling manner , each of the orbs having an equivalent size to the "Big Ball Rasengan" technique, these demonic floating heads have the main purpose of protecting the user, as they continuously spin around the user in a motion that resembles planets orbiting around the sun, with the user's command via chakra, these floating heads "separately or all together" collide with other incoming techniques in order to cancel each other out, each of these floating demonic heads is able to withstand a B-rank elemental technique, two can withstand a A-ranked elemental technique, and altogether an S-ranked elemental technique however this doesn't apply to the water release techniques or any weakness that the fire release may have, it's only able to withstand 1 C-ranked water technique with 1 demonic head, 2 Demonic heads can withstand a B-rank water technique, and all together could withstand a A-ranked water technique, this applies to other Fire release's elemental weaknesses as well. along with being able to deflect/melt incoming normal projectiles weapons (kunais, shurikens, etc) sent towards the user. Furthermore, by sacrificing all of the demonic floating heads of fire at once, it is capable of releasing an omni-directional wave of flames around the user, spanning up to Mid-Range, but removes further usage of the technique, counts as two moves and can capable of wisthstanding a Forbidden ranked technique whether the Fire Release is strong or neutral to, following the weaknesses and strength of the Fire element. This Omni-directional wave doesn't carry potential damage to the opponent, but it is used purely for defensive purposes, eating away through the chakra of the technique it is used to defend against.
Note: Can only be used twice.
Note: Lasts 3 turns once used.
Note: No A-Rank Fire techniques in the same turn, and no S-Rank or aboveFire techniques the following turn.
Note: Sacrificing all the demonic heads of flames effectively deactivates the technique and removes further usage of the technique while damaging the user, cutting his speed by one rank for 2 turns.

(Katon: Prometheus no Izou) - Fire Release: Legacy of Prometheus
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After forming a set of 3 handseals in rapid succession, This technique allows the user to form a sudden eruption of flames out of the ground in a burst-like manner, while retaining no shape nor form other than that of ordinary flames. This sudden eruption of flames doesn't posses kinetic energy nor physical structure, sacrificing both for the sheer amount of heat that the flames can emit. The heat emitted from the flames can result in the evaporation of a large source of water within moments of its collision with the flames or simply emitting a large amount of heat to the surrounding area of the flames. As the flames erupts out of the ground, the sheer heat that it emits affects a radius of 5 meters around the flames, with the location of the flames' eruption being the epicenter of the heat wave. The heat wave appears as an omni-directional red-ish semi transparent aura, draining water and destroying life of anything the heat wave reaches. The heat wave erupts in a quick manner, as fast as the release of Lightning Release: One thousand birds current, counting from the appearance of the flames out of the ground. As the heat wave expands, the ground/rock turns into a black color, and grass is instantly incinerated, this can be used to ignite paper/explosive tags prematurely, or even melt solid matter like kunais and shuriken.
Note: Can only be used 3x times per battle.
Note: No A-Rank or above Fire techniques in the same turn.
Note: Requires one turn cooldown in between usages.
Note: Can only be taught by Ryūjin

Leaving for another mod

(Taka Geijutsu: Amenoshi) - Hawk Art: Heavenly Push
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Through the usage of chakra, this technique allows a signer of the hawk contract to suddenly summon a pair of hawk wings that seem to protrude out of his back as he is summoned. While not granting flight, the user can use the wings to push off himself in horizontal or vertical axes with a burst of speed, allowing for quick maneuvers or the evasion of techniques, or simply to guard against an attack by smashing the wings against it or wrapping around the user forming a defensive shield. The wings are two times as big as the user's body and as such are capable of completely wrapping around his body. It lasts only for a second for maneuvers or to evade incoming attacks, or as long as the user wishes in order to use them as a defensive shield with a max of one turn duration. The techniques the user can evade are not large scaled ones, but simply techniques that can be evaded if the user moved out of the way with a max of 5 meter radius at any given angle, be it horizontal or vertical. The wings can withstand up to an A-Rank elemental technique if used for a defensive shield.
Note: Can only be used 4x times per battle.
Note: No Hawks can be summoned in the same turn this is used in.
Note: Must have signed the Hawks contract.

Declined - clashes with a summon's abilities i own.

 
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KeotsuEclipse

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(Densetsu-no Kamei Gigei: Karadoborugu) Legendary Command Art: Caladbolg
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
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"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Caladbolg", a Welsh word for "Great Sword". In this form, Mythos takes on the form of a jet black straight sword of little detail, but of incredible size. Using it's incredible size and cutting edge to augment physical attacks, and by refining energies for energy attacks, the blade draws more power from Keotsu to augment his damage; Caladbolg allows non-elemental Kenjutsu to be treated as elementally equal to all elements.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
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‡ Approved ‡
(Densetsu-no Kamei Gigei: Karadoborugu) Legendary Command Art: Caladbolg
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: +20 Active Boost to Kenjutsu
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"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Caladbolg", a Welsh word for "Great Sword". In this form, Mythos takes on the form of a jet black straight sword of little detail, but of incredible size. Using it's incredible size and cutting edge to augment physical attacks, and by refining energies for energy attacks, the blade draws more power from Keotsu to augment his damage; Caladbolg allows non-elemental Kenjutsu to be treated as elementally equal to all elements.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle.
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(Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: A technique based upon the premises of two of Keotsu's other Command Arts - his signature shockwave Kougenjin, and a Prayer technique known as Zekkyōdan, Rekkyōdan aims to push the principles of these attacks to their absolute limits. The user will gather chakra around their blade, coating in it a glass like layer; swinging the blade breaks the high tension layer of chakra and projects it forward, like the fragments of a broken mirror. The user can control the spread over the shattered attack, allowing it to cover either wide area to affect multiple opponents, or focus it into a tight cone to strike an individual adversary. No matter the scope of the area covered by the attack, though, the technique always launches 80 individual shockwaves. Like all Command Art shockwaves, Rekkyōdan can cut through any material the blade used to launch it can cut, meaning a sufficiently sharp blade could cut through nearly any material, and like Kougenjin it moves a twice the normal rate of traditional shockwaves.
*Note: Can be used up to three times per turn, with a cooldown of turns equal to the number of times it was used.
*Note: Launches 80 shockwaves with a single use.

✦ Both Approved, second jutsu does a collective 80 damage. It's divided accordingly by how many are made. ✦
 
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Matt

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Koton: Ato On | Steel Release: Trace On
Type: Supplementary/Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30 (-5 chakra per turn)
Damage: 60
Description:
Trace On is the method of giving form and shape to what resides within your mind. It revolves around the user observing the shape and design of any specific structure or weapon utilised in front of their eyes or even a famous object from legends. The point behind this is if your opponent pulls out a sword of their own the user can create a near exact replica of the sword, it’s exact shape, length etc. This technique can also copy an opponents Custom Weapon but it will not retain any of the original weapons abilities. It will simply resemble the same shape and size. The user accomplishes this by observing the weapon being used by the opponent and begins gathering their Koton chakra either into their hand or into the air (to open a portal) and will create thousands of grains of steel that very quickly, take the shape of the weapon and can be used against the opponent. By forming this weapon into the user’s hand the weapon will form extremely quickly but if it is formed in the air a portal will open up containing the sword within it which can then be shot from the portal itself at the opponent. Once the user copies an object the user can then create this sword at any given time in the future almost as if they are drawing it from their own memory. The weapons created are A ranked in strength and endurance.

Notes:
Can only be used 3 times per battle
There is no limit to the amount of weapons the user can create in their hand where a maximum of 10 portals can be created at any given time and can only hold one weapon within each of them.
A portal can remain active for a maximum of two turns.
Weapon's created last until they are destroyed or the user releases the chakra.

‡ Approved ‡
Removed some unnecessary things and bolded changes.

Koton: Ato On | Steel Release: Trace On
Type: Supplementary/Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30 (-5 chakra per turn)
Damage: 60
Description:
Trace On is the method of giving form and shape to what resides within your mind. It revolves around the user observing the shape and design of any specific structure or weapon utilised in front of their eyes or even a famous object from legends. The point behind this is if your opponent pulls out a sword of their own the user can create a near exact replica of the sword, it’s exact shape, length etc. This technique can also copy an opponents Custom Weapon but it will not retain any of the original weapons abilities. It will simply resemble the same shape and size. The user accomplishes this by observing the weapon being used by the opponent and begins gathering their Koton chakra either into their hand or into the air (to open a portal) and will create thousands of grains of steel that very quickly, take the shape of the weapon and can be used against the opponent. Weaponry released from the portal is capable of being manipulated and controlled either through hand gestures or simple mental commands. By forming this weapon into the user’s hand the weapon will form extremely quickly but if it is formed in the air a portal will open up containing the sword within it which can then be shot from the portal itself at the opponent. Once the user copies an object the user can then create this sword at any given time in the future almost as if they are drawing it from their own memory. In the event that the user let's go of the weapons they hold in their hand, they are capable of manipulating the weapons trajectory similar to how a weapon released from the portal is.

Notes:
Can only be used 3 times per battle
A portal can remain active for a maximum of two turns.
Weapon's created last until they are destroyed or the user releases the chakra.
The power of the weapons is divided by the number made, so 1 = A rank, 2 = B ranks, the will all amount to an A rank jutsu.
Changing the direction of a projectile/projectiles once release will cost of the users 3 jutsu per turn.


Approved - added the stuff at the end.
 
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Erzo

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(Olm Kuchiyose no Jutsu: Spaggiari) - Olm Summoning Technique: Spaggiari
Type: Supplementary
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Known as a lone Olm, Spaggiari is a 1.5 meter long and half a meter wide Olm who lives in solitude, hidden away from all others. His abilities are unique, and non-elemental specific. Upon being summoned, Spaggiari has the passive ability to flood the whole field with an evil aura similar to that of Killing intent (minus the ability to freeze opponents due to fear) and a range of chakra bursts aimed to disrupt the sensing of all those on field (excluding user if he has chakra sensing skill activated), creating unstable chakra bursts from all directions both above and below the ground, which would prevent pinpoint sensing of incoming techniques, and presence of other ninjas. The summoned Olm also has the ability to release his chakra to create physical constructs of the user surged with chakra (in a similar fashion to Haze clone, but with a physical presence), however having no real ability, being easily destroyed with free form taijutsu attacks whilst not having the ability to attack, simply moving around the battlefield to act as a distraction. Lastly, Spaggiari can create bursts of chakra to interrupt vibration based sound frequencies to interrupt sound based hearing sensing. His whole ability is focused on going unnoticed by overflowing the sensory of opponents. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be taught by Erzo, can be summoned twice per battle, lasting 4 turns each time. Spaggiari is forced to reverse summon himself if hit by any damage dealing A-ranked attack. After running out of four turns/reverse summoning himself back for whatever reason, the user must wait a turn before he can summon him again.

Declined-dnr this is just so wrong and OP
 
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Luther

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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.

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: It Last for only three turns
Note: -20 Chakra Cost to Maintain
Note:Can not use other elements except fire while active
Note: The user loses two ranks in speed for 2 turns due to the strain of the technique..


DeclInes - did you decided to ignore my note about y/y

Binturong no hadesu.: Hades of the Binturong
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: 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.


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 three 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 s rank and below through his mouth and his hands without the usage of handseals and is also unaffected by any elemental techniques B rank. As a binturong his limbs and nose are unique, 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. His second 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 A-rank. The last trait is genjutsu release by physical contact or chakra transfer he is able to transfer chakra into his user sakazuki and dispel foreign chakra of his enemy which allows him to dispel genjutsu S-rank 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


Approved: removed the shadow clone and telepathic communication abilities.


Doton: Satta |Earth Release: Outcast
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A(Depending on the earth armor)
Description:
The jutsu requires one to be wearing an earth armor. With the activation of the jutsu, the earth is torn off the user's body, turning into millions of rock pebbles splashing outwards and reforming back short-Mid range from the user as the same armour but with the user not in it. With this now, the armor become able to act on his own without the user's consent though the armor's working principle would not differ from when it is worn on the user. The only difference now is that it is now separated from the user and now a single entity on itself. The user still sacrifice the chakra he is spending when he wears the armor but he is not restricted elementally again if he was restrained beforehand when he was wearing the armour. The jutsu can work on armor the user is wearing upto any rank.
Alternatively, the user is able to use this jutsu to rip away a weaker earth armour of the opponent. Doing this would make the earth armor become a sentient humanoid shell that now fight for the user. However, the earthen armour ripped, if not cannon or a jutsu the user knows, is only able to move, perform taijutsu and earth techniques up to S-rank though it still retain its strength and fortification. In this case, the user would now be the one sacrificing the chakra needed to sustain the free armor. This variant can be used on armors of S-rank and below. Since this is a supplementary jutsu, it would still affect a jutsu of a rank regardless of additional buff made to it.
-3x per battle

-Lasts until the armor itself is said to last. If the armor have a lasting period of 4 turns, then it would be deactivated after the turn, though the counter resets at the point the user uses this jutsu. This means a 4 turn armor, remaining 2 turns before the user uses this jutsu would reset the turn limit to 4 for the user.

-While the armor is active, no earth clone can be made.

Declined - needs a turn limit as there are s rank cannon armpits that would last forever so this would need a turn limit and you can only used earth release while active and no to the second part
 
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Venom

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[Fuuininjutsu: Bun'ya no Majutsushi] - Sealing Technique: Realm of the Conjurer
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-100 chakra to all particpants per turn)
Damage: N/A
Description: The user will perform a sequence of four handseals and an erect an invisible but physical barrier around the entire battlefield (spans up to long-range). Upon creation, much like Multiple Infinite Embraces, it will absorb chakra from everyone inside the barrier (excluding the user) and will restrict their ability to use or maintain high-level techniques (S Ranks and above). This chakra absorption occurs via contact with the ground and so simply going skyward (potentially through the use of their summon) will restore all of their abilities. While it absorbs the same amount of chakra as MIE, it will not restrict movement at all. The barrier also acts as a physical barricade against Space-Time and so both the summons on field will now last indefinitely or rather until the barrier is destroyed. Conversely, the user and opponent will become incapable of using the various summoning arts associated with their contracts or summoning additional animals or objects. The barrier uses the chakra it absorbs to sustain itself (30 chakra per turn) and so can theoretically last indefinitely if it isn't destroyed. The remaining chakra will be transferred to the user similar to Multiple Infinite Embraces. The barrier can be destroyed by A-Rank or above elemental techniques but it will neutralize the jutsu used to destroy it in the process.

Notes:
Can only be used thrice per battle
No other S-Rank or above Fuuin in the user's same or next turn

✦ Declined, no to 100 chakra drain per turn. If this is affected multiple people, you will not gain a high amount of chakra at the same time. Max being 20 per person due and it'll follow normal battle restrictions, meaning it can only affect the Max amount of people you can battle in one fight. Summonings aren't affected in the S/T aspect, meaning they will still disperse normally but can't be summoned and a duration limit is needed as well as a cooldown period between ises with your current restrictions. Idk what you thought was gonna happen with this CJ. ✦
 
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Kai NB

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(Gyagupanchi) — Gag Punch
Type: Offensive
Rank: E
Range: Short
Chakra: 5
Damage: N/A
Description: In response to a stupid statement, bad pun, or any other gesture that requires comedic relief, the user will punch their target with tremendous force that it sends them flying absurdly far away, sometimes blasting off into the sky. The target will then grow a funny bump that is unnaturally large where they were hit. The resulting action will then cause the target to apologize for their action.

Note: Can only be used on allies
Note: Can only be used in response to a stupid action
Note: They injuries they receive are somehow magically restored a second later since the whole purpose is for comic relief
Note: For excessively stupid actions, the user can send their ally a full landmark away so they have to waste an hour to get back to them

Declined don't post rediculous jutsu
Example of effect
You must be registered for see images
 
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Yuse

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(Kemuri: Kemuri e no teishutsu) — Smoke Art: Submission to the Smoke
Rank: N/A
Type: Supplementary
Range: Short - Long
Chakra cost: N/A
Damage points: N/A
Description: Submission to the Smoke is a passive technique that essentially replaces the users ability to use techniques centered around the mist variation of water with that of smoke. Given mist is simply clean water vapor, through the addition of chemicals granted by smoke mastery one is able to easily add these chemicals changing or "tainting" the chemical composition of the normal mist to instead make it smoke. In gaining a mastery over the latter ability a ninja is able to use this technique making it so that all techniques that are normally mist based passively become smoke techniques through the usage of this technique. Nothing about the technique is changed aside from the substitution of mist to smoke. The techniques shape, size, and strength all stay exactly the same, as do any abilities associated with the technique. As in reality the only change is the source of "vapor" per say. It is important to note that this isn't a conversion, rather a substitution, using a certain source of smoke for all the mist based techniques rather then normal water vapor, "mist".

Note: Can only be taught by Yusei

smoke training

Leaving for vex or L

□ Declined. DNR. This is just a way to easily make those Kiri VCJs become Smoke techniques, and would create opportunities where this could be abused. □
 
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(Ototon: Dejitarudikei) Sound Release: Digital Decay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:Upon the formation of handseals by the opponent, the user will release a low energy, high frequency sound wave upon making a sound, such as a whistle or fingersnap. This hindering sound wave targets the muscular system of the person forming the handseals, causing the muscles in their hand to violently cramp up. Due to the pain in their hands, the target will be momentarily unable to complete the handseals. The pain caused by the sound wave lasts just long enough to prevent the completion of the jutsu the handseals were intended to invoke
Note: Can only be used three times per battle
Note: Technique requires a cooldown of two turns before it can be used again

Declined - requires med knowledge

permission to resubmit

(Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw
Type:Offensive/Supplementary
Rank:B
Range:Short-Long
Chakra: 20
Damage:N/A (+1 rank to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.

Note:
~Can only be used 4 times
~Cannot be used in consecutive turns
~Can only be taught by Mellow
- only useable on A ranks and below

Approved - made edits

(Ninpo: Senzo Gaikan)- Ninja Art: Ancestor's Facade
Rank:S
Type: Offensive/Defensive
Range:Short - Long
Chakra Cost:40
Damage Points: 80
Description:
This technique is simple in nature although no less unique, it draws upon the basis of Ninjutsu itself specifically shape manipulation. To begin the user will focus their chakra into a technique, energy or chakra-less substance that is present on the field. By overflowing it with their chakra the user is able to rapidly alter the shape of the technique, giving them many offensive and defensive options however they are limited to manipulating the shape only. The user does so through simple hand movements, indicating their intentions and allowing it to rapidly change shape in simple movements, depending on the scale of the jutsu and the users wishes. For example the user could manipulate an earth justu with this technique to form a spike or a wall for their purposes, limited only by the imagination.

Note:
-Can only be used 4 times
-No Ninpo techniques above S rank in the same turn or the next
-Can only be taught by Mellow

Declined - been done and tries so many times before
Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw

Type: Offensive/Supplementary
Rank: B
Range:Short-Long
Chakra: 20
Damage:N/A (+1 rank to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.

Note:
~Can only be used 3 times
~Cannot be used in consecutive turns
~Can only be taught by Mellow
- only useable on S ranks and below

Declined - keep the original
 
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Imperfect

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(Fūton Taijutsu: Sweh-Hon-Gwon) Wind Release Body Art: Soul-Crushing Strike
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80 (-20 to user)
Description: One of the most advanced techniques developed by a secret group of Taijutsu and Martial Arts masters known as the Murim, the Soul-Crushing Strike takes the properties of Wind Release to it's extreme, and applies them to a seemingly simple punch. The user starts by gathering an insane amount of Wind Release Chakra within one of their arms, and uses Shape Manipulation to mould this Chakra into tiny, extremely sharp blades, identical to the kinds generated in the formation of the "Rasenshuriken" technique. From there the user throws a seemingly basic and harmless punch at their opponent, however, this seemingly bland façade is meant to trick the opponent into dropping their guard. Upon direct contact with the opponent the user releases the entirety of this gathered Chakra directly in one blast, causing severe damage to the limb/ body part that the user is releasing this Chakra onto. This is physically seen as an explosion of force, displacing the air directly in the area in front of the user's fist and creating what can only be likened to a sonic boom, however, there is far more going on here than what the naked eye can see. As the user forcibly fires the gathered Chakra, and subsequent tiny Wind blades, onto the surface of the opponent's body, these blades invade and become lodged within the target, causing irrepressible damage to the targets Chakra Network, effectively making it impossible for the target to mould Chakra with whatever part that is struck by the Soul-Crushing Strike. This is the same phenomenon that is seen when an opponent is hit by the aforementioned Rasenshuriken technique. The tiny blades created by moulding Wind Release Chakra being fired into the target's body shred the pathways between Chakra Points, and damage the Chakra Points themselves, to an even greater extent than the Rasenshuriken. The generated explosive force is also strong enough to break bones, even those of the Kaguya, whom are known for their extreme resilience, causing them crumble and shatter before the strength of the Soul-Crushing Strike. This combination and level of physical and spiritual destruction is unprecedented, even in the world of the Shinobi, as the untold damage this technique does to the internal workings of the targets body would be considered far too excessive by most Villages, Lands and Organizations. But not to the Murim... Only the strongest may rule in their world... And despite the immense power this technique possesses, this same level of damage applies to the user, as releasing such a large amount of Chakra, and an especially deadly shaped Chakra at that, carries it's own set of risks and certainties of damage for them. For starters, such a large expulsion of Chakra damages the arm the user utilizes to perform the Soul Crushing Strike, making it impossible to mould Chakra A-Rank and above with the arm they utilized for this technique for 4 turns after using this technique, as well as severely hampering their ability to weave seals, as their entire arm feels the shockwave produced by the strike. Next, consecutive usage of such a technique, especially if it's utilized within the same window of time (If used within 4 turns of the previous usage, and is still suffering from the previous usages restrictions) would give the user the same effects as the target/ recipient of this technique, making it impossible to wield Chakra with any arm(s) the technique is performed with. Finally, the biggest flaw in the Soul-Crushing Strike is that if one is able to avoid direct contact with the user, even if the technique is performed successfully, and the blades of Wind are released with the successful explosive force of the technique, it fails entirely, as the Blades of Wind will simply buffer and dig into the surface of the user's target. The blades must be released when the user's fist is in direct contact with the target, otherwise, the technique is considered a failure. Additionally, if the technique is "successfully" performed, meaning the Chakra is fired at the designated target, yet it's usage "fails", and the Jutsu is activated without direct contact with the target, the user still succumbs to the same restrictions and drawbacks as if the technique had been completely successful, further adding to the risk vs reward factor of this technique.

Note: Can be used a max of twice per battle/ event, thrice for Taijutsu Specialists.
Note: User must wait at least 2 turns between usages.
Note: No B-Rank or higher Taijutsu can be performed within the same turn, and the following turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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Declined - nice jutsu but remove the red, no variations of rasengans are allowed the tiny blades in the rasen shuriken come from the extreme shape manipulation
(Fūton Taijutsu: Sweh-Hon-Gwon) Wind Release Body Art: Soul-Crushing Strike
Type: Offensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: 80 (-20 to user)
Description: One of the most advanced techniques developed by a secret group of Taijutsu and Martial Arts masters known as the Murim, the Soul-Crushing Strike takes the properties of Wind Release to it's extreme, and applies them to a seemingly simple punch. The user starts by gathering an insane amount of Wind Release Chakra within one of their arms, and uses Shape Manipulation to mould this Chakra into tiny, extremely sharp blades. From there the user throws a seemingly basic and relatively harmless punch at their opponent, however, this bland façade is meant to trick the opponent into dropping their guard. Upon direct contact with the opponent the user releases the entirety of this gathered Chakra directly in one blast, causing severe damage to the limb/ body part that the user is directing this Chakra onto. This is physically seen as an explosion of force, displacing the air directly in front of the punch and creating what can only be likened to a sonic boom, however, there is far more going on here than what the naked eye can see. As the user forcibly fires the gathered Chakra and blades of Wind onto the surface of the opponent's body, these blades invade, become lodged in, and shred the targets Chakra Network, causing irreparable damage to the affected area, effectively making it impossible for the target to mould Chakra with any part that is struck by the Soul-Crushing Strike. Additionally, the generated explosive force is strong enough to break bones, even those of the Kaguya, whom are known for their extreme resilience. But despite the immense power this technique possesses, releasing such a large amount of lethal, moulded Chakra carries it's own set of risks for the user. For starters, such a large expulsion of Chakra damages the arm the user performs the Soul Crushing Strike with, making it impossible to mould Chakra A-Rank and above for 4 turns after using this technique, as well as severely hampering and slowing their ability to weave seals, as the entire arm feels the shockwave produced by the strike. Next, consecutive usage of such a technique, especially if it's utilized within the same window of time (If used within 4 turns of the previous usage, and is still suffering from the previously mentioned after effect) would give the user the same effects as the target/ recipient of this technique, making it permanently impossible to mould or channel Chakra with the arm(s) this technique is performed with. Finally, the biggest flaw in the Soul-Crushing Strike is that if one is able to avoid direct contact with the user, even if the technique is performed successfully, and the blades of Wind are released with the successful explosive force of the technique, it fails entirely, as the Blades of Wind will simply buffer the surface of the target. Additionally, should the previously mentioned flaw/ method of avoidance occur, the user still succumbs to the same restrictions and drawbacks as if the technique had been completely successful, further adding to the risk versus reward factor of this technique.

Note: Can be used a max of twice per battle
Note: User must wait at least 2 turns between usages.
Note: No B-Rank or higher Taijutsu can be performed after this technique for 1 turn.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

‡ Approved ‡


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(Suiton: Vir'Abelasan) Water Release: Well of Sorrows
Type: Supplementary
Rank: E-Rank
Range: Short - Long
Chakra: 5
Damage: N/A
Description: Water. Possibly one the most important, and certainly one of the most prevalent, elements on the planet, as it covers over 70% of the planet, and constitutes roughly 60% of the human body. It is a fundamental resource the human body requires to survive, and has been touted as the "key to life" by many. It is also a highly versatile Element in the world of the Shinobi, able to overwhelm almost anything with it's nigh-unstoppable force, and with it's lack of fixed shape, this makes its fluid state the perfect conduit for a Ninja's influence through Shape Manipulation. However, there is another, far more astute application for Water Release, and that is the retention of memory. An example of this, if a certain type of flower were to be dropped into a jug of water and left there for a brief period of time, upon the flower being removed some time later, the water in that jug would still "remember" the flower have been added to the jug. For if one were to remove drops of water from the jug and study it's molecular structure, it would "retain" properties of the flower, such as it's design, colour, etc, within it's molecular structure. [SUP][ ][/SUP] Such a simplistic concept, but the sheer scope of the implications this provides are astounding, for Shinobi are not only able to generate and manipulate the form of basic Water, but even multiple forms of Water, from Mist, to Rain, to Ice and Steam, and even more "niche" variants, such as flammable liquids, starch-like substances, solidified forms, etc.

This technique allows it's user to utilize Water Release Chakra in order to gather and collect various forms of Water from sources, both natural and man made, even sources of Water created through the usage of Chakra, to the user, in order to extract potential information from those sources. The user starts by simply performing the Seal of Confrontation, releasing a very small amount of Water Release into the vicinity in the form of a pulse, with the sole purpose of drawing Water mollecules to this Chakra, before drawing it back to the user. Due to the small amount of Chakra utilized, the extreme ease of use the Jutsu requires, and the fact that it is swiftly returned to the user, this makes any requirement of effort from the user practically negligible. With the Water gathered to the user, they then use their Water Release Chakra in order to extract whatever information the Water may have, "tapping into" the memories and information stored within. Potential sources include natural bodies of Water, both large and small, rain, mist, even ice, and sources of water directly from a Shinobi's body, like sweat or blood. Of course the user is not able to directly manipulate sources that are beyond their control, for example, a Shinobi who doesn't belong to the Yuki Clan can't manipulate Ice, but as it is still Water in solid form, it is still a potential source for this technique, and thus can still be utilized by everyone, even if they can't manipulate it. Additionally, the user is not in control of the information or "memories" they extract from any given source of Water, meaning they could extract information both helpful and harmful, joyful and sad, hence the name of this technique. For example, they could draw the memory of the hand seals from a specific Water Release Jutsu, or the memories of the one who performed it, giving insight to the technique, and it's usages, weaknesses, etc. They could utilize Water in their surroundings to extract information about a target they are pursuing, or simply learn something from an animal that has once tread where they are extracting information. Rain is one of the most viable and versatile sources, as it carries water from far away Lands via evaporation and precipitation. One could theoretically keep up with current events in the Ninja World, simply by going for a walk in a downpour. And the ocean theoretically acts as one giant memory unit, collecting information from the world since time immemorial, simply through the world's natural cycle of life. Tapping into the ocean's memories could provide the user a glimpse into the state of the world in any time, any place, revealing secrets or events that have long since been forgotten, but one would do well not to dwell too long in the past.

In ancient times it was utilized by a small, secretive group in order to pass on the knowledge of their ways from one generation to the next, ensuring the survival of their way of life, however, despite their efforts to preserve themselves in whatever way they could, they still perished to time. The technique was recently rediscovered, its purpose tainted and corrupted, utilized to gather intelligence by Shinobi for the act of War, and espionage. Despite the relative ease of the Jutsu, a user of this technique must always take care, as it can be difficult to separate their own memories from ones they have gathered, leading to a sort of identity crisis if the user performs this technique too frequently. It has been reported in many cases that "voices" have been heard where none were found. Some say it's the whisperings of the "ghosts" of the people who originally utilized the technique. Others say it's insanity caused by prolonged usage of forcefully extracting information through "unnatural" means. Whatever the case, it is a frightening thought, to think that one's mind could be influenced by someone or something beyond their understanding, perhaps without even knowing it.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Declined - sorry i just can't allow this in our current rp.
(Suiton: Vir'Abelasan) Water Release: Well of Sorrows
Type: Supplementary
Rank: E-Rank
Range: Short - Long
Chakra: 5
Damage: N/A
Description: A supplemental Jutsu for general espionage and information gathering, this technique allows it's user to utilize Water Release Chakra in order to collect and draw various forms of Water from natural and Chakra based sources, in order to extract potential information from those sources, using a concept known as [SUP][ ][/SUP]. The user starts by simply performing the Seal of Confrontation, releasing a small amount of Water Release Chakra into the vicinity in the form of an omnidirectional pulse, with the sole purpose of gathering water molecules with this Chakra, before drawing them back to the user. Alternatively the user can touch a source of Water, stream their Chakra into it, and extract the information directly. With the potential Water source gathered to the user, they then use their Chakra in order to extract whatever information it may have, "tapping into" the memories and information stored within. Potential sources include natural bodies of Water, both large and small, rain, mist, even ice, and sources of water directly from a Shinobi's body, like sweat or blood. Of course the user is not able to directly manipulate sources that are beyond their control, for example, a Shinobi who doesn't belong to the Yuki Clan can't manipulate Ice, but as it is still Water, even in solid form, it is still a potential source for this technique, and thus can still be utilized by users of this technique. This technique is mostly utilized as a tool for information gathering (or enhancing ones roleplay), however the user is not in direct control of the memories or information they extract from any given source of Water, meaning they could extract information both helpful and harmful, joyful and sad, hence the techniques name. For example, if the user extracts info from an enemies Water Release Jutsu, they could gleam some insight into the inner workings of the technique, such as the seals weaved to create it, or some memory or information from the user who performed that Jutsu, typically what was most prevalent in their mind when they moulded the Chakra for that Jutsu, like their intent to kill. Or if the user touches a natural source of Water, they could gleam into the past of that area, seeing some battle that took place on that spot long ago, or simply witness some animal partaking of that water for nourishment. Rain is one of the most viable and versatile sources, as it carries water from far away Lands via evaporation and precipitation. One could theoretically keep up with current events in the World, simply by going for a walk in a downpour. And the ocean theoretically acts as one giant memory unit, collecting information from the world since time immemorial, simply through the world's natural cycle of life. Tapping into these massive wellsprings of information could provide the user glimpses of the past, revealing secrets or events that have long since been forgotten.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Leaving for another mod

‡ Declined ‡ This goes beyond the applications of Water Release. This would be more suitable as a CC ability.


(Fūtessenjutsu: Gungi) Wind War Fan Technique: Council of War
Type: Supplementary/ Offensive/ Defensive
Rank: S-Rank
Range: Short - Long
Chakra: 40
Damage: 80 (10 per active Gunbai) or +20 (5 per pair of active Gunbai)
Description: Council of War is, by far, one of the most advanced techniques specifically created by the Uchiha for the purposes of enhancing their War Fan and Wind Release usage. To start the user must possess a Gunbai with a chain or link of some description, as it is a fundamental requirement of this Jutsu. The user then wields the chain of their Gunbai in either hand, and performs the Seal of Confrontation with the other, gathering a large amount of Wind Release Chakra within the chain of the Gunbai, not the Gunbai itself. From there, the user must focus their efforts on performing multiple simultaneous Advanced changes in the Chakra's Shape, using the Chakra channelled into the chain to create new "links" that branch of from the existing links in the Gunbai's chain, similar in fashion to a key chain, with multiple branching chain links. As the user extends the length of branching paths in the chain, after they reach a certain distance, roughly a few feet for each "branch", they halt the creation of chains, and focus their Chakra on creating a Gunbai on the end of each individual chain. This process takes a few moments to achieve, as the user is dividing both their Chakra and their attention equally amongst these forming chains & Gunbai. Finally, due to their advanced shape and general nature, the user can utilise this technique with other Jutsu, without requiring Chakra or input to sustain it. As a result, this technique can last for as long as the Gunbai created via this technique remain intact or unused. Once the user has created these Chakra Gunbai and their link to the user's own physical Gunbai, they can take advantage of the many beneficial applications these newly formed Gunbai bestow upon them.

(Sensen Fukoku) Declaration of War: The first application of this Jutsu is a simple and straightforward offensive, using all the Wind Release Gunbai to perform a massive generic ranged form of Wind Release, eg: a gust, blast, stream, arc of sharp Wind, etc to name a few examples. The user performs this simply by swinging their Gunbai in the desired manner, allowing the user to perform a single potential attack from the wide and varied usages of Fan-Based Wind Release Jutsu. The damage, scale, ect, that this attack does is dependant on the number of the active Wind Release Chained Gunbai, resulting in 10 base damage for each, with a max of 80 damage, while performing this usage, of any strength, uses one of the users 3 moves per turn. Additionally, this usage can only be used once per turn. Due to the reliance on the number of Chakra-created Gunbai the user possesses, the more the user relies on the other potential applications of this Jutsu, the weaker this usage will be.

(Hojo Zōen) Auxillary Reinforcements: Alternatively, the user can utilize these newly formed Gunbai to enhance existing Wind Jutsu that utilize a fan weapon for their creation, as each swing from the users Gunbai has much more power and force behind it, thanks to the existence of multiple Gunbai swinging in tandem with one another. This results in each an increase of 5 damage per every 2 active Gunbai the user has, to any Wind Jutsu the user performs with their Gunbai, excluding any of the usages of this technique. Due to it's entirely supplemental nature, this action is passive, and is activated within the same time frame as the Jutsu this one is supplementing. And just as it is with "(Sensen Fukoku) Declaration of War", should the user utilize the other applications of this Jutsu, and expend their Wind Gunbai, this usages effect is lessened, so if the user only has 6, or even 7 Gunbai remaining, they only achieve +15 to their Fan Jutsu, etc.​

(Ten no Sensō Odori) Heavenly War Dance: Otherwise known as "Tenburenjin", the Continuously Dancing Heavenly Blade, this application allows the user to "fire" one of their Wind Gunbai like a projectile, arcing their swing from left to right, or vice-versa, and releasing the Gunbai as a high speed, rapidly spinning projectile, conceptually and visually similar to a Shuriken. Upon reaching the vicinity of their target, within 5m or less, the user performs the Seal of Confrontation, releasing a small pulse of Chakra (Requiring an additional 5 Chakra to be expended) that remotely signals the fired Gunbai to explode outwards in all directions, creating a small vicinity wherein everything is shredded by the outwardly expanding sharp currents and arcs of the Wind Release Chakra the Gunbai was composed of. This usage requires one of the user's 3 moves per turn, can only be performed once every 3 turns, and has a strength equivalent to an A-Rank Long Range Wind Release Jutsu, with the appropriate Elemental strengths, weaknesses, interactions, etc.

(Senda Ni Modori) Return to Sender: Similarly to the previous usage, the user fires one of their Gunbai, this time with an overhead, or rising arc, causing the Gunbai to be fired at the target, this time on the opposite axis of rotation, flying towards the target with the surface of the Gunbai "facing" them as it rotates. And similarly to the previous usage, upon reaching the vicinity of the target, again, within 5m of the target, the user performs the Seal of Confrontation, releasing an identical pulse of Chakra (Also requiring the same additional input of 5 Chakra) to cause the Gunbai to explode. However, unlike the previous usage, this release of explosive force is not omnidirectional, instead it emanates from either of the two "faces" of the Gunbai, and releases it's Chakra in the form of a powerful gust/ gale. The intent is not to cut the opponent up, but to either push them back, to push a projectile back towards the opponent, or to even negate another incoming Jutsu. As is with the case of the previous usage, this usage requires one of the user's 3 moves per turn, can only be performed once every 3 turns, and has a strength equivalent to a B-Rank Long Range Wind Release Jutsu, with the appropriate Elemental strengths, weaknesses, interactions, etc.

(Sensō Kesshite no Henkōten) War Never Changes: The final application for these Gunbai is to expend the Chakra from one of the Gunbai, channelling it directly into another Jutsu as it is released, adding one Rank to the Jutsu, and increasing the size of the infused Jutsu by 20%. The user can only do this a max of one time per usage of this Jutsu, and only on Jutsu S-Rank and below. Additionally, if the user expends a Gunbai to increase the Rank and Size of a War Fan Jutsu, it cannot not benefit from any other applications or techniques, such as "(Hojo Zōen) Auxiliary Reinforcements".​

Note: Can only be used twice per battle/ event, and the user must wait at least 3 turns between usages. Additionally, after this techniques usage ends, the user cannot perform Wind Release Jutsu above B-Rank for 2 turns.
Note: Can only be taught to, and used by a Biography with a Gunbai & chain.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

✦ Both Declined, don't post essay or novel length CJ again or they'll all be DNR and you taking a mini vacation from the thread. No one wants to read anything this long in battle or in any thread, and don't code pictures into the jutsu like this. That's grounds for auto declining ✦
(Fūtessenjutsu: Gungi) Wind War Fan Technique: Council of War
Type: Supplementary/ Offensive/ Defensive
Rank: S-Rank
Range: Short - Long
Chakra: 40
Damage: 80 (10 per active Gunbai) or +20 (5 per pair of active Gunbai)
Description: Council of War is one of the most advanced Tessenjutsu created by the Uchiha for the purpose of enhancing their War Fan and Wind Release usage. To start the user must possess a Gunbai with a chain or link of some description. The user then wields the chain of their Gunbai in either hand, and performs the Seal of Confrontation with the other, gathering a large amount of Wind Release Chakra within the Gunbai's chain. Next the user performs multiple simultaneous Advanced changes in the Chakra's Shape, using the Chakra channelled into the chain to create new "links" that branch of from the existing links in the Gunbai's chain, like a key chain. As the user extends the length of branching paths in the chain, after they reach a certain distance, roughly a few feet for each link/ branch, they halt the creation of chains, and focus their Chakra on creating a Gunbai on the end of each chain. This process takes a few moments to achieve, as the user is dividing both their Chakra and their attention equally amongst these forming chains & Gunbai. Due to their advanced shape, the user can utilise this technique with other Jutsu, without requiring Chakra to sustain it. As a result, this technique can last for as long as the Gunbai created via this technique remain intact or unused.

S rank needs a turn limit and while you say it's advanced shape that takes quite a bit of control and chakra

(Sensen Fukoku) Declaration of War: The first application of this Jutsu is a simple and straightforward offensive, using all the Wind Release Gunbai to perform a massive generic ranged form of Wind Release, eg: a gust, blast, stream, arc of sharp Wind, etc. The user performs this by simply swinging their Gunbai in the desired direction and manner, allowing the user to perform a single potential attack from the wide and varied usages of Fan-Based Wind Release Jutsu. The damage, scale, ect, that this attack does is dependant on the number of the active Wind Release Chained Gunbai, resulting in 10 base damage for each, with a max of 80 damage. Naturally this usage, of any strength, uses one of the users 3 moves per turn, and can only be used once per turn.

This can be done with cannon techniques as i don't believe this is your cw? So once you form these gunbai made of chakra, escentially you can release wind jutsu based on a fan anyway through them. Or say you can use these as a medium for wind that requires a sword or a fan ect.

(Hojo Zōen) Auxiliary Reinforcements: Alternatively, the user can utilize these newly formed Gunbai to enhance existing Wind Jutsu that utilize a fan weapon for their creation, as each swing from the users Gunbai has much more power and force behind it, thanks to the existence of multiple Gunbai swinging in tandem with one another. This results in an increase of 5 damage for every 2 active Gunbai the user has, and a 25% increase to the Jutsu's size, to any Wind Jutsu the user performs with their Gunbai, excluding any of the usages of this technique. Due to it's entirely supplemental nature, this action is passive, and is activated within the same time frame as the Jutsu this one is supplementing. This usage is naturally weakened if the user expends Gunbai for other applications, and is always rounded down to the nearest even number, so even if the user has 7 Gunbai remaining, they only have 3 pairs, and thus only achieve +15 to their Fan Jutsu, etc.​

Get rid of % and stuff, if damage is increased i want a solid number, useage and limits.

(Ten no Sensō Odori) Heavenly War Dance: Also known as "Tenburenjin", the Continuously Dancing Heavenly Blade, this application allows the user to "fire" one of their Gunbai like a projectile, arcing their swing from left to right, or vice-versa, and releasing it at a high speed, rapidly spinning projectile, conceptually and visually similar to a Shuriken. Upon reaching the vicinity of their target, within 5m or less, the user performs the Seal of Confrontation, releasing a small pulse of Chakra (Requiring 5 Chakra) that remotely signals the projectile to explode outwards in all directions, shredding anything within 5m of the omnidirectional expanding sharp currents and arcs of the Wind. This usage requires one of the user's 3 moves per turn, can only be performed once every 3 turns, and is ranked as an A-Rank Long Range Wind Release Jutsu, with the appropriate Elemental strengths, weaknesses, interactions, etc.

This is nice and unique

(Senda Ni Modori) Return to Sender: Similarly to the previous usage, the user fires one of their Gunbai, this time with an overhead, or rising arc, causing the Gunbai to be fired at the target, this time on the opposite axis of rotation. And similarly to the previous usage, upon reaching the vicinity of the target, again, within 5m of the target, the user performs the Seal of Confrontation, releasing a pulse of Chakra (Requiring 5 Chakra) to cause the Gunbai to explode. This releases a powerful gust/ gale from one of the "faces" of the Gunbai. The intent is not to cut the opponent up, but to push them, or a projectile back, or negate an incoming Jutsu, etc. This requires one of the user's 3 moves per turn, can only be performed once every 3 turns, and is ranked as a B-Rank Long Range Wind Release Jutsu, with the appropriate Elemental strengths, weaknesses, interactions, etc.​

Nice also

Note: Can only be used twice per battle/ event, and the user must wait at least 3 turns between usages. Additionally, after this techniques usage ends, the user cannot perform Wind Release Jutsu above B-Rank for 2 turns.
Note: The user cannot perform this Jutsu if they have Gunbai left over from a previous usage.
Note: Can only be taught to, and used by, a Biography which possesses a Gunbai & chain.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Declined - drawbacks are fine just the notes within need fixing
 
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New Cycle: 11/12/2016 - 18/12/2016

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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!!
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(Shinkei Pinchi) - Nerve Pinch
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique deals with targeting one of the weakest parts of the body the nerves that sprawl throughout the body. An example would be the Trapezius muscle which runs from the base of the head to the top of the shoulders above the shoulder blades. The user will concentrate chakra into his fingers strengthening them as he either performs a finger jab or grabs onto a superficial nerve such as the Trapezius Nerve Bundle. While doing so he transfers a visible pulse of chakra in the form of a slicing blade from the tips of his fingers into the opponents body attacking the nerve directly. What this accomplishes is severing the nerve which ends up causing pain, weakness, numbness and paralysis to the area around the nerve and to any subsequent nerves connected with it. For example if the Trapezius Nerve Bundle is targeted the opponent's arm and shoulder will be limp and numb hard to move and when forcibly moved will cause a deep stinging pain that radiates up the arm and down the back.
This can be used to target various nerves all throughout the body such as the Trapezius Nerve Bundle at the base of the neck, the vagus nerve which sprawls throughout the body but is most easily targeted by aiming towards where the liver is, or even the Median and Ulnar nerves which run throughout the arms. This has enough power to bring an untrained and unskilled shinobi to heel especially if preformed with both hands upon a nerve such as the Trapezius nerve which helps control the arms and shoulders. If the Trapezius nerve is targeted the pain, weakness, numbness and paralysis equates to not being able to use hand seals for two turns and the pain will cause their arms to be a bit slower and less agile. Meaning they won't be able to move their arms quickly and precisely and therefor their taijutsu becomes much easier to perceive and react to.
Notes:
-Can only be used four times per battle
-Pain, weakness, numbness and paralysis associated with the nerve lasts for two turns
-Cannot use any other A rank or above taijutsu in the same turn
-Can cause a person two ranks lower to lose complete control of the areas around the targeted nerves for two turns

☼ Declined ☼

Expanding it to this level would require either a Byakugan or medical training, its too much for a standard taijutsu user.
Resubbing I now have the medical training to submit it, since mods can see it I'll link directly to my last training thread. [ ]

(Shinkei Pinchi) - Nerve Pinch
Type: Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique deals with targeting one of the weakest parts of the body the nerves that sprawl throughout the body. An example would be the Trapezius muscle which runs from the base of the head to the top of the shoulders above the shoulder blades. The user will concentrate chakra into his fingers strengthening them as he either performs a finger jab or grabs onto a superficial nerve such as the Trapezius Nerve Bundle. While doing so he transfers a visible pulse of chakra in the form of a slicing blade from the tips of his fingers into the opponents body attacking the nerve directly. What this accomplishes is severing the nerve which ends up causing pain, weakness, numbness and paralysis to the area around the nerve and to any subsequent nerves connected with it. For example if the Trapezius Nerve Bundle is targeted the opponent's arm and shoulder will be limp and numb hard to move and when forcibly moved will cause a deep stinging pain that radiates up the arm and down the back even reaching the hips and legs.
This can be used to target various nerves all throughout the body such as the Trapezius Nerve Bundle at the base of the neck, the vagus nerve which sprawls throughout the body but is most easily targeted by aiming towards where the liver is, or even the Median and Ulnar nerves which run throughout the arms. This has enough power to bring an untrained and unskilled shinobi to heel especially if preformed with both hands upon a nerve such as the Trapezius nerve which helps control the arms, shoulders, upper and lower back. If the Trapezius nerve is targeted the pain, weakness, numbness and paralysis equates to not being able to use hand seals for two turns and the pain will cause their arms to be a bit slower and less agile along with their neck, upper and lower back, hips and legs being weakened due to pain, and strain. Meaning they won't be able to move their arms, legs, hips, back and neck quickly and precisely and therefor their taijutsu becomes much easier to perceive and react to meaning their speed is halved as long as a nerve is targeted and severed. The reason their speed is halved isn't exactly due to the nerve itself being pinched, severed or disrupted but the strain that having a pinched nerve in the body places on the body as a whole. A good example is a pulled back muscle or nerve which can leave a normal person bedridden due to the severe pain associated with it. This pain doesn't just sit where the nerve has been damaged as the body sends electrical signals that sprawl throughout the body and cause a cumulative effect causing weakness throughout the entire body and at times intense pain.
Note: Can only be used four times per battle
Note: Pain, weakness, numbness and paralysis associated with the nerve lasts for two turns
Note: Cannot use any other A rank or above taijutsu in the same turn
Note: Can cause a person two ranks lower to lose complete control of the areas around the targeted nerves for two turns

Declined - It's a great technique but by principle it's like chakra scalpel on a unique level and feel this should be one of your 3 med customs.

(Senninka: Tsuyoi Uyoku of Illidan) - Sage Transformation: The Mighty Wings of Illidan
Rank: A
Type: Supplementary
Range: Short - Mid (When used to attack)
Chakra Cost: 30 to initiate +5 to sustain per turn
Damage Points: 60 (when used to attack)
Description: A member of Jugo's clan uses their Sage Transformation ability to form two fleshy bat-like wings on his back as well as jet boosters that allow the user to control and manipulate their rise and decent. These wings and boosters can sustain flight and can be sustained for an entire battle as long as he remains conscious. The wings can be used to attack the opponent directly using sharp hook like growths from their tips, these hooks are claw-like in nature. Like most of the Jugo clan's jutsu these can be sustained as long as he has enough chakra to do so. The boosters can be used to avoid incoming techniques by quickly changing the user's trajectory and moving them out of the way. This can only be done thrice per battle and counts as a move each time. The user flies at their current running speed.
Note: Can only be used thrice

Declined - it would need a turn limit due to the chakra stream coming out of them. If it was just the wings that flap to fly that would be fine.
(Senninka: Tsuyoi Uyoku of Illidan) - Sage Transformation: The Mighty Wings of Illidan
Rank: A
Type: Supplementary
Range: Short - Mid (When used to attack)
Chakra Cost: 30 to initiate +5 to sustain per turn
Damage Points: 60 (when used to attack)
Description: A member of Jugo's clan uses their Sage Transformation ability to form two fleshy bat-like wings on his back. These wings can sustain flight and can be sustained for an entire battle as long as he remains conscious. The wings can be used to attack the opponent directly using sharp hook like growths from their tips, these hooks are claw-like in nature. Like most of the Jugo clan's jutsu these can be sustained as long as he has enough chakra to do so. The user can create boosters on their back once per battle that last for three turns. The boosters can be used to avoid incoming techniques by quickly changing the user's trajectory and moving them out of the way just like the Jet Booster Jump technique. This can only be done thrice per battle and counts as a move each time but can be done in the same timeframe as another technique. The user flies at their current running speed.
Note: Can only be used thrice
Note: The boosters can only be maintained for three turns and created once, the wings can be sustained indefinitely

Approved

Bio with SSM and Snakes: [ ]
Training for Snake Summonings and Snake Ninjutsu: [ ]
Training for SSM: [ ]


(Kuchiyose no Jutsu: Otona no Azushara Joō) - Summoning Technique: Queen Azshara of the Highborne
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40 (to the summoner)
Description: Azshara is a cruel, sadistic, and vain snake she believes herself to be beautiful, charismatic, and persuasive in every way, and will try to control and manipulate the summoner into risking their life for her amusement knowing that if she ever comes in harms way she can merely disperse away to safety. She is only five and a half meters in length she is relatively small is size and stature when compared to much larger and dangerous snakes but makes up for her size with cunning and deceptivity. When summoned she will coil around the summoners arm, leg or body and bite them injecting into them a numbing agent laced with large quantities of concentrated senjutsu chakra. This numbing agent usually used to catch and dull the senses of small prey increases the summoners pain threshold immensely dulling the sense of pain to a point where minor to moderate damage (D to C rank damage) that would usually hinder a person doesn't. This doesn't mean they don't take the damage they do, and this has the potential to put them in a very dangerous predicament where they take damage and don't fully grasp the severity of it until it's too late. Azshara revels in this, and will only grant the summoner access to the senjutsu chakra if they take on this dangerous gamble of risking their life for it.
While connected to the summoner through the bite's point of contact she has a mental connection to the summoner and their chakra flow able to in a way meld with the summoner speaking directly to them by accessing their mind. She is able to feel and perceive the summoners chakra flow and can even feed off of it if she so desires taking basic chakra from them in exchange for the senjutsu chakra while also spiking their chakra in the case that they fall under a genjutsu. The senjutsu chakra she gifts to the summoner allows for two things first it allows them to instantly enter Snake Sage Mode without waiting a turn to gather senjutsu chakra and second it places their turn restriction on hiatus while she is pumping senjutsu chakra into their body meaning while she is actively doing this the turn counter for Snake Sage Mode doesn't go down it resumes immediately after she disperses.
Note: Can only be summoned once per battle
Note: Can only be on the field for three turns
Note: No other summons can be on the field while she is but Snake Ninjutsu Techniques can still be used

Declined - the snakes giving sage chakra has been tried and done before, but the not feeling pain part is unique and i like it.


Leaving for NK/Pervy.

 
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Erzo

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(Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: C-Rank
Range: Short
Chakra: 15
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of all five elements (not freeform, but the listed jutsus in the jutsu section). When using these elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into them, allowing the jutsus themselves to be bigger in size, flames to be stronger, Earthen constructs to be sturdier/sharper, Water jutsus bigger in size, or more compact (depending on his choice), Lightning/Wind waves and blasts to be bigger and sharper. This ability came from his skill which allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-ranks. Luckily the illness only halted his ability to learn more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned twice per battle, each time lasting four turns. After using him for four turns, the user must wait one turn before being able to summon him again. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.


Declined: the Olm won't be permitted to use all five of the basic elements, especially when the D-rank techniques would passively become equivalent to A-rank. Overall, grossly overpowered for the Olm's rank and far too versatile, elementally.

 
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Beifong

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(Koton: Kettou Ichigenka) – Steel Release: Ancestral Unification
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage points: N/A
Description: Similar to Steel Release: Kindness of Kay, the user will merge two of their steel techniques completely. The smaller one will fuse into the body of the larger one and will be passively sustained similar to the aforementioned technique. For example, if technique A has two turns left and merges into technique B which has four turns left, technique A will last until technique B expires rather than it’s original duration. If the user merges two sentient creations such as the Knights created in Steel Release: Knights of the Round Table together, they will gain all of the other’s abilities and vice versa. A final thing to note is that this technique combines techniques to create something that is the collective sum of their power. What this essentially means is, if the user merges two A-Rank techniques, the fused product will be an S-Rank. If the user merges two S-Rank or above techniques, the more powerful one will gain +20 damage (or become capable of defending against 20 more damage than normal for supplementary/defensive techniques).

Note: Can only be used four times per battle

□ Declined. This is just a way to combine techniques and gain unnecessary passive boosts. □
Removed the damage boost aspect

(Koton: Kettou Ichigenka) – Steel Release: Ancestral Unification
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage points: N/A
Description: Similar to Steel Release: Kindness of Kay, the user will merge two of their steel techniques completely. The smaller one will fuse into the body of the larger one and will be passively sustained for an additional two turns. For example, if technique A has two turns left and merges into technique B which has four turns left, technique A effects will last 2 more turns rather than it’s original duration after which it's effects will be negated. If the user merges two sentient creations such as the Knights created in Steel Release: Knights of the Round Table together, they will gain all of the other’s abilities and vice versa. A final thing to note is that this technique combines techniques to create something that is the collective sum of their power. What this essentially means is, they combined power of the technique will go off the highest rank of the combined jutsu. If you combine an A rank jutsu and a B rank jutsu, collectively they will be A rank in power but retain the effects of both techniques. Only two techniques can be fused at one given time due to the complexity of certain jutsu.

Note: Can only be used four times per battle, two turns between uses.
Note: Cannon be used to combine with forbidden rank techniques

Approved - but i made alot of edits to make it fit the current rp.

(Koton: Saya no Buryoutougen) – Steel Release: Scabbard of Avalon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will infuse additional chakra into an existing sentient steel technique, either when it’s already on the field or upon it’s creation, to enhance it’s defense. What this essentially does is bring their level of durability to equal Steel Release: Glory of Galahad. It will do this by hardening and compressing the steel to equal the toughness of the aforementioned technique. This will also enable it to use techniques which can only be used during Glory of Galahad provided it possess the ability to utilize techniques in the first place. If applied to a steel technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. In short, this technique gives a S rank defense of steel to the jutsu it's applied to (following elemental strengths and weaknesses), this does not increase the power of any attacks only effects what it takes to destroy said steel technique.

Note: Can only be used twice per battle
Note: Can only have this active on one technique at a time
Note: No S Rank or above Steel in the user's next turn

Approved - editted
 
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Klad

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(Meiton: Waikyoku no Fumetsu) - Dark Release : Torment of the Undying
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage Points : N/A (60 damage if released as an attack)
Description: The user will place one of their dark marks in contact with solid matter and begin focusing their meiton chakra onto it. This will coat the exterior of the entity in a layer of dark chakra, which will appear deep purple colour. This shroud will of course possess Meiton's chakra absorption properties and will be capable of absorbing techniques following Dark's elemental S/W. This translates to the ability to absorb any number of neutral techniques of the same rank (S-Ranks for elements weak to dark; B-Ranks for elements strong to it). This layer of dark chakra can also be applied to living beings (including the user, allies and summons) though contact with it will leech 10 chakra per turn from them. When this technique is applied to armour or the user's clothes/attire, it will only coat the exterior (the visible portion) of them and so the affected person will not suffer from the aforementioned chakra drain. This shroud can also be applied to techniques and will adapt to the target's size, shape and frame.

When this armour of dark chakra has absorbed any chakra or at least one technique, the user can convert it into purple flames which move forward, away from the entity it's coating, and towards the enemy/opponent or outwards in every direction. It should be noted that the latter means it moves outwards omnidirectionally and so it will not backlash or collide with the entity it was coating. Through a single handseal, the flames can be shaped into any form the user so desires (e.g. a tornado of purple flames or a wall of violet fire).

Restrictions
-Can only be used thrice per battle and has a two turn cooldown
- Lasts four turns until absorbed. Adds another two turns to duration when it absorbs a technique

♪ Declined: This isn't an update, it's an entirely new jutsu. Also, I won't allow you to place any number of these seals on your body/attire, or to combine it with other seals/defenses. ♪
This is no longer an update, it's an entirely new technique

(Meiton: Waikyoku no Fumetsu) - Dark Release : Torment of the Undying
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage Points : N/A (60 damage if released as an attack)
Description: The user will place one of their dark marks in contact with solid matter and begin focusing their meiton chakra onto it. This will coat the exterior of the entity in a layer of dark chakra, which will appear deep purple colour. This shroud will of course possess Meiton's chakra absorption properties and will be capable of absorbing techniques following Dark's elemental S/W. This translates to the ability to absorb any number of neutral techniques of the same rank (S-Ranks for elements weak to dark; B-Ranks for elements strong to it). This layer of dark chakra can also be applied to living beings (including the user, allies and summons) though contact with it will leech 10 chakra per turn from them. When this technique is applied to armour or the user's clothes/attire, it will only coat the exterior (the visible portion) of them and so the affected person will not suffer from the aforementioned chakra drain. This shroud can also be applied to techniques and will adapt to the target's size, shape and frame.

When this armour of dark chakra has absorbed any chakra or at least one technique, the user can convert it into purple flames which move forward, away from the entity it's coating, and towards the enemy/opponent or outwards in every direction. It should be noted that the latter means it moves outwards omnidirectionally and so it will not backlash or collide with the entity it was coating. Through a single handseal, the flames can be shaped into any form the user so desires (e.g. a tornado of purple flames or a wall of violet fire).

Restrictions
- Can only be used thrice per battle and has a two turn cooldown
- Lasts four turns until absorbed. Adds another two turns to duration when it absorbs a technique
- This technique in itself has no Fuuinjutsu component and does not create Dark Marks. It also cannot be used with the replica dark marks created through Mark of the Outsider.

♪ Approved ♪

(Meiton: Kuro Kisai Kannan) - Dark Release: Warlock’s Affliction
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: This is a passive technique designed to allow damage boosts to apply to absorption-type Dark Release techniques. Since absorption type techniques are often “N/A” in damage, through this ability the user can change the nature of the boost. Rather than raising it’s damage, the technique will instead become capable of absorbing techniques one rank higher than usual. This can apply to either passive or active boosts but can only be applied to one per usage. The damage boost in question must at least be +10 damage or higher for this technique to work.

Note: Can only be used four times per battle
Note: Cannot be used on Forbidden Ranks

♪ Declined: You don't give any rationalization or reason for the boost, it just 'happens'. How would you accomplish this with dark release? ♪

Meiton: Shinki Chūmon - Dark Release: New Order
Type: Supplementary/Offensive/Defensive
Rank: S-rank
Range: Short
Chakra: 40
Damage: 80
Description: Invented by one of the most well known Dark users in the Ninja world, New Order deals in the user spreading his dark chakra throughout his whole body after having first absorbed an enemy's technique using the inhaling maw jutsu. This means that every tenketsu in his system will be occupied with the dark chakra, making each chakra point glow in a purple-like glow. With a mental command, this new accumulated chakra will come out from every part of the user's body in an unfocused Dark burst, in the form of an omni-directional 'blast' of dark. The sheer force of this burst will have enough force to knock an adult male over and do internal damage to their body should they be within the range of this attack. The main use of New Order is to actually "refresh" the user's system chakra and in order to do well in combat against heavy Genjutsu users. Once the user finds a logical reasoning as to why he's caught in the Genjutsu, the burst of Dark chakra will give a "new order" to his chakra system and thus effectively breaking out of the illusionary technique. This will only work on A-rank and below Genjutsu techniques and can only be used twice a battle, due to the exhaustion the technique provides.

Note:
-Cannot be used consecutively, as it has a two turn wait before using again.
-The technique can also be used even when there is no Genjutsu put on the user. The offensive capabilities of the technique are qualified enough to kill a human.
-Can only be taught by Klad

♪ Approved, made some fairly substantial edits. ♪
 
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