Custom Jutsu Submission - III

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Venom

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Blackbeard
Type: Supplementary | Defensive
Rank: S
Range: Short
Chakra: 40 (-5 Per turn)
Damage: N/A
Description: Blackbeard is a Humanoid puppet crafted and created by Karna using his Puppetry and Fuuinjutsu knowledge. Blackbeard is capable of being summon short range of the user by performing 3 handseals and clapping of one's hand or he can be summon from a scroll. Blackbeard stands at 6ft with a large belly/chest compartment that is capable of opening on the slightest whim by Blackbeard himself. He is forged out of a special type of non-flammable wood and frame being made out of a non-conductable metal, while being able to run at the same speeds as the user to keep up. Inside the belly compartment lies several Fuuinjutsu seals that lay dormant for several different supplementary/defensive purposes. The main purpose of these seals are to absorb and capture techniques, and store them inside a pocket dimension. The seals follows the same absorbing principle of the cannon Fuuinjutsu technique; "(Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" but unlike its cannon counter part, Blackbeard's absorbing powers isn't limited to only basic 5 elements. What makes Blackbeard so special is the fact that he is also capable of pulling in and absorbing KG/CE that is created using a combination of the basic 5. Unfortunately a downfall of this puppet is the fact that he isn't able to absorb energy (Keigoku, Kiyoshi, Natural energy etc) due to makeup of those techniques. Upon opening the belly/chest compartment a thick dark smoke spreads outwards engulfing the enemy technique and simply breaking it down to adequate size as it is being drawn in. Blackbeard does this passively and on his own but it counts towards the user's move limit per turn and Blackbeard is only capable of absorbing one technique a turn. The second ability is that Blackbeard is capable of being use as a Kai or body surge to break the user free of genjutsu upon contact passively, but once again this counts as a move per turn from the user's count. Blackbeard is capable of doing this due to puppets being immune to genjutsu. There is a Kanji written on both palm of Blackbeard with the word "Kai" and that is what he places on the person he is breaking free of the gen. He is only capable of breaking genjutsu up to his rank. The final ability of Blackbeard, like most of Karna's creation is the fact that Karna is capable of using Blackbeard like an armor. Karna can basically merge with Blackbeard in a sense when wearing him. Taking on and using his special abilities as if its his own but following the same restrictions as Blackbeard had himself. When it comes to the absorbing of techniques, Karna activates the Kanji enscribe on the armor before releasing the thick dark smoke to absorb a technique. When using the Kai breaker of Blackbeard, Karna injects a surge of chakra in his chakra system from either seal on his palm. Karna is capable wearing Blackbeard as long as his chakra allows it. Unfortunately in wearing Blackbeard it would cost double the amount of chakra normally having him on the field. So it would cost -10 chakra per turn to wear him. Alternatively instead of summoning Blackbeard on his own, the user is capable of auto summoning him as an armor using the same summoning procedures as describe above. Unfortunately the absorption ability of Blackbeard may only be used once every two turns, whether its being used by Blackbeard independently or as an armor. Unlike its cannon counterpart seal that can be used limitless amount of times.

Notes:
-The absorbing ability cost the same amount of chakra as the opposing technique. So to absorb a B rank technique, Blackbeard will siphon -20 chakra from the summoner to use the absorption.
-The genjutsu breaker ability costs the same amount of chakra as the genjutsu +10 more to surge and break the genjutsu completely. So to break a B rank genjutsu, Blackbeard will siphon -30 chakra from the summoner to use Kai.
-Although both abilities may be use passively at times by Blackbeard, they still count as a move from the user's total per turn.
-Although Blackbeard is a pure defensive type puppet, his body is really weak compared to other puppets in Karna's arsenal. His body is easily destroyed by an A rank technique or B rank elemental one.
-Can only be used by a Otsutsuki Clan bio and must know Fuuinjutsu.
-Can only be taught by Venom


Declined: it's not a new cycle.​


Blackbeard
Type: Supplementary | Defensive
Rank: S
Range: Short
Chakra: 40 (-5 Per turn)
Damage: N/A
Description: Blackbeard is a Humanoid puppet crafted and created by Karna using his Puppetry and Fuuinjutsu knowledge. Blackbeard is capable of being summon short range of the user by performing 3 handseals and clapping of one's hand or he can be summon from a scroll. Blackbeard stands at 6ft with a large belly/chest compartment that is capable of opening on the slightest whim by Blackbeard himself. He is forged out of a special type of non-flammable wood and frame being made out of a non-conductable metal, while being able to run at the same speeds as the user to keep up. Inside the belly compartment lies several Fuuinjutsu seals that lay dormant for several different supplementary/defensive purposes. The main purpose of these seals are to absorb and capture techniques, and store them inside a pocket dimension. The seals follows the same absorbing principle of the cannon Fuuinjutsu technique; "(Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" but unlike its cannon counter part, Blackbeard's absorbing powers isn't limited to only basic 5 elements. What makes Blackbeard so special is the fact that he is also capable of pulling in and absorbing KG/CE that is created using a combination of the basic 5. Unfortunately a downfall of this puppet is the fact that he isn't able to absorb energy (Keigoku, Kiyoshi, Natural energy etc) due to makeup of those techniques. Upon opening the belly/chest compartment a thick dark smoke spreads outwards engulfing the enemy technique and simply breaking it down to adequate size as it is being drawn in. Blackbeard does this passively and on his own but it counts towards the user's move limit per turn and Blackbeard is only capable of absorbing one technique a turn. The second ability is that Blackbeard is capable of being use as a Kai or body surge to break the user free of genjutsu upon contact passively, but once again this counts as a move per turn from the user's count. Blackbeard is capable of doing this due to puppets being immune to genjutsu. There is a Kanji written on both palm of Blackbeard with the word "Kai" and that is what he places on the person he is breaking free of the gen. He is only capable of breaking genjutsu up to his rank. The final ability of Blackbeard, like most of Karna's creation is the fact that Karna is capable of using Blackbeard like an armor. Karna can basically merge with Blackbeard in a sense when wearing him. Taking on and using his special abilities as if its his own but following the same restrictions as Blackbeard had himself. When it comes to the absorbing of techniques, Karna activates the Kanji enscribe on the armor before releasing the thick dark smoke to absorb a technique. When using the Kai breaker of Blackbeard, Karna injects a surge of chakra in his chakra system from either seal on his palm. Karna is capable wearing Blackbeard as long as his chakra allows it. Unfortunately in wearing Blackbeard it would cost double the amount of chakra normally having him on the field. So it would cost -10 chakra per turn to wear him. Alternatively instead of summoning Blackbeard on his own, the user is capable of auto summoning him as an armor using the same summoning procedures as describe above. Unfortunately the absorption ability of Blackbeard may only be used once every two turns, whether its being used by Blackbeard independently or as an armor. Unlike its cannon counterpart seal that can be used limitless amount of times.

Notes:
-The absorbing ability cost the same amount of chakra as the opposing technique. So to absorb a B rank technique, Blackbeard will siphon -20 chakra from the summoner to use the absorption.
-The genjutsu breaker ability costs the same amount of chakra as the genjutsu +10 more to surge and break the genjutsu completely. So to break a B rank genjutsu, Blackbeard will siphon -30 chakra from the summoner to use Kai.
-Although both abilities may be use passively at times by Blackbeard, they still count as a move from the user's total per turn.
-Although Blackbeard is a pure defensive type puppet, his body is really weak compared to other puppets in Karna's arsenal. His body is easily destroyed by an A rank technique or B rank elemental one.
-Can only be used by a Otsutsuki Clan bio and must know Fuuinjutsu.
-Can only be taught by Venom



‡ Pending ‡ Leaving for Pekoms.


Declined: the sealing ability would require lengthier gaps between usage, ideally useable only once every four turns. In addition, neither KG nor CE will be sealable by this puppet. It would be limited to only the five basic elements. This particular submission was discussed with NK beforehand, and the fact that the puppet can theoretically last in battles/events indefinitely is the reasoning behind such limits. Similarly, this is one puppet that I won't permit to be worn as an armor, and chiefly due to its sealing capacity. That being said, you are more than welcome to attempt other mechanisms. Frankly, it feels like recently the notion of wearing puppets akin to suits of armor has been tried excessively. That's not to say such a function is no longer doable, but not just any puppet should be able to do so.


(Fūinjutsu: Mukei Sōko) – Sealing Technique: Ethereal Repository
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: This technique is considered the sister technique to Ethereal Guardian. Like its sibling this technique employs highly versatile and malleable barriers. But unlike Ethereal Guardian this technique does not produce sentient familiars; instead it creates static, lifeless constructs composed of a translucent, white, barrier. The creations are limited only by the user’s imagination allowing for a wide variety of creations. This includes weapons of numerous varieties, geometric constructs, and even animals. These creations are created within short-range of the user and are generally used as ranged projectiles. Creations can be sustained over multiple turns but requires the user’s concentration, unlike its sibling technique. Like its sibling technique this technique can be combined with Spiritual Acquiescence in order to create stronger and more unique barriers with certain characteristics. These constructs can attain a form of levitation, much like the movement found in Ethereal Guardian. Creations are limited to being three times the user’s current size. This technique can be used five times per battle.

Declined dnr, animals made of barriers this is beyond fuuin?

‡ Pending ‡ Leaving for another mod.
 
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Jhin

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Link to sage mode training:

(Senjutsu: Kawaī hebi) - Sage Technique: Ravenous Snake
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique revolves around the general concept of absorbing natural energy from the environment, this jutsu takes the concept a step further. Requiring the user to stand perfectly still, unless they have the ability to absorb natural energy without doing so. The technique essentially allows the user to act as a tremendous vacuum for natural energy drawing a far larger amount than normal, completely draining the surrounding area of natural energy for three turns preventing others users of natural energy from utilizing their abilities that require natural energy. This technique can be combined with sage mode activation and acts in the same timeframe as the sage mode activation and allows the user to enter sage mode with an additional 3 turn duration. However the drawback is that entering this extended sage mode will make the transformation volatile, only allowing the user to perform two techniques per turn instead of the usual three as using multiple jutsu in quick succession will cause the natural energy to be overwhelming to the users body. Especially if they have an imperfect sage mode doing so would petrify them very quickly.

Note: May be used twice per battle.
Note: This technique can be used during sage mode to increase duration or while activating sage mode.
Note: May only be taught by Jhin

Declined - nice try but doesn't work that way. You draw it in as fast as you can anyway and bond it with your own chakra. Plus that wording you just know its to benifit oro xd

(Senjutsu: Hebi no jaaku) - Sage Technique: Treachery Of The Snake
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique revolves around the general concept of absorbing natural energy from the environment, this jutsu takes the concept a step further. Requiring the user to stand perfectly still, unless they have the ability to absorb natural energy without doing so. The technique was developed by Orochimaru, knowing that the unique cursed seals are powered by natural energy. Specifically his own usually, he developed a way to protect himself against others who would attempt to use this power against him. An Orochimaru bio doesn't need to be in sage mode to use this ability but others who use it will need to already be in their sage mode. By drawing the natural energy out of the opponents cursed seal using their own ability to consume natural energy the user will be able to not only extend the duration of their sage mode, but to cut the duration of the opponents curse mark activation. If used by normal users other than Orochimaru it will cut the duration of the opponents curse mark in half and add that duration to the users sage mode transformation, I.E An opponent with four turns left of curse mark will have two turns essentially taken away from him and the two turns will be added to the sage mode duration of the user. Orochimaru being the creator of the curse mark however is able to strip the full duration from the opponent and add it to his sage mode duration. In regards to stealing half the duration, if used on an opponent with an odd number of turns remaining it will always add up to the next substantial amount. I.E if the user has three turns remaining it will take one turn, if they have five it takes two turns from them.

Note: May be used twice per battle.
Note: May only be used on biographies with a curse mark activated.
Note: This technique can be used during sage mode to increase duration or while activating sage mode but only with Orochimaru for the activation variation.
Note: May only be taught by Jhin

Declined - would require contact with them to draw it out of their own seal, and if not used by oro then would require med knowledge as only med ninja can give cm in the rp

(Senjutsu: Shin Kusanagi) - Sage Technique: True Grass Mowing Sword
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique is unique to Orochimaru and is based on natural energy. It functions in two variants but both focus on enhancing his sword of Kusanagi. The first version is performed during a technique of the sword of Kusanagi and enhances the blade with an aura of senjutsu to increase it's damage by +20. The aura of natural energy in this form is base natural energy and therefore invisible to those who don't possess the ability to sense natural energy. The second variant involves Orochimaru directly sacrificing his ability to use sage mode for a normal duration to enhance the sword with pure natural energy. However in this form the sword will take an aura of what appears to be snake scales. The enhancement level is the same boosting the attacks by +20 but this version is a self sustaining enhancement that lasts one turn per turn of sage mode duration Orochimaru sacrifices. Example Orochimaru would sacrifice 3 turns of his sage mode to have the self sustained enhancement to Kusanagi for three turns.

Note: May be used twice per battle.
Note: This technique can only be used during sage mode.
Note: The second variation will directly drain 2 turns from Orochimaru's sage mode.
Note: May only be taught by Jhin
Note: No jutsu above A rank in the turn following this

Approved - made edits
 
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Priest

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Hijirigen: Heisei - Holy Illusion: Ataraxia
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
An antithesis of illusion that causes pain, mind torture and disorder. With a twist, the user would channel chakra into the brain and cast an illusion on his opponent or himself, virtually removing the reality of pain from his own existence albeit in real life pain would still be felt as normal, thus why the genjutsu has a sweet twist where it can't be broken with pain but other genjutsu breaking means. The genjutsu tames the ability to feel which is part of sense of touch, and make it inert, becoming like that which is the condition of the user before the pain was felt. If the user is in a kind of a subtle pain before a bigger pain and the genjutsu was cast, he would seize to feel the bigger pain and his condition would be reverted back to the subtle pain. The genjutsu aims to create a false sensation of serenity and relief, bringing pain down to the barest minimum or completely removing the sense of pain altogether. The genjutsu however, has a great drawback which puts the life of someone trapped within the genjutsu in danger. Since it brings false relief thus it give false sense of security. This means, the opponent or the user is prone to being affected and severely injured which they could have been alerted to via pain. But because they are unable to feel pain, they can't gauge the extent of damage they have received thus for example, one affected by this genjutsu may suffer severe blood loss from a cut due to him not feeling pain, though he still has his sense of touch intact and he might feel the touch but the inability to feel pain could bring negligence and sense of security.
Requires body contact with the target or the Tiger handseal to cast up to mid-range.
3x per battle
No other genjutsu can be layered on the genjutsu while active
2 turns inbetween usage

Declined - from what i understand you're just controlling pain levels through an illusion which has been done before, it needs to be more unique.
Hijirigen: Heisei - Holy Illusion: Ataraxia
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
An antithesis of illusion that causes pain, mind torture and disorder. With a twist, the user would channel chakra into the brain and cast an illusion on his opponent or himself, virtually removing the reality of pain from his own existence albeit in real life pain would still be felt as normal, thus why the genjutsu has a sweet twist where it can't be broken with pain but other genjutsu breaking means. The genjutsu makes it seems the user has a rapid increase in "endorphins" production from the pituitary gland in the brain. The increment of endorphins, which is as a result of pituitary disorder, would cause two distinct effects:- "Insensitivity to pain" which means that the sensory nerves that responds to pain are all dead due to excess endorphins thus the painful stimulus is not even perceived. With this variation, the target is not able to describe the intensity or type of pain he is going through. The second variation is the "Indifference to pain" which means that the sensory nerves that responds to pain are only petrified and numb due to little over-saturation of endorphins thus the target can perceive the pain stimulus, but lacks an appropriate involuntary response to it. In other words, they would not flinch or withdraw when exposed to pain unlike the normal reflexive response to pain. The genjutsu aims to create a false sensation of serenity and relief, bringing pain down to the barest minimum or completely removing the sense of pain altogether. The genjutsu however, has a great drawback which puts the life of someone trapped within the genjutsu in danger. Since it brings false relief thus it give false sense of security. This means, the opponent or the user is prone to being affected and severely injured which they could have been alerted to via pain. But because they are unable to feel pain, they can't gauge the extent of damage they have received thus for example, one affected by this genjutsu may suffer severe blood loss from a cut due to him not feeling pain, though he still has his sense of touch intact and he might feel the touch but the inability to feel pain could bring negligence and sense of security.
Requires body contact with the target or the Tiger handseal to cast up to mid-range.
3x per battle
No other genjutsu can be layered on the genjutsu while active
2 turns inbetween usage

‡ Declined ‡ This is beyond the limits of Genjutsu.

Fuinjutsu: Seijin no Ishi - Sealing Arts: Will of the Saints
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30(-5 per turn)
Damage: N/A
Description
The user would focus chakra into his entire body while changing his own nature into that of a traditional barrier. This is akin to same working principle of changing oneself to a non-elemental nature like the smoke body technique. The user still assumes his own physical shape and figure however, his appearance becomes nothing more than translucent version of himself, like a bubble in the shape of a man and while the user would be with no entrails or anatomy like a normal biological form thus he would not be affected by conditions effects which would affect a biological form. The user however, is susceptible to things that would affect a barrier depending on the physical nature of the barrier form.
Depending on the type of barrier form, the user can either maintain his body physics e.g: weight, strength, stamina etc. or loose access to it thus his mobility could come from other conventional means.

Aspect of the body
There are several kinds of barrier out of which we see solid barriers, malleable ones and non-physical barrier which looks either ethereal or not able to interact with matter. This form of barrier is a combination of solid and malleable which see the user's form to be solid but elastic in nature. This make it so that blunt and sharp physical attacks are not able to harm them, instead it would distort their form and push them away by a range due to their elasticity. However, sharp physical techniques of enough power is able to harm them to an extent thus a partial resistance to them. This makes such sharp physical attacks loose a rank in power when interacting with the form but it would still harm the user non the less. Elaborately, Aspect of the body is immune to freeform blunt and sharp attacks and the only effect the form would give is a slight distortion that straightens up immediately thus ricocheting the attack back to whence it came. All blunt physical attack would have no effect but would richochet back if its C-rank and below, B-rank and above would push the user back one range. A-rank and above sharp physical attacks would affect the user but would be reduced by one rank. The barrier is also an insulator itself which makes it immune to lightning shock. However, if the lightning has a physical impact, it follows the effects of blunt or sharp attacks to the barrier form. Fire however, is able to affect the form like normal as the barrier is prone to expand and receive damage from intense heat exposure. The user would be able to attack physically in this form but because his body is malleable though still solid, his raw(un-enhanced) taijutsu would be reduced by a rank. If the user wants, he may make the form affect everything he's wearing and holding thus they take on the same characteristic as that of the barrier.

Aspect of the soul
This is an intangible form of the barrier form. The user's in this form, looks ethereal in nature like the "soul tendrils" of Tayuya's Dokis or the sealing tendrils used by the Gedo Mazo. However, the user only looks like it, he is not in anyway close to been ethereal. This is due to his barrier form not interacting conventionally with matters either physical or energy, making the user akin to a ghost. This makes the user also unable to interact physically with his surrounding and matter thus he is not able to physically attack others while in this form. He loses any form of physical dynamics thus why he can only fly. The barrier form has a special ability where the user is immune to sealing techniques. His subsequent techniques used while in this form would have a thin coat of the barrier which also makes them immune to sealing techniques or techniques that aim to seal/absorb their chakra or them in total.
Unlike Aspect of the body, this form automatically affect everything the user owns, wearing and holding thus they take on the same characteristic as that of the barrier though they still function like normal bar the physical aspect of their characteristics.
NOTES
While in Aspect of the body form, the user is only able to use physical techniques and only energy or spiritual related techniques while in Aspect of the soul form. The user is able to use other techniques according to the form he assumes because the form is related to a subject that does not require elemental nature manipulation, just like ninjutsu and genjutsu.
The user's barrier jutsus are empowered by a rank while in this form.
The user is only able to use one aspect 1x per battle though he is able to use the technique twice.
2 turns in between usage
Form last for 4 turns or when the user ends it.
No A-rank fuinjutsu the turn after this ends.

‡ Declined ‡ I don't even know where to begin. First off, I'm not even keen on the idea of someone transforming themselves into a barrier but your submission has tipped the balance for me. Aspect of the Body is both badly made and unreasonable, you couldn't concisely convey what it defends against. All this nonsense about blunt and sharp attacks was just your attempt at ripping Luffy's DF from One Piece. Aspect of the Soul is even worse. An intangible form that's immune to sealing techniques? Not only is that a rip of Creation of All Things, not only is it a rip of a custom Detective L has, not only is it a rip of a CJ Drackos has, but it eliminates the only way of harming you in this state. The coating your techniques in a barrier to make them immune to being sealed clashes with yet another custom. All in all, I feel like this was poorly conceived and whether intentional or not, clashes with numerous abilities. DNR.

Ninpou: Shōkan - Ninjutsu: Redemption
Type: Supplementary
Rank: D-Forbidden
Range: Short-Mid
Chakra: 10-50
Damage: N/A
Description:
This jutsu is specifically useful to address chaos and destruction converting something that is suppose to bring about stress to something fun. With this, one is able to turn a physical impact into a malleable one through the infusion of one's chakra. Elaborately, the user would infuse his chakra into an explosion, be it normal, elemental or a kg type, while instantly forming a malleable barrier around it. This turns the normally destructive explosion into an elastic explosion. The resulting impact would be nothing less than a harmless repulsion which is similar to one bouncing off a trampoline or one been hit by a large balloon. However, the explosion would still push away the target like normal albeit harmless but the target would be pushed away at double the speed of a kage ranked ninja that only someone with higher reaction or tracking speed is able to adjust or exploit the sudden push to his advantage. Despite the speed of the push though, the target is only pushed away one-range farther. The amount of chakra used to infused the explosion depends on the magnitude of the explosion while explosion from a freeform tag counts as a d-rank magnitude by default.
S-rank infusion can only be used 3x while 1 forbidden rank infusion can be used
When S-rank infusion is used, the jutsu can not be used in the next turn
When forbidden rank infusion is used, the jutsu can not be used for 4 turns

‡ Declined ‡ This doesn't feel logical nor would it be fast enough to stop techniques in the way you want it to.

Hijutsu: Hashu to Karitori - Secret Art: Sowing and Reaping
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
This is a passive ability mentioned in the user's bio. The user is able to maximise his chakra by gaining back/reaping from what he has sown. This means the user gains the chakra that could have been wasted passively when dispelling a jutsu of his though he only have access to half of the chakra used in conjuring the technique. The only way the user would not gain back his chakra is if the jutsu expires or is negated/destroyed but should the user dispels his own technique before its expiry, he gain access to half the chakra. Elaborately, say the user creates a technique said to last 3 turns and before the three turns, he dispels it, his chakra is not totally wasted, he gains back half the chakra used in conjuring the technique. The technique does not work if the technique is neutralised, destroyed completely, used up or negated.
-Must be mentioned in the user's bio

‡ Declined ‡ This is just an unreasonable version of an existing technique.
 
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Summer

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Bolded the changes

Kuchiyose Goat Cobalion / Goat summon Cobalion
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
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 the water chakra nature and forming that nature into a giant blade on its forehead. The chakra construct will be this element 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. Water= water slicer 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. 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. His speed is twice that of basic Kage rank.
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:
- Each ability usage counts as a move.
- Can only use Sword of Justice three times.
- Sword of Justice is A-rank in strength
- Olympian Harden is useable twice per battle.
- White walkers is useable once per battle.
- Summon remains on the field for four turns.
- Must sign goat contract to summon.


Approved: removed the wind element, but also removed some restrictions.


New submissions used previous names with new concepts

Fuinjutsu kabarejji/Sealing arts Deprivation
Type: Supplementary
Rank: A rank
Range: Short range
Chakra: 30
Damage:Na
Description: This jutsu requires the user to first use the jutsu swamp of the underworld. Once that jutsu has been used by either the user or enemy the user of this jutsu places a sealing tag onto the ground. This forms a barrier up from the swamp which has mud like properties. This means that the barrier has the ability to make jutsu released inside the barrier slower and sluggish. Everything will move at a slow pace like being stuck in mud. The barrier will however not effect lightning as that is earth’s natural weakness. The barrier can slow any jutsu down to the base speed of a shinobi and or slower depending on the shinobi’s rank. The barrier uses the swamp as a basis catalyst for the size of the barrier. Dependant on how big the swamp is the barrier will retain the same size in proportion.

Note:
+Can only be used twice per bbattle
+Barrier remains active for 2 turns.
+Cannot have any other barrier in usage at the same time.
+can only be taught by Juha

‡ Declined ‡ You need to define how the barrier slows down techniques. You could potentially use Multiple Infinite Embraces to justify this, though if you use this method then of course it will have no effect on non-matter based techniques.


Fuinjutsu Youkyuu /sealing arts requisiton
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage:+20 to main affinity
Description:
The user of this jutsu will apply a formula onto there body which will activate with 4 handsigns. The formula will glow the colors of a rainbow and will be easily seen by anyone in the vicinity. The sealing formula has a unique trait in that it seals off every element the user can use. The only exception being the users specialty element. Once the other elements have been fully suppressed the users main affinity is heightened and strengthened. The main affinity will be focused and and fully mediated within the users chakra system. This will let the user achieve a full singular nature which in turn will give the main affinity a +20 boost to that main affinity. During this time the user cannot use any element but the main affinity and Gen/Nin/Tai/Ken. This achievement will be accessible for 2 turns and then that elemental affinity cannot be used for 2 turns afterwards. The formula can be placed anywhere on the users body or weapon of choice to achieve the desired effect.
Notes:
+lasts for 2 turns
+Cannot use the main affinity for a 2 turn cooldown
+Cannot use any other affinity during the usage of this seal other then the main affinity.
+Cannot use any other Fuin seals while active except for seals that were place on the bio.
+can only be taught by juha

‡ Declined ‡ Similar to L's Dance with the Devil.
Bolded the changes

Fuinjutsu kabarejji/Sealing arts Deprivation
Type: Supplementary
Rank: A rank
Range: Short range
Chakra: 30
Damage:Na
Description: This jutsu requires the user to first use the jutsu swamp of the underworld. Once that jutsu has been used by either the user or enemy the user of this jutsu places a sealing tag onto the ground. This forms a barrier up from the swamp which has mud like properties, and properties of multiple infinite embraces seal . This means that the barrier has the ability to make jutsu released inside the barrier slower and sluggish. Everything will move at a slow pace like being stuck in mud. The barrier will however not effect lightning as that is earth’s natural weakness. The barrier can slow any jutsu down to the base speed of a shinobi and or slower depending on the shinobi’s rank. The barrier uses concepts of Mud/Earth chakra and multiple infinite embraces. While the earth chakra will have a bountiful effect on matter based substances. The multiple infinite embraces aspect will be able to zap power and damage directly from any matter based jutsu. This pairing will will be broken down into two related categories for limiting power through the barrier. Against solid form jutsu’s they shall lose one full rank in power, and also will lose 2 full ranks in speed. This is due to the unique aspect of pairing a mud barrier that has the chakra draining effects as well. Dependant on how big the swamp is the barrier will retain the same size in proportion.

Note:
+Can only be used twice per bbattle
+Barrier remains active for 2 turns.
+Cannot have any other barrier in usage at the same time.
+can only be taught by Juha




♠ Declined ♠
As it stands, too many abilities. Blend/change into earth? Does it mean he is completely invisible? Because hell no. And if he does indeed take control, short range, of the earth all around you, he shouldn't be able to move from his position. And what exactly do you mean by the vibrating paw ability? Does he have to walk up to the enemy and do this?
Also, set a limit on how many times he can blend/move out of the ground.
link of contract approval


Kuchiyose ArthurDoton Sennin - Meerkat Summoning Arthur Earth Sage
Type: summoning
Rank: A rank
Range: Short- long range
Chakra: 30
Damage: 60
Description: This young meerkat regular in size 3 feet tall and can stand on two legs and use hand signs Arthur is a doton sage and able to blend/change his body into the earth and taking control of the earth in the perimeter of short range of the summoner at all times. this makes it so the meerkat has control of the earth directly under the summoner for the duration of four turns. This does not however make the summon invisible as there chakra source can still be traced through certain methods. The enemy cannot then send spikes up from under me and will not be able to take control of that portion of earth until the summon is either destroyed and or leaves the field. He also has the ability to feel vibrations throughout the earth meaning that if an enemy begins using earth jutsu's through the ground Arthur can feel the vibrations in the earth notifying his master. He also can utilize vibrations that are earth based making the enemies earth jutsu's fail once per turn by enhancing and sending more power into the earth with a vibrating paw touch to the ground and using his chakra to amplify this vibrating touch similar to that of earth world shaking. However it is condensed and focused through Arthur's paw instead. Should Arthur ever touch somebody with this method he can do serious damage by to your equilibrium and also your nervous system from the virbations.
Arthur is able to use up to A rank Doton jutsu's only when he is above ground and not when he is fused with the ground. he is even able to use doton jutsu that require handsigns.

restrictions
+can only use vibrating paw strike ability once per turn and three times per battle.
+ earth vibrations sensory remains active during the summon duration
+ can only blend with the ground once per summon.
+stays on the field for three turns.
+can only be summoned twice per battle.
+must sign meerkat contract learn.


Declined: my hands are tied since you didn't include the original submission, nor could I find it in any of the threads.


*Ninjutsu Meerkat* Kijiji Aporo- Meerkat Arts Cloth Of Apollo
Type: summoning
Rank: S rank
Range: Short-Mid
Chakra: 40 (-50 from touch)
Damage: 80
Description:
Having summoned any meerkat to the field. The summoner and meerkat will do a handsign in unison and meld chakra's.* The meerkat will then transform into cloth that spreads out across the terrain up to mid range. This cloth looks like the fur of the meerkat but is spread across the battlefield like a blanket. This particular cloth arts is a chakra nature cloth that works with the affinity of the meerkat. The cloth will sense any type of movement and or chakra usage across it and will be capable of wrapping around an enemy within and instance. The second trait to this cloth is that it has the power to remove -50 chakra from anybody touching the cloth. This is used to fuel a binding and each turn bind even tighter.
The cloth is a weaker version per say of multiple infinite embraces and will only accomplish a chakra draining upon touching the cloth. The cloth will also be able to adapt qualities from the summons elemental affinities.
Water summon- sticky cloth
Earth summon- weighted touch
Fire summon- burning touch
Wind summon- slicing touch( like multiple papercuts)
Lightning summon- paralysis touch

These are the classes of degree that each elemental affinity can give to the cloth of the meerkats ability.



restrictions
+Cannot use above A rank jutsu while active
+ can only be paired with elemental meerkats
+ elemental affinity can only be applied once per touch per turn
+stays on the field for three turns.
+can only be used once per battle.
+must sign meerkat contract learn.


Declined: I've already told you about there being too many animal contracts with transformation abilities. Even supposing the ability is fine, a single transformation wouldn't be permitted to encompass potentially all contract-related animals.

 
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KeotsuEclipse

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(Kamei Gigei: Kougenjin) Command Art: Mirage Blade
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage: 20 each
Description: Unlike other Kenjutsu shockwaves which are generally large, Kougenjin is a relatively small shockwave that’s size is the same as the blade length of the sword used to launch it. Sacrificing power for speed and quantity, Mirage Blade travels at an incredible pace, relative to the user’s rank; Mirage Blade, when used by a Sannin, would be about twice as fast as a shockwave fired from the Samurai Sabre Technique, though its destructive force is obviously much less. A large amount of chakra is focused inside the user’s blade in the form of a constant flow – though normally the chakra could envelope the sword, here the chakra creates a shell on the inside of the blade, allowing the chakra to rebound infinitely and resonate with itself. When the user slashes their sword, it releases a portion of this chakra in the form of a white, rippling shockwave; thus the name Mirage Blade. Mirage Blade also carries the properties of the blade used to fire it, as well as its size; this means that if the blade used to fire Mirage Blade is sharp enough, Mirage Blade will pass through solid objects by slicing them in half and continuing on, much like a Wind element jutsu would.
*Mirage Blade is not Fuuton element, the comparison to a Fuuton jutsu takes into account an extremely sharp blade.
*Three shockwaves can be fired per use.
*This jutsu may be only be used 3 times per match.
*Useable and taught by Keotsu only.
(Kamei Gigei: Kougenjin) Command Art: Mirage Blade
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage: 20 each
Description: Unlike other Kenjutsu shockwaves which are generally large, Kougenjin is a relatively small shockwave that’s size is the same as the blade length of the sword used to launch it. Sacrificing power for speed and quantity, Mirage Blade travels at an incredible pace, relative to the user’s rank; Mirage Blade, when used by a Sannin, would be about twice as fast as a shockwave fired from the Samurai Sabre Technique, though its destructive force is obviously much less. A large amount of chakra is focused inside the user’s blade in the form of a constant flow – though normally the chakra could envelope the sword, here the chakra creates a shell on the inside of the blade, allowing the chakra to rebound infinitely and resonate with itself. When the user slashes their sword, it releases a portion of this chakra in the form of a white, rippling shockwave; thus the name Mirage Blade. Mirage Blade also carries the properties of the blade used to fire it, as well as its size; this means that if the blade used to fire Mirage Blade is sharp enough, Mirage Blade will pass through solid objects by slicing them in half and continuing on, much like a Wind element jutsu would.
*Mirage Blade is not Fuuton element, the comparison to a Fuuton jutsu takes into account an extremely sharp blade.
*Three shockwaves can be fired per use.
*This jutsu can be used up to three times per turn, with a cooldown based on how many times it is used: one use requires no cooldown, two uses requires a one-turn cooldown, and three uses in a single turn requires a two turn cooldown.
*Useable and taught by Keotsu only.

‡ Declined ‡ I ask that you avoid updating things just to lighten restrictions and/or buff their power.

.

(Ani) Brother
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos, except for the ability to change shape, the original ability that Mythos possessed in its form of "Mikomi", long, long ago.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, except the ability to change shape.
(Ani) Brother
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos, except for the ability to change shape, the original ability that Mythos possessed in its form of "Mikomi", long, long ago.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, except the ability to change shape.
*Note: Ani-infused weapons do not have to be summoned into battle, and can be carried into battle like a traditional Custom Weapon so long as the user's bio states they carry an Ani-Infused weapon.

‡ Approved ‡

(Kamei Gigei: Shamen no Inori: Shingetsurin) Command Art: Prayer of Absolution: True Moon Ring
Rank: B
Type: Supplementary/Defensive
Range: Self
Chakra: 20
Damage: N/A
Description: A further refinement of the First Prayer: Hikaru Aki Hasira meant to be used after the Prayer of Fortitude: Gokumonken. Keotsu quickly found out that there were more dangerous things in battle than attacks alone, and this Prayer extends the abilities of the First Prayer even further to combat those threats. This Prayer alters the way the First Prayer functions ever so slightly so that it is able to "cut" the chakra of any technique it comes into contact with, wheter it is offensive, defensive, or otherwise; this allows the First Prayer to dispel techniques like Swamp of the Underworld where it couldn't do so previously. Like the Gokumonken refinement, though, the ability to dispel techniques is bound by the power of the First Prayer's defenses, and the action takes up a move per turn.
*Cannot be used unless the First Prayer is active.
*Cannot be used unless the Prayer of Fortitude is active.
*Remains active until the First Prayer wears off.
*Can only be used twice in a battle.
*The dispelling of a technique is bound by the limitations of the power of the First Prayer and consumes a move per turn to do so.
‡ Both Declined ‡ I had some doubts about approving these and decided to discuss with another mod. After thinking on them extensively, I can't approve these. The first makes Command Arts capable of countering virtually everything, for the simple cost of a move slot. The second would potentially raise what the Prayers can reflect from 100 damage to 140. Something you can maintain for an entire battle. There's no counter play, no what of circumventing your defenses if I approved either or both of these. I understand the urge to complete and perfect your fighting style but knowing what the Prayers can do, I can't approve these in good conscience.
(Kamei Gigei: Shamen no Inori: Shingetsurin) Command Art: Prayer of Absolution: True Moon Ring
Rank: B
Type: Supplementary/Defensive
Range: Self
Chakra: 20
Damage: N/A
Description: A further refinement of the First Prayer: Hikaru Aki Hasira meant to be used after the Prayer of Fortitude: Gokumonken. Keotsu quickly found out that there were more dangerous things in battle than attacks alone, and this Prayer extends the abilities of the First Prayer even further to combat those threats. This Prayer alters the way the First Prayer functions ever so slightly so that it is able to "cut" the chakra of any technique it comes into contact with, wheter it is offensive, defensive, or otherwise; this allows the First Prayer to dispel techniques like Swamp of the Underworld where it couldn't do so previously. Like the Gokumonken refinement, though, the ability to dispel techniques is bound by the power of the First Prayer's defenses, and the action takes up a move per turn.
*Cannot be used unless the First Prayer is active.
*Cannot be used unless the Prayer of Fortitude is active.
*Remains active until the First Prayer wears off.
*Can only be used twice in a battle.
*The dispelling of a technique is bound by the limitations of the power of the First Prayer and consumes a move per turn to do so.
*Unlike the First Prayer and Gokumonken, the powers of Shingetsurin cannot be increased through Kenjutsu boosting techniques.

‡ Declined ‡ Still not going to approve this.
 
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Joker

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(Meiton: Kuro Rengoku) - Dark Release: The Black Cauldron
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will focus their chakra into one of their dark marks to release a violet hemispherical dome. This orb of dark chakra can expand in a single direction or in every direction from the point of release. Either way, it can only span a mid-range radius at the very most. The chakra will exhibit the characteristic absorption traits of Meiton and thus will drain anyone (barring the user) of 100 chakra upon coming into contact with them. This chakra drain is exacerbated due to the dome's intangiblity and so it will phase through the opponent upon passing through them. If the opponent is caught and trapped within the dome, they will constantly lose a smaller portion of chakra per turn (20 chakra). The dome will also absorb any energy-based techniques used within short-range of it or inside of it (excluding the user's own) by drawing them into itself through the use of vortexes similar to those used in Inhaling Maw. This will enable it to absorb neutral techniques of the same rank and one rank above for abilities weak to Dark. At any point, the user can passively siphon any chakra or techniques absorbed by it into their dark mark by placing it in contact with the dome. Similar to Howl of the Wraith, the opponent can leave the dome by simply walking through it but this will drain them of 100 chakra once more.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses

♪ Declined: This is very over-powered, I would suggest reducing its duration to lasting for two turns max. Second of all, make it more 'tangible'; it can still absorb energy based techniques up to S rank, however, earth and other physical elements like water would be able to defend against this following elemental strengths/weaknesses. ♪
(Meiton: Kuro Rengoku) - Dark Release: The Black Cauldron
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30 (-10 chakra per turn)
Damage: N/A (60)
Description: The user will focus their chakra into one of their dark marks to release a violet hemispherical dome. This orb of dark chakra can expand in a single direction or in every direction from the point of release. Either way, it can only span a mid-range radius at the very most. The chakra will exhibit the characteristic absorption traits of Meiton and thus will drain anyone (barring the user) of 100 chakra upon coming into contact with them. This chakra drain is exacerbated due to the dome's intangibility and so it will phase through the opponent upon passing through them. If the opponent is caught and trapped within the dome, they will constantly lose a smaller portion of chakra per turn (50 chakra). The dome will also absorb any techniques used within short-range of it or inside of it (excluding the user's own) by drawing them into itself through the use of vortexes similar to those used in Inhaling Maw. This will enable it to absorb neutral techniques of the same rank, one rank below for elements strong to Dark and one rank above for abilities weak to Dark. Upon fully expanding to encapsulate the opponent and/or the user, the dark chakra which composes the Cauldron will exhibit solid-like tangibility. This means it will keep solid techniques inside/outside of it after absorbing their chakra but more importantly, it can be destroyed by techniques which exceed it's threshold for absorption. At any point, the user can passively siphon any chakra absorbed from people or techniques by the Cauldron into their dark mark by placing it in contact with the dome. Alternatively, the user can have the dome explode into a maelstrom of purple flames once it has absorbed any chakra or a technique.

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

♪ Approved ♪

(Meiton: Kuro Kagami) - Dark Release: The Black Mirror
Type: Supplementary
Rank: B
Range: Short - Long (Same as the chosen technique)
Chakra: 20
Damage: N/A (Same as the chosen technique)
Description: After performing an absorption, the user will employ this passive ability to emit a Dark Release version of a fire or lightning technique they know from one of their dark marks. However this will only be compatible with certain types of techniques, namely the flame-variant of Katon (does not work with ash or gas techniques) and the energy-form of lightning. Furthermore it will only work with techniques that are released from the body rather than the ground, the sky or portals. Fire and Lightning techniques which meet the above criteria will be released as Meiton jutsu from one of the user's dark marks in the form of purple flames or violet lightning to signify their change into Dark Release. This technique is most effective with projectiles but will even work with streams that are spewed, whereby the chosen dark mark takes on the role of "spewing" forth the jutsu in question. The user will still have to focus on such techniques in order to sustain them. However, not all techniques released from the body can be replicated through this method. Things like armours and wings will obviously fail as they have nothing to coat or attach to. Logic will need to be applied to determine what jutsu can or can't be used with this ability. Excluding the change in their colour and elemental S/W, converted techniques will retain all of their properties and still have to abide by all of their restrictions.

Note: Can only be used four times per battle
Note: This ability is passively applied but the technique it's used alongside will still cost a move

♪ Approved, cool jutsu. ♪

(Meiton: Soukutsu no Yuurei) - Dark Release: Haunt of the Specter
Type: Offensive
Rank: S
Range: Short - Long (Explosion is Short-ranged)
Chakra: 40
Damage: 80
Description: After performing an absorption, the user will focus their chakra into one of their replica dark marks on the field. This will initiate a sudden explosion of purple flames from within that mark that will expand to the edges of short-range, covering a five-meter radial reach in every direction. The violet inferno will even leave a crater of these dimensions in the ground if the chosen dark mark was in contact with it prior to being detonated. However since the explosion spans every angle for within a five-meter distance, the dark mark and the vessel it was applied to (e.g. a kunai) will both be destroyed in the conflagration. Thus it will be impossible to re-use this technique or other Dark Release jutsu on the same dark mark.

Note: Can only be used twice per battle
Note: No Dark techniques A-Rank or above in the user's next turn or same turn.
Note: Cooldown time of three turns in between uses

♪ Approved, made minor edits. ♪

‡ All Pending ‡ Leaving for Vex.
 
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Negative Knight

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Re: Storage thread (Will delete soon)(Not deleted yet? How long is soon?) its been 3

(Utsuwa no Burakkukuīn) – Darquesse, The Cursed Vessel
Type: Weapon
Rank: S
Range: N/A
Chakra cost: N/A (-5 chakra per turn)
Damage points: N/A
Description: This weapon is composed of a pair of indestructible gauntlets made of non-reactive chakra metal. The colour of these armguards is such a deep purple that they're almost black and both of them are adorned in ornamental markings that resemble the flame-like tattoos of the Heaven's Cursed Seal. Each gauntlet has an opening in the center of the palm, which is big enough to reveal the user's original dark marks and any summoning tattoos. Each finger of the gauntlets have sharpened tips akin to talons or a dragon's claws, that can be used to inflict light or deep wounds depending on the force applied. Replicas of the user's dark marks in the style of are located on the upperside of Darquesse as well as in the interior, directly in contact with the wearer's skin. The interior marks will passively absorb a small portion of the wielder's chakra every turn and will do so even if the user finds themselves unable to use or mold chakra.

The gauntlets also make use of the absorbed chakra within the dark marks to strengthen the user's Dark Release techniques. Whenever the user performs an absorption-based Meiton jutsu, part of the chakra within the gauntlets' dark marks will leak into the technique (10 chakra) in order to empower it in a similar manner to the Chakra Transfer technique. This will strengthen the 'pull' of absorption-type jutsu and thus they will become capable of absorbing techniques one rank higher than usual and will also increase the effective range of absorptions by one. This allows them to draw in techniques that are mid-range away rather than the usual limit of short. This ability will work so long as the user's dark marks contain sufficient chakra and it will only be applicable to A-Rank and below techniques. However it can be applied to S-Rank techniques but only twice per battle and at the cost of a move (though it occurs in the same timeframe).

Through Darquesse's second ability, the user will be capable of creating dark marks within their Meiton techniques. These dark marks will be capable of residing in the body of those jutsu without being absorbed or destroyed. The purpose of embedding seals within their techniques is to take advantage of the fact that all of the user's dark marks are connected by portals. Through this connection, the gauntlets will constantly transmit chakra from the dark marks on them to the seals within whatever technique this ability is applied to. This can be done for one of two purposes: acting as an absorption or extending the duration of techniques. The first usage utilizes 5 chakra per turn and will essentially fulfill the criteria of 'making an absorption' for that particular technique. After making at least a single absorption, the user has the option of converting dark chakra techniques into purple flames at the cost of a move. For techniques which are capable of multiple absorptions, every two turns this ability is active will count as a new absorption. The second usage will act to maintain and extend the duration of one of the user's dark techniques at the cost of 10 chakra per turn. Since the dark marks on Darquesse essentially take on the role of sustaining the technique (in place of the user themselves), jutsu which previously required active maintenance or those which restricted the user's elements/abilities will no longer require or do so. Each usage can only be active on one technique at a time and the second usage can only be used twice per battle.

♦ Approved ♦
 
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Jᴀʏ

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(Same Kuchiyose: Kyasutā) - Shark Summoning: Castor
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Deep within the water country, in the village hidden in the mist dwelled a species of shark, within the dense fog lived a small yet incredible dangerous animal this animal dubbed by Taek as the Scavengers. Although the sharks were much smaller there their usual size, they compensated by using their unusual ability to swim and manipulate mist. These sharks were capable of expelling suiton from there skin, increasing the density of the mist around them to the point where the water vapor was far thicker than normal, but not solidified like regular water. Of these sharks was a teenage shark by the name of Castor. Castor is capable of merging with the mist, hunting down enemies stealthy as well as manipulating the mist around them with a power comparable to that of an A-rank water technique (this manipulation ability works in both ways, Castor can turn water into mist). Castor, like many other sharks, can use an innate absorption ability with water, causing the mist to absorb the chakra of enemy techniques neutral to water up to A-rank (more or less depending on elemental S/Ws). This absorption ability can only be used thrice per battle. Castor's last ability deals with the mist as well. Castor is capable of refracting light off the mist to turn it completely dark or blindingly bright at his leisure, due to all of his time living in the mist with the other schools of shark. This final ability is B-rank in power, and all of these abilities take away the appropriate amount of chakra for their rank.

Note: Cannot summon other sharks while Castor is on the field
Note: Castor although being summoned in water can and will immediatley manipulate it into a plethora of mist.
Note: Lasts five turns in mist, or three turns without.
Note: Can only be taught by Jᴀʏ

Declined remove absorbtion and make it 4 turns.

(Senninka: Chokkan) - Sage Transformation: Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Taek having realized he was a member of the Sage Transformation began to learn a plethora of techniques from his cousin. Soon thereafter Taek would realize there not many long range applications of his kekkei genkai, so he developed a basic yet incredibly useful technique. Taek would begin by channeling chakra to the heels of his feet, manipulating his flesh to create a surplus of tendrils to escape and tunnel into the earth, from there he's given a multitude of options. For one, the tendrils are capable of detecting and stopping techniques launched from below, they can also travel towards the opponent wrapping the tendrils around his leg or hardening the tendrils forming on large tendril to escape the ground and pierce the opponent from any direction. Taek begin to realize the complete freedom he had to manipulate said tendrils. Taek is capable of releasing these tendrils and controlling them remotley, meaning he doesn't have to stay in one place while controlling them.

Note: Although Taek does not have to stay in one location while he's controlling the tendrils, he must stay on the ground while manipulating the tendrils.
Note: The tendrils are only capable of doing two of their abilites per turn, however each ability will consume a moveslot (either, attacking them, or defending against attacks from below.)
Note: Can only be taught by Jᴀʏ

Declined - reduce the range. You would have to stay in one location or move slower so the tendils can move with you. Needs drawbacks too

(Senninka: Chokkan) - Sage Transformation: Holy Boast
Type: Defensive | Offensive
Rank: B | A
Range: Short - Mid
Chakra: 20 | 30
Damage: 40 | 60
Description: Taek decided to create a simple technique he could use for defense, when attacked Taek create appendages all throughout his body releasing an omnidirectional blast of chakra from all directions. Although this blast of chakra is capable of causing damage it's main purpose is for defense, the blast of chakra even when in contact with techniques above it's caliber exerts a lot of force on techniques meaning the technique is even capable of slowing down other techniques. This omnidirectional blast is capable of reaching to mid range at A rank, and short range at B rank. When in contact with physical attacks above it's rank it will still cause damage lowering it's rank, however the force exerted is incapable of knocking the attack back. This very simple technique has been responsible for saving Taek's ass a number of times when in battle.

Note: A rank technique is capable of being used four times per battle, while the B rank technique is capable of being used five times per battle.
Note: Can only be taught by Jᴀʏ

Declined - been done before just only difference is you say ut's a sage technique.
 
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ZandaT

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( Futsu no hibun) Buddha's Inscription
Type: Supplementary
Rank: D
Range: Short
Chakra: N/A (+5 to active Expansions per turn)
Damage: (+10 to Expansion damage)
Description: An activated passive ability only known to a few specialist of the clan, Buddha's Inscription is a technique that allows its users to funnel more chakra into their limbs during expansions in order to bestow a special trait along with a boost in power. The additional chakra funneled through the limbs causes special red lined markings to appear on them as the thickness and weight is increased while the muscles are activated with concentrated chakra. This increase in size and power boosts the dimensions of the limbs in Akimichi related moves by 1m as the overflow of chakra in the limbs becomes visible, coating the limbs, while also making them hard like reinforced iron. This chakra coating is considered special due to the fact that it allows the user's limbs to interact with intangible elemental ninjutsu during battle without the reprocaution of residual damage to the skin, following the S/Ws of the user's base flow of chakra as it takes on the rank of the Akimichi techniques used afterwards.
NOTES
►Counts as 1 of the 3 moves per turn
►Must be used along with an Expansion technique, and ends along with it
►Requires Akimichi specialty
►Owned by ZandaT
Declined - for one, no passive <_< and on top of that you're just adding more chakra to get bigger and add more power, you'd just use a stronger expansion jutsu to start with with. On top of that the chakra lines ect just seems like a rip of a curse mark allowing you to hit fire and such which i just can't allow.
(Ningen no yōso) Human Element
Type: Supplementary
Rank: D
Range: Short
Chakra: (+5 to Akimichi jutsu)
Damage: (+10 to damage)
Description: Known to only a few specialist of the clan, Elemental Human is a simple technique that allows an Akimichi member to convert their calories into elemental chakra when converting during expansive attacks. Unlike regular conversion to chakra, when converting their calories into a specific element of the basic 5 while expanding their bodies, the body part of focus will take a colored hue similar to the respective element as a chakra shroud is constantly emitted from the user's skin giving it unique properties related to the element chosen as the shroud seemingly engulfs the body part of focus.

Fire- The skin turns red in hue as a superheated dark ash is released from it that bestows heat damage
Water- The skin turns blue in hue as a thin mist composed of numerous sharp miniature water needles is released from it that delivers multiple piercing strikes to the touch
Earth- The skin turns black in hue, dense, and hardened as an obscuring dust is released from it
Lightening- The skin turns yellow in hue as a shroud of electrical currents are released from it bestowing shocking damage
Wind- The skin turns light green in hue as a shroud of spiraling gusts are released that bestows shredding damage on contact

This coating of chakra effectively turns a regular hidden technique of the Akimichi clan into a hidden technique with a nintaijutsu aspect in battle as the jutsu lasts as long as the technique it was paired with.

NOTES
A main expansion/multi size technique must be already active
Can be used 1x per turn
►Owned by ZandaT

Declined - now i'ma sound like a D, but your jutsu clashes with existing stuff but the only difference is you say the chakra comes from calories =/


(Rōringudanputorakku) Rolling Dump Truck
Type: Offensive/Supplementary
Rank: B
Range: Short-Mid.
Chakra: 20
Damage: 40
Description: Rolling Dump truck is a simple move used after the user expands their abdominal/torso area entering their Human Boulder form while the Multi-Size technique is active. Once in that form the user begins rotating in a single spot in order to swiftly build up speed, taking only a brief moment, before taking off at full speed towards their target area. Fully aware of the outside world while rotating, the user can use this technique to avoid certain jutsu of valid reasoning as they move on the field at increased speeds unrestricted by direction as a small fowl tail of dust follows behind them when used on certain surfaces. A special factor of the Rolling Dump Truck is the user's bounciness in this form and by quickly shifting their weight, first in the opposite direction to build energy before directing it towards the surface creating a form of bounce force, the user can effectively bounce their bodies off of solid surfaces towards any linear direction away from that same surface further utilizing their increased mobility during this move. Still heavy, the increased speeds of this jutsu makes the user a force to be reckoned with when contact is made with tangible targets like earth/water jutsu with a weaker strength or enemies alike, being able to either mow down their target as they roll over them, or crush them from above if the user bounced off a surface going upwards, but ultimately the form of attack is always left up to the user's creativity while maneuvering about the terrain.
NOTES
►Has a 1 turn cooldown
►Can be utilized after taking on a Human Boulder form, whether it be Super or Multi size form
►Owned by ZandaT

Declined - needs a usage limit
 
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Nathan

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(Ninjutsu: Enkaku Kara Purodakushon) - Ninja Arts: Isolated From Production
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-20 per-turn)
Damage: N/A
Description: This technique itself was once considered to be the zenith of chakra manipulation. The user initiates this technique by spinning their chakra in a helical motion while gradually increasing its celerity until the user reaches the maximum level of velocity. From there, the user projects his/her chakra from their tenketsu and from each of his tenketsu his chakra erupts forth and simultaneously spreads into the surrounding area and then fuses with atmospheric natural energy. Now, this feat in itself requires highly precise chakra control however, this is only the beginning of a majestic technique. The range of this technique is solely in relation to one’s own chakra manipulation and maximum chakra output. This does not mean a user with an exceedingly amount of chakra will be capable of using this technique at a great degree. Actually, it’s quite the opposite. From there, the user’s chakra will be lingering in the air however, they will be able to mold as they please. As easy it as it may sound, this is the equivalent to manifesting a Rasengan or Chidori into what most would say, “thin air” from just using the chakra in the atmosphere without the need for a physical. Creating techniques from the atmospheric chakra is a completely different ball game as the difficulty level may prove to difficult even for the most elite of shinobi.

There is one major drawback the user must be aware before using this technique; The chakra released is very well capable of being absorbed again. However, opponents in the area are capable of absorbing the chakra as well. This makes this technique extremely dangerous to inexperienced shinobi as the loss of chakra may resort in complete exhaustion. So practitioners of this technique would have to worry about users that excel in chakra absorption techniques.

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Notes:
- Can only be used once per-match.
- Stays active for four turns, once active cannot be turned off.
- Once deactivated, the user is unable to use any basic (raw) ninjutsu for two turns above B-rank.
- Can only be taught by Nathan

Declined, it's all magestic with a cool picture, but really, you have a jutsu where you just release chakra out then control it... whats unique about it?
 
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Beifong

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(Kōton: Kenshiki no Pendragon) - Steel Release: Pride of the Pendragons
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra to affected techniques)
Damage points: N/A
Description: After using Conquest of Camelot, the user will passively activate an innate ability of theirs to convert all future earth techniques created from the affected portions of the ground into steel release ones. Techniques created via this mechanism will not differ or be affected in any way except in what they're composed/made up of (the earth dragon will be made of steel rather than rock). Affected techniques become Steel Release jutsus and so their elemental strengths and weaknesses also change. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. This ability only affects the user's own earth techniques and it only works with earth techniques solid rock in composition.

Note: Can only be used twice per battle
Note: Lasts until Conquest of Camelot ends
Note: Doesn't work with KG/CE variants of Earth Release

✦ Both approved, and there goes that jutsu I was talking about ✦
(Kōton: Kenshiki no Pendragon) - Steel Release: Pride of the Pendragons
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+5 chakra to affected techniques)
Damage points: N/A
Description: When part of or the whole battlefield is converted into steel, the user will passively activate an innate ability of theirs to convert all future earth techniques created from the affected portions of the ground into steel release ones. Techniques created via this mechanism will not differ or be affected in any way except in what they're composed/made up of (the earth dragon will be made of steel rather than rock). Affected techniques become Steel Release jutsus and so their elemental strengths and weaknesses also change. Activating this ability is instant and does not consume any time whatsoever. The reason this jutsu's activation is instant is because stand alone it does not do anything and its effects are only initiated when the user utilizes other Earth Release techniques. Applying this ability to techniques which require maintenance as the Stone Golems or the Earth Dragon will not result in their premature termination. This ability only affects the user's own earth techniques and it only works with earth techniques solid rock in composition.

Note: Can only be used twice per battle
Note: Lasts until the field is no longer made of steel
Note: Doesn't work with KG/CE variants of Earth Release

(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 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: 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 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, the 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. If one or both of the techniques being merged are sentient and are capable of using techniques, one of them can initiate this fusion by using this jutsu.

Note: Can only be used four times per battle, two turns between uses.
Note: Cannot be used to combine with forbidden rank techniques

Both approved.
 
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Ańbu Juniør

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Permission to resubmit;

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

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

‡ Declined ‡ An entity composed of your chakra somehow halving the cost of all your fire techniques? We both know this would never work.
(Katon: Sanshō̄o no Kate) | Fire Release: Sustenance of the Salamander
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Sustenance of the Salamander involves the creation of a small familiar of ash, shaped as a Salamander, that will attach itself to the users body, i.e resting on their shoulder or chest. The Salamander's primary goal is to help the user with the manipulation of fire chakra, and the creation and sustaining of fire techniques. In this vein, the Salamander's first effect is that it greatly amplifies the potency of the users fire chakra which reduces the chakra cost of fire techniques by -10, as the Salamander utilises its chakra to act as an amplifier, with the chakra being used to boost the efficiency of nature transformation and the creation of events; thus with less chakra the user will be capable of achieving the same yield; i.e an S ranked technique will cost 30 chakra under the influence of the Salamander, but will still be just as strong as an S rank. (Includes turn based losses too) Similarly, the Salamander is also capable of slightly altering the chakra used to create the fire technique, and through doing so allows the user to impart the special characteristics of a specific fire technique onto any fire technique they wish, custom or canon, for instance being able to create any fire technique with the characteristics of 'Dragon flame song', or if the user has a technique that alters the colour of, or makes fire smell then that attribute can be copied into and so on - this does not raise the fire techniques power, just alters the way it behaves. Finally, as an assistant for the users Fire Techniques the Salamander is also capable of helping the user sustain, or sustaining techniques for the user; the Salamander can sustain control over techniques that would not usually be, and can also take over the sustaining of techniques that the user would usually sustain for as long as it exists, even past the usual time cap - thus leaving its master to act freely.

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

‡ Declined ‡ The second ability is way too broad.

Katon: Kaika Ninetails: Dai Nana-bi Puraido | Flowering Ninetails: Seventh Tail; Pride
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Pride, the Seventh Tail, involves the creation of seven ash constructs that typically take the form of fox tails that protrude from the users coccyx area, but in actuality can take any form imaginable and protrude from any part of the users body, or extensions of their body; such as weapons, so long as at least one tail remains directly attached to the users rear area. While warm to the users touch, these tails will emit ferocious levels of heat when pitted against anything else, allowing them to sear through rock like butter. Combined with the tails prehensile nature and ability to adopt any form that it so wishes - for it is sentient and in control of itself and acts in the users best interests or by command - grants the tails immense close combat abilities, as they're capable of both achieving steel like offense and defense in a variety of ways. Forming skewering, slicing, bludgeoning and shredding weapons to attack or arcing out into domes and wide surfaces to shield and defend, similarly the tails can fuse, or even split into further tails to produce a greater variety of attack patterns, and further cementing their close combat capabilities is their shocking speed. However their biggest drawback is that they can only reach up to five meters individually. A method for them to produce mid-long range offenses however lies in their ability to passively turn solids that they touch to ash (should they so wish), in command of ash, the tails can convert portions of the ground to ash, and control it to form A ranked structures such as pillars, walls, waves, spikes and tools that can be used to attack and defend, and can levitate under the control of pride. This allows pride to act as more than just an extension of the users body, and is perhaps Pride's ultimate ability, due to the almost ubiquitous control over ash that it gives him, and can only be used once per turn.

Notes:
- Can only be used 3x
- Lasts four turns
- Ash conversion does not work on people or animals.
- Once this ends, the user cannot re-use pride for two turns, cannot create any other familiar for a turn, and is limited to S rank and below fire for that turn
- Ash control is A ranked, used by Pride, counts as a move, and can only be used once per turn.

Declined - the tails i'm fine with but as they can take shape of anything in the form of ash/fire that bit clashes with existing jutsu
Katon: Kaika Ninetails: Dai Nana-bi Puraido | Flowering Ninetails: Seventh Tail; Pride
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Pride, the Seventh Tail, involves the creation of seven ash constructs that typically take the form of fox tails that protrude from the users coccyx area, but in actuality they can take the appearance of any animal's tail (natural or mythological), protrude from any part of the users body, or extensions of their body; such as weapons, so long as at least one tail remains directly attached to the users rear area. While warm to the users touch, these tails will emit ferocious levels of heat when pitted against anything else, allowing them to sear through rock like butter. Their prehensile nature combined with their ability to undergo minor alterations for offensive and defensive purposes (i.e, thinning into sharp edges/points, ‘fur’ fluffing up unto spikes, or widening out so as to act like a shield) - for it is sentient and in control of itself and acts in the users best interests or by command - grants the tails immense close combat abilities, as they're capable of both achieving steel like offense and defense in a variety of ways. Forming skewering, slicing, bludgeoning and shredding tails to attack or arcing out into broader, wide surfaces or dome-like tails to shield and defend, similarly the tails can fuse, or even split into further tails to produce a greater variety of attack patterns, and further cementing their close combat capabilities is their shocking speed - as they travel at a point higher than what the user can track; however their biggest drawback is that they can only reach [/b]up to twice the user's body length - thus limiting their abilities to close combat[/b]. A method for them to produce mid-long range offenses however lies in their ability to passively turn solids that they touch to ash (should they so wish), in command of ash, the tails can convert portions of the ground to ash, and control it to form A ranked tail replicas that can be used to attack and defend, and can levitate under the control of pride. This allows pride to act as more than just an extension of the users body, and is perhaps Pride's ultimate ability,due to the almost ubiquitous control over ash that it gives him, and can only be used once per turn.

Notes:
- Can only be used 3x
- Lasts four turns
- Ash conversion does not work on people or animals.
- Once this ends, the user cannot re-use pride for two turns, cannot create any other familiar for a turn, and is limited to S rank and below fire for that turn.
- Ash control is A ranked, used by Pride, counts as a move, and can only be used once per turn.

‡ Declined ‡ Add some proper restrictions, the bolded is nonsense. Also limit the range of the ash conversion (if applied to the ground) to mid-range maximum.

New Submission

(Katon: Sanshō̄o no Kate) | Fire Release: The Phoenix Feathered Muffler
Type: Defensive/Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The Phoenix Feathered Muffler is a simple technique that involves the release of fire chakra that will cloak the user. Although this technique fully cloaks the user - as many defensive techniques do, it does not offer the typical defensive properties that a normal armour would, in fact, outside of the fiery golden glow that will emanate from the users visage, and the techniques special interaction with fire techniques, virtually nothing will change as the shroud is almost completely incorporeal. However, when the user is in contact with a flame that is either devoid of chakra, comprised of the users chakra, or comprised of the chakra of one that the user has a blood contract with, such as summons, the shrouds true abilities will be displayed. The user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse effects - such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques).

Notes:
This technique can be used a maximum of twice, will last until cancelled and has a two turn cooldown between usages. Furthermore a rather intriguing and strange effect of this technique is that, no matter how hard the user may try, they will be incapable of using water techniques while this technique is active. Stranger yet, is that the only solid portion of this technique is a feather comprised of golden ash, seemingly immune to anything but water, that will attach itself to the user's chest.

‡ Approved ‡ Made edits.
 
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XZA

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(Keshin) Ω Incarnation
Type: Suplemntary
Rank: B
Range: Contact
Chakra: 20
Damage: N/A
Description: This is Big Mom's signature technique and one of the most versatile ninjutsu created. The user can grant non-living objects anthropomorphic form/intelligence by touching them, change animals and plants into more humanoid in form and abilities and change pictures and paintings into three-dimensional beings. This technique is similar to Kage Bunshin, whereas instead of creating form and life from nothing, they use an already pre-existing inanimate object as a medium for the clone, and animate and bring said object to life, able to speak, see, hear, taste and feel like a human would, and can even move. For example, if the user animated a door, the door would have a face, allowing it to experience the world around them. Because it uses the same principle as clones, it follows all clones rules and can only 4 objects, and inanimate objects alone, no reviving human corpses or sentient beings.

✦ Declined, this is almost a rip of a canon Senjutsu tech essentially as well as Yin release and has almost no actual relation to a clone jutsu. Saying it's similar is a stretch as Kage Bunshin splits your chakra and replicates your chakra network within copied bodies; this simply infuses inanimate objects with life, which is an ability of Yin release, so DNR unless you have it. Also, label your Ninjutsu techniques as Ninjutsu and Rank goes before Type in the jutsu template. ✦
 
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(Senninka : Kimera) - (Sage Transformation : Chimera)
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn to maintain)
Damage: 60
Description:
The user would infuse himself with Nature Energy, partially morphing his back to grow several appendages to form a pair of wings similar to that of a full grown dragon. The wings are independent of the user's arms though, the full arms downwards are well exposed thus does not hinder the user from making hand seals or using his hands normally. The wings is rather sharp, comprising of several bone appendages and only connected by a thin, dark but tough and sharp sheets of tissue with edges as sharp as a wind blade. The wings can be used to gain and maintain flight, likewise for defensive purpose and it can be used to shield and defend from B-rank and below jutsu by manipulating Nature Energy to form a layer/cloak of chakra around it when use for defense. The user can will it passively that the wings should attain another form entirely then further morph it to that of a butterfly, however, he would lose access to the offensive aspect of the transformation.
× Can be used in the same timeframe as the cannon Sage Transformation Technique, taking the duration of such transformation.
× The User gains no speed boost whatsoever and only moves at his current running speed.
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Declined - pretty sure i already approved something just like this for howard.






(Senninka : Sennin Engi) - (Sage Transformation : Sage Amplification)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-10 per turn to maintain)
Damage: 80
Description:
Sage Transformation users controls the Natural Energy they passively absorb for this technique by shape manipulating said energy to do their bidding. Using their transformation ability, the user creates a mode of
propulsion through a repulsor-like appendage protruding from their hands (the palm) and feet (under each foot) after which the user gathers this accustomed Natural Energy from every point of their body and releases it outwards through these appendages. The feet repulsors provides the majority of the propulsion force required to lift off the surface of the ground and can be used to balance in mid air (stationary) while the hand repulsors are used as flight stabilizers to manoeuvre while in mid air giving a form of flight. Given the intense release of Natural Energy and the concussive pressure produced by each repulsors, the ones protruding from the hands can be used as weapons when charged to deliver shots of Nature's chakra (S rank) to deliver powerful and destructive blasts of Natural Energy with devastating capabilities.
× The shots of nature's chakra is S ranked and costs a move out of the user's three move limit. Though regardless of the amount of shots, the total strength is still S rank.
× The repulsors drain -10 chakra each turn to maintain and lasts as long as the user has the chakra to maintain this transformation.
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Pending - need to discuss with NK
 
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Lord of Kaos

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1. ( Fuuinjutsu: Inari ) - Sealing Arts: Inari
Type: Offensive/Defensive
Rank: A - Forbidden
Range: Short - Long
Chakra: 30 - 50
Damage: N/A (Depends on the absorbed technique)
Description: Based on the Uchiha Return ability of the Uchiwa Gunbai, as well as the jutsu, the user first absorbs chakra into his gunbai. Upon absorbing this chakra, the user channels chakra of his own into the gunbai, equal to that he absorbed. This is done in preparation for the second half of the jutsu. Upon doing this, the user will swing his gunbai, releasing the absorbed chakra in the form of a large fox created from the chakra absorbed. This doesn't mean that the opponent will be able to control or utilize this chakra, however; it simply means that the type of chakra used will be of that the user absorbed ( i.e. if the user absorbs a mass of Scorch chakra, then the chakra released will imitate the properties of Scorch. This is achieved via a seal located on the barrier, marked with the Kanjis "Sustain" and "Release". How this works is when chakra is absorbed with the Uchiwa Gunbai jutsu or other gunbai absorption jutsu, the "Sustain" seal can be passively activated to allow the user to maintain the absorbed chakra in it's natural state instead of automatically converting it to raw chakra like usual. However, should this passive activation occur, the user is unable to utilize the chakra in jutsu, such as the Uchiwa Gunbai or it's variants unless specifically noted. As this passive activation occurs, the user releases chakra of his own equaling that of the absorbed jutsu to both trigger the absorbed jutsu as well as activate the "release" seal. This causes the released jutsu to take on the shape of an up to 15 meter tall fox and the properties of the absorbed chakra and it's inherent effects, including augmented effects it may have had when absorbed. Due to the user's chakra mixing with the opponent's in the various seals this allows the user to cause the absorbed chakra to be harmful to the original target, even if normally immune to it. This doesn't change the overall power nor S/W of said chakra, however. It will be released at the same power it originally had, only difference is the fox appearance and harmful aspect of it.
Note: Follows the same restrictions of the original Uchiwa Gunbai jutsu. The user is able to use the Gunbai to control it's movements or allow it to have enough sentience to attack for him and think for itself in this regard.
Note: S rank and above variants can only be used once every 4 turns for a collective 3 usage max.
Note: A ranked variants can be used to absorb jutsu lower than A rank in power as well as A ranks once every two turns.

‡ Approved ‡

2. ( Benzaiten ) - Benzaiten
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Based on the Uchiwa Gunbai jutsu, after first absorbing a jutsu, the user then releases it in a omnidirectional wave that spreads out in all directions. Functioning similarly and almost exactly like the parent jutsu, Benzaiten differs from it because of it's wide spread movement. Despite being omnidirectional, the user is left unharmed by the release of the wave as it spreads out. As this redirection occurs both suddenly and unexpectedly, the reflected attack can prove difficult for opponents to evade. However, the technique, while powerful, can only be used against attacks that can be intercepted by the Gunbai and mainly against "energy-like" techniques. The redirected attack is not the technique initially used against the user but rather a raw blunt version from it, weak to elemental ninjutsu. Benzaiten follows the Uchiha Return's restrictions as well as usage rules though S ranked variants ( done with 80 damage ) can only be utilized once every three turns, preventing usage of this in the next turn.

‡ Approved ‡ Edited.
 
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RuckenTM

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Changed Ninjutsu naming, discussed with you, & followed your implications.
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(Shiryō Ninjutsu - 飼料忍術) --- Scavenge Ninja Techinqies
Type: N/A
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Scavenge Ninjutsu (Shiryō Ninpo - 飼料忍術), simply put, is a style of non-elemental ninjutsu that utilizes the hay and straw. Created by farmers, the style uses chakra to harness the properties of hay and straw to enhance earth release or simply maim their opponents with shreds of dry stalk needles, each use is uniquely versatile. While this ninjutsu is a branch within types of jutsu as, (Ninpou: Gekka Bijin) - Ninja Arts: Beauty Under the Moonlight, where the user manipulates countless flower petals to surround, confuse and blind their opponent. [ ]

This non-elemental ninjutsu in nature, is considered a specialized form of basic ninjutsu. The ninja uses chakra-infused Straw/hay to summon many more conjunctions of straw/hay forms. They can control and reshape even parts of their body with straw/hay at will, making such forms as weapons for attack, straw/hay airplanes for quick transport, or simply covering their enemy in bales of hay/straw, restricting and asphyxiating them. This while also allows seismic resistance, a more advanced art of use would be drawing nutrients from plant-based attacks. This enables Scavenge Ninjutsu to turn dry stalks of plant-based releases into sources for more Scavenge techniques.

Like other types of non-elemental ninjutsu; smoke, paper, and Ink. Scavenge exhibits a prominent weakness against lightning/ fire based elements. Due to interactions against dry substances, its intense blazing temperature leaves Scavenge jutsu encountering with it most likely burning upon contact or when faced with flames, it will sink through the flames turning into ash then after passing. Scavenge is equal against earth/plant based elements during its clashing with Scavenge, for its more as refurbishment than damaging, because it drains the nutrients of those elements, making earth crumble to soil and wood to lose it’s nutrients. However, Scavenge Ninjutsu isn’t directly strong against Wood and Earth, but its prominently potent against them when the user summons wheat forms to emerge from the wood or earth release encounters. This form of specialized Ninjutsu, will be as strong as basic ninjutsu, therefore is respectively weak to all-other elemental natures.

Notice: Must be stated on Biography. Users will either have to only manipulate existing Straw forms. With either a nearby straw source; or carry around a gourd of straw, straw raincoat, or make a separate technique for summoning it.

You will need NK to check this as you discussed it with him

(Katon: Uchiha Himitsu Kibaku Fuda no Jutsu) Fire Release: Uchiha Hidden Explosive Tags Technique
Type: Offensive, Supplementary
Rank: S-class
Range: Mid (Long range-type explosion)
Chakra: 40
Damage: 80
Description: Of the most skillful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. To initiate the jutsu, users must first perform Ten handseals (Tiger → Rat → Bird → Rat → Ox → Snake → Dragon → Rat → Ox → Tiger), and knead chakra into flames as then momentarily unleashing a volley of kunais, each singly stringed tagged with many paper-bombs, with one hand. While at the same time, they exhale Katon-infused chakra onto them; summoning a stream torrent of flames which can be manipulated and exhaled through the ring-hole, made by the index and middle finger as: A) a thin powerful jet streamline becoming incredibly fast, while being able to stream across the field in seconds with a multitude of paper-tagged kunais hidden through the gashing line of flames and (using their chakra to keep them sustained without fault) from sight; enabling them to head through the flames (if not countered with a solid elemental interaction) afterwards, resulting into an additional explosion there then-after. B) an invasive large fireball spreading of flames that span in size height, length slowly increasing outwards. Paper-bomb tagged Kunais being embedding within the flames allow this jutsu style to attain the destructive potential by making them capable of inflicting (upon mental command) combustion released flame scotch (as the kunais within simply flow slowly to the rate of the flames, as if they're swimming through it) upon direct contact with either the intended victim or any other object caught within their trajectories.

Notice: Due to the chakra-based nature of the flames that embedded the kunais as they were surround by it, the aftermath will continue to burn even after impact, regardless of the flammability of the object that they ultimately collide with. While manipulated and exhaled as a thin yet incredibly fast jet of flames that races across the ground, its temperature will be such intensive that it will easily melt the ground as it travels and can reduce an enemy to ash, before its kunai explosion.

Note:
~ Can only be used twice per match.
~ No S-rank or higher jutsu after this jutsu, until after 2 of the user's turns.
~ User must be katon specialist.

Declined - you need to make it clear and to the point. Not only this but why wouldn't all the shuriken and kunai be incinerated in the fire?

Depiction:
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ReSubmitting:

(Shiryō Ninjutsu - 飼料忍術) --- Scavenge Ninja Techniques
Type: N/A
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Scavenge Ninjutsu (Shiryō Ninpo - 飼料忍術), simply put, is a style of non-elemental ninjutsu that utilizes the hay and straw. Created by farmers, the style uses chakra to harness the properties of hay and straw to enhance earth release or simply maim their opponents with shreds of dry stalk needles, each use is uniquely versatile. While this ninjutsu is a branch within types of jutsu as, (Ninpou: Gekka Bijin) - Ninja Arts: Beauty Under the Moonlight, where the user manipulates countless flower petals to surround, confuse and blind their opponent. [Flower Ninjutsu]

This non-elemental ninjutsu in nature is considered a specialized form of basic ninjutsu. The ninja uses chakra-infused Straw/hay to summon much more conjunctions of straw/hay forms. They can control and reshape even parts of their body with straw/hay at will, making such forms as weapons for attack, straw/hay airplanes for quick transport, or simply covering their enemy in bales of hay/straw, restricting and asphyxiating them. This while also allows seismic resistance, a more advanced art of use would be drawing nutrients from plant-based attacks. This enables Scavenge Ninjutsu to turn dry stalks of plant-based releases into sources for more Scavenge techniques.

Like other types of non-elemental ninjutsu; smoke, paper, and Ink. Scavenge exhibits a prominent weakness against lightning/ fire based elements. Due to interactions with dry substances, its intense blazing temperature leaves Scavenge jutsu encountering with it most likely burning upon contact or when faced with flames, it will sink through the flames turning into ash then after passing. Scavenge is equal against earth/plant based elements during its clashing with Scavenge, for its more as refurbishment than damaging, because it drains the nutrients of those elements, making earth crumble to soil and wood to lose its nutrients. However, Scavenge Ninjutsu isn’t directly strong against Wood and Earth, but it's prominently potent against them when the user summons wheat forms to emerge from the wood or earth release encounters. This form of specialized Ninjutsu, will be as strong as basic ninjutsu, therefore is respectively weak to all other elemental natures.

Notice: Must be stated on Biography. Users will either have to only manipulate existing Straw forms. With either a nearby straw source; or carry around a gourd of straw, straw raincoat, or make a separate technique for summoning it.

Nk needs to check as before.

(Katon: Uchiha Himitsu Kibaku Fuda no Jutsu) Fire Release: Uchiha Hidden Explosive Tags Technique
Type: Offensive, Supplementary
Rank: S-class
Range: Mid (Long range-type explosion)
Chakra: 40
Damage: 80
Description: Of the most skillful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. To initiate the jutsu, users must first perform Ten handseals (Tiger → Rat → Bird → Rat → Ox → Snake → Dragon → Rat → Ox → Tiger), summoning a torrent of flames which can be manipulated and exhaled through the ring-hole and index thumb, but momentarily unleashing a volley of kunais each single stringed tagged with many paper-bombs, and done with one hand. Manipulated as like, "(Katon: Hōsenka Tsumabeni) - Fire Release: Phoenix Sage Flower Nail Crimson" the stream is released as; A) a thin yet powerful jet streamline, becoming incredibly fast also while being able to spread across the field very quickly with a multitude of paper-tagged kunais hidden through the gashing line of flames. This results (using their chakra to keep the paper tags sustained) in katon coated Kunais to emerge via flames (if not countered with a solid elemental interaction) afterward, resulting in an additional explosion there then-after. B) an invasive large fireball that spans in size height and length but slowly as it increases onward. Meanwhile, Paper-bomb tagged Kunais embedding within the flames allow this jutsu style to attain the destructive potential by making them capable of inflicting (upon mental command) combustion released scorching (as the kunais within simply flow circularly slowly to the rate of the flames, as if they're swimming through it) upon direct contact with either the intended victim or any other object caught within their trajectory.

Notice: Due to the chakra-based nature of the flames that embedded the kunais as they were surrounded by it, the aftermath will continue to burn even after impact, regardless of the flammability of the object that they ultimately collide with. While manipulated and exhaled as a thin yet incredibly fast jet of flames that races across the ground, its temperature will be such intensive that it will easily melt the ground as it travels and can reduce an enemy to ash, before its kunai explosion.

Note:
~ Can only be used twice per match.
~ No S-rank or higher jutsu after this jutsu, until after 2 of the user's turns.
~ User must be katon specialist.

Depiction:
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Declined - how can the tags not be incinerated by this, that doesn't make sense, and the control to try and create a chakra like shield around that many tags would take too much skill.
Resubmitting from Archive: [ ] — This CW is to be tied to the Bladed Hat Combat CFS that's to be re-submitted [ ]

(Kamisori en no Bōshi) — Razor Rimmed Hat
Type: Weapon
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The Razor Rimmed Hat is a customized barber's bowl hat with a short spherical crown and elongated circular brim with bladed edges. The hat's material is incredibly strong, durable, and lightweight, being virtually indestructible and has a look and texture akin to leather. The entire hat is also very reactive to chakra, allowing different functionalities. As a result, the hat became a perfect weapon to fight with.

Abilities of the Razor Rimmed Hat

Chakra Blades
Due to the material the hat is made out of, this weapon is able to have chakra flowed through its entirely naturally. By naturally channeling their chakra into the hat, the user can perform certain techniques. Additionally, the blades on the brim of the hat are naturally reactive to chakra, and when chakra is infused, the razor edges will begin to spin rapidly, which creates a glowing buzz-saw like effect. The color of the glow will match the user's chakra. Due to the intense chakra control, the spin of the blades is on par with the rotational power of the Rasengan. Besides that, the blades of the hat can also be infused with the Basic 5 Elements.Katon — When infused with Fire Chakra, the blades of the hat increase in heat. It also adds the effect of causing intense burns on anything it makes contact with.

Remove mention of the rasengan.

Fūton — When infused with Wind Chakra, the blades of the hat increase in sharpness. It also adds the effect of perfectly slicing through anything it makes contact with.

Raiton — When infused with Lightning Chakra, the blades of the hat increase in speed. It also adds the effect of numbing anything it makes contact with.

Doton — When infused with Earth Chakra, the blades of the hat increase in durability. It also adds the effect of petrifying anything it makes contact with.

Increasing it's durability wont work, the pretrifying is fine.

Suiton — When infused with Water Chakra, the blades of the hat increase in mobility. It also adds the effect of absorbing the chakra of anything it makes contact with and decreasing it’s rank by one.
No to the absorbing.
When applying elemental chakra, the strength of the blades increase in rank and damage, and also become affected by standard Strengths and Weaknesses.

Hat Call Back
As the hat naturally reacts to chakra as well as familiarizes itself with the wearer's chakra, it has a tendency to return to its rightful place. The hat can naturally detect the chakra of the wearer, seeing it as a sort of homing beacon, wanting to go back to the wearer's head. If foreign chakra makes contact with the hat, whether through techniques or by another person, the hat rejects it by having the blades spin rapidly, freeing itself from whatever made contact with it before flying back to the user. Should someone besides the user forcibly try to keep hold of the hat, it will drain 50 chakra from the person each turn. This chakra drain can’t be used to restore the user’s chakra, it simply goes to waste. As a final ability, whenever the hat is thrown, the user is able to passively have it return to their side with a thought and/or hand gesture.

Note: Must be listed in the user's bio in order to utilize
Note: Can only usable by Bladed Hat Combat practitioners
Note: Only one elemental chakra infusion can be made at a time
Note: User needs to have completed Rasengan Ninjutsu for proper chakra control
Note: Can only infuse elemental chakra if the user completed training in nature
Note: Once an elemental chakra infusion is made into the hat, it remains until the hat returns to the wearer.

Declined - give a few reasons above as to why.
Depiction of the Razor Rimmed Hat: [ ]

Leaving for nk
 
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Sinthorus

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[Koton: Varian's hougyo ] - Steel release: Varians Demise
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90
Description: This is one of steel release's strongest attacks, the user will start by either performing a single hand seal, slamming their hands on the ground or striking the ground with their weapon to initiated the jutsu. From here a large portal like the sticky mud drop technique will open up in the sky and a large meteor glowing red will come crashing down into the target location causing destruction and devastation on impact. The projectile is actually made of steel that is super heated to the point of glowing red in parts. Fire being one of the elements means this doesn't require y/y to maintain. Though what sets aside this from other techniques, is the meteor will unfold, into what can only be described as demon giant glowing red. The sheer size of this demon would be the same size as the earth release rock golum jutsu. Though this is made of steel making it much harder and the heat radiating from it is what gives it its true power. Due to the sheer size and skill to maintain this demon, the user will remain in the position they were in when they cast it, so if they clapped their hands together, they would have to hold their hands together, if they stabbed their sword into the ground they would remain with holding their sword in the ground to maintain control. The initial crash of the meteor would release a shockwave up to mid range around the impact point knocking all away. From here, when the demon goes to strike each of it's strikes would be S rank in power, with destructive impact and surging heat. The user can use this demon as a source of steel release techniques but they will retain their own rank just be a hotter steel. If the user moves from their position the demon will become a statue and cool down within two turns. While controlling this demon the user can perform jutsu using elements that make up steel release but don't require movement such as full body surges etc.

Note: Useable Once
Note: Once the jutsu ends the exhaustion of controlling it will wash over the user as it seems like they were holding their breath trying to catch it again. Due to this they will lose two ranks to their base speed for two turns.
Note: Lasts up to 3 turns. Each strike counts as a move per turn, controlling the titan takes up a move per turn leaving only on jutsu for the user to defend themselves even though they wont be a move.
Note: No jutsu above A rank for two turns after this has ended

‡ Approved ‡

1:22
[video=youtube;HerNdsh_H-g]https://www.youtube.com/watch?v=HerNdsh_H-g[/video]

[Koton: Daishi] - Steel Release: Mount
Type:Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: This is one of the more simple applications of steel release, creating a shape and controlling it through your chakra. The user will make a rising gesture with their hand or weapon releasing their chakra into the ground, as they do a steel pegasus will rise from their chosen location the size of a smaller horse, made of dark steel with paper thin steel wings. The user will controll it's movements with his chakra and while controlling the pegasus the user will only be able to use steel jutsu and elements made up of steel. Due to the hollow nature of the beast and the light wings, the user can use their chakra control to cause the wings to flap so the beast can fly. This technique was intended for the user to ride, holding on with their chakra much like the tree climbing technique allowing them to move faster due to it running on 4 legs. The user can change the direction at which the pegasus is moving by spending one of their moves per turn.

Note: Useable 3 times lasting 4 turns
Note: Only steel element and elements that make up steel can be used while being controlled.
Note: Only one can be made on the field at any given time.

‡ Approved ‡ Decreased the duration.

[Fuuton: Se ] - Wind release: Torrent
Type:Supplementary
Rank: B
Range: Short - mid
Chakra: 20
Damage: 40
Description: There have been made techniques that coat the user in wind for enhanced close combat or even used to bind a target with wind, but this is different. The user will release their wind chakra around their chosen target and in doing so create outward pushing currents of wind. This may seem strange but the true application comes when facing a stronger opponent, or a faster one, when they go to strike, the pushing out wind will push what they wish to strike away from them, rather than suffering the full brutal force of a tai strike. These wind will almost carry the person or object away at a fast pace. On the down side it will mean you've created wind currents that will stop your own basic weapons and weaker projectiles from hitting the target.
Note: Useable 4 times lasting 4 turns

‡ Declined ‡ Similar techniques exist.
 
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JojocIaw

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Link to previous submission:
Permission from Scaze to Resubmit:

(Doton: Sanshōuo no ikari) | Earth Release: Salamander's Tempest
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A technique in which, through the formation of two handseals, the user is capable of causing the ground beneath the opponent to violently break down into earthly materials and burst upwards into a swirling and frenzied earth storm. The dust storm is comprised of unstable rocks, minerals and earthly materials; which are either drawn from the ground, or, if their sourcing is inadequate, the user can produce earth that is easily flammable and liable to explode when ignited similar to that of the 'Molten Earth Wild Eruption Technique'. The airborne earth particles will swirl at immense speeds, and from the friction of colliding with eachother they will generate large amounts of heat - so much so that they become hot to the touch. The storm can ignite rather easily, on account of the nature of the earth and the large surface area afforded by the dust particles, and as such exposure to even the smallest sources of fire or lightning will result in an effect similar to a dust explosion - in which the dust storm will swell to twice its size in an earthy, fiery explosion.
Needless to say, anyone caught within the area of the technique will have their flesh shredded; and should they be so unfortunate as to experience an ignited version of this technique; blasted as the storm furiously combusts and expands to twice it's size, and finally scorched and eroded into a bloody mess.

Note:
- Can only be used 3x
- No Earth techniques above A rank for the rest of that, and the next turn the turn.
- At the sacrifice of a further 10 chakra, the user can funnel their fire chakra into the earth directly after initiating this technique, and through doing so enhance the heat and friction generated by the earth so at to ignite the dust storm without a source of flame. This can be done only once, adds +20 damage to the combo, and eaves the user with minor pain in their extremities and fatigue that lasts for the same and the next turn that lowers their current speed by two points. Furthermore, no iteration of Salamander's Tempest cannot be re-used for the three turns.
- The area of this technique can be large enough to consume large summons such as eos Gamakichi, but not much larger

Declined - i'm sorry i just don't the explosion as possible. The super heated dust from friction is a nice concept, but explosive from friction? Not seeing it really.

New Submissions

(Katon: Sanshōuo no ikari) | Fire Release: Salamander's Tempest II
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A technique in which, through the formation of two handseals, the user is capable of causing the ground beneath the opponent to violently break down and burst upwards into a swirling and frenzied ash storm; achieved by scorching the earth beneath the target through the application of vigorous amounts of fire chakra, which is then used to manipulate the ash into a sporadic whirlwind. The ash storm, comprised mainly of ash, also includes scorched rock and molten earth that is likewise forced up from the earth along with the superheated ash and serves to add to the techniques offensive potential. The intensity at which the ash storm swirls at results in the continuous and sporadic collision of particles, which in turn generates friction that can, and will ignite the highly combustible ash - thus forming a blast-like maelstrom of fire, flaming ash and torn up molten and superheated earth. The storm ignites rather easily under the influence of but a few sparks, as the countless dust particles within the storm provides a large surface area that, combined with the combustible aspect of the storm, creates an effect similar to that of a Dust Explosion.
Needless to say, anyone caught within the area of the technique will have their flesh shredded, then blasted as the storm furiously combusts and expands to twice it's size, and finally scorched and eroded into a bloody mess.

Note:
- Can only be used 3x
- No Fire techniques above A rank for the rest ofthat, and the next turn the turn.
- At the sacrifice of an additional 20 chakra, the user can funnel their Doton chakra into the ground even as the ash arises and by doing so pull forth chunks of earth, large to minuscule, which will combine with the dust storm to create a violent combination of blazing ash and molten earth; capable of withstanding even water due to the addition of earth, granting the combo neutrality to the liquid but in turn making it weak to lightning. This can be done only once, adds +20 damage to the combo, and leaves the user with minor pain in their extremities and fatigue that lasts for the same and the next turn which lowers their current speed by 1 point. Furthermore, no iteration of Salamander's Tempest cannot be re-used for the three turns.
- The area of this technique can be large enough to consume large summons such as Fourth Shinobi WW Gamakichi.

Declined - clashes with something i submitted that was declined for being to similar to something rucken submitted
 
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Urda

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(Yōton: Gomu Shokushu) - Lava Style: Rubber Tentacle
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (via the second usage)
Description: After stringing together three handseals, four tentacles made out of rubber-material are grown from the users back. These dense, thick tendrils (although lightweight in composition) are essentially an extension of the user, being able to stretch out as far as mid-range, powerful enough to allow the user to walk up sheer soild walls and move about quickly. They are also used to grab objects, both small and large, and as literal weapons in terms of being swung at objects and people like clubs. These appendages are powerful enough to retrain or pummel a target. The tentacles are also capable of being whirled to deflect small projectiles like kunia or shuriken. Another usuage of this technique is multiple rubber tendrils growing quickly around the entire body of the user and firing in all directions to impale the target, but at the risk of spending the use per battle limit.
Note: Only usable by a Custom Rubber or Dodai Biography

~ Depletes -10 Chakra Points for the duration it remains on the field
~ Only able to utilize Fire and Earth Release (or Lava Release) techniques while this technique is active
~ Lasts 4 turns per battle (or until cancelled)
~ Usable twice per battle, with a one-turn cooldown.
~ Only taught be Anubis


Approved: edits annotated in pink.


(Yōton: Kura Ken) - Lava Style: Kraken
Type: Offensive
Rank: S-rank
Range: Mid/Long
Chakra: 40
Damage: 80
Description: Yōton: Kura Ken is a ninjutsu that utilize the Lava Element. After stringing together six seals and forcibly slamming both palms on the ground, numerous lava channels contain in the earth are converted into rubber-like material to create a gigantic, cephalopod-like beast with a ring of tentacles at the base of its head and a long, sharp tail similar to a squid. It is sustain by actively pouring chakra into the technique, where it dwells underfoot of the target until call upon by the user with a special seal. Then, it's monstrous eight tentacles and two forearms erupt from below the surface (straighten in the air at various heights) to pummeled back down, crashing into the target. It's head can also be call forth to the surface to devour the target; creating a pit that swallows the surrounding earth along with the user: inside its belly is rigid, pointed rubber aligning it's skeleton. It can swim through the earth to lock-on the targets location.

Release The Kraken
After clapping their hands together, the cephalopod-like beast is transformed into a humanoid creature of monstrous proportions, rivalling the size of a summoning creature such as the toad boss Gamabuta. In addition of it's new transformation, its head is smooth and armed with a gaping mull full of many sharp teeth. Its massive tentacles now cape is back, drape to his knees. Its legs are short and arms are bulky, signaling its strength, but lack of speed. The user can ride on its huge, firm body to control the creature made of rubber.
Note: However, controlling the technique comes with a price such as depleting -30 Chakra Points per turn it remains on the field (along with the other restrictions indicated by *), and only able to perform 1 Time per battle.
Note: Only usable by Custom Rubber or Dodai Biography

~ Depletes -20 Chakra Points for the duration it remains on the field
~ *Cannot perform S-rank level Lava Release or any form of Ninjutsu techniques within the same turn or while this technique is active*
~ Usable 2 Times per battle
~ Only taught by Anubis

Declined - turn limit and drawbacks?


Leaving for another mod.



(Yōton: Gurētorabā Keimusho) Lava Style: Great Rubber Prison
Type: Offensive, Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing Lava Release: Rock to Lava, the lava created from the pre-existing source is converted into rubber and manipulated through hand gestures to rise and envelop the target, creating a tight rectangular prison with little room to move freely. Due to the elasticity of the rubber, escape through force is nearly impossible. With another hand gesture, the trapped target (layered in rubber) is levitated in the air and is forcibly pulled to the far depths underground, where they would suffocate and die, becoming their resting place for all eternity.

~ Usable 4 Times per battle
~ Only taught by Anubis

Approve - but remember, i can be easily escaped by just of the same rank or above.


(Yōton: Gurētorabā Keimusho) Lava Style: Great Rubber Prison
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: -
Description: Yōton: Gurētorabā Keimusho is a ninjutsu that utilize the Lava Element. With a hand gesture, earth under the target is converted into rubber-like material, where the surrounding rubber erupts to envelope their body, creating a tight square prison with little room to move freely. Due to the elasticity and durability of the rubber, escape through force is nearly impossible. With another hand gesture, the target (layered in rubber) is forcibly pulled to the far depths below, where they would suffocate and die; it becoming their resting place for all eternity.
Note: Only usuable by Custom Rubber and Dodai Biography

~ Usable 3 times per battle
~ Only taught by Anubis


Update Approved: omitted the "levitated in the air" bit and reduced its usage from four turns to three turns.

 
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Robot Boy

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(Kuchiyose no Jutsu: Hone to indī) – Summoning Technique: Bone and Indy
Type:Summoning
Rank:S
Range:Short
Chakra:n/a (-40 for each)
Damage:n/a
Description: Bone and Indy are twin ninken that resemble tan-colored wolves. They each carry swords in their mouths, which they carry in a holster strapped to the side and they quite skilled with them. They can use regular ninjutsu up to and including B-rank without signs or scrolls. When using substitution, they can switch places with large bones rather than the traditional wooden log. These guys are 1.2 meters in height and are large enough to be ridden. (The summoner uses his or her chakra to stick to them, so that they don't fall off of them like the tree climbing technique.) Like Kakashi’s ninken, they can detect chakra through smell/their noses and track the “prints” left behind. By focusing chakra, the mane on their back and shoulders becomes hairier and hardens, sweeping forward and over the head, resembling the horn of a rhino beetles. Bone and Indy can use it to push or smash through objects, enemies, and earthen structures (C-rank and below). The “horn” glows blue and by itself is S-rank in strength.

-Can only be summoned once. Same applies if only one of them is summoned.
-Moving or smashing through with the “horn” can only be done twice per battle. If both ninken use it, then it can no longer be used.
-Lasts for four turns


Declined: forgoing scrolls for techniques that explicitly involve them in some form wouldn't be allowed, nor really feasible. Also, techniques meant specifically to manipulate one's hair are, more or less, exclusive to Jiraiya bios..

 
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