Custom Jutsu Submission - III

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Mattobi

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(Gamaguchi Tonari) - Outside the Toad Stomach
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Enabled before using the main technique, this passive ability alters the way the user summons the stomach of the Great, fire-breathing toad. The whole technique is the same, except for the fact that the summoner is outside of the stomach. This alteration of the original technique was developed for the sole purpose of catching opponents without the user being inside the stomach himself. Even though the user can now summon the stomach without trapping himself, he still has to summon it in short range from himself.
This ability doesn't summon anything on its own. One needs to perform the canon technique "Toad Mouth Binding" immediately after activating this ability for it to have an effect.

Note: Can be used 4 times per battle

(Gama Onaka Nenshō) - Burning Toad Stomach
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This technique is an ability that the Great, fire-breathing toad can perform after the opponent gets trapped in his stomach. The toad starts to squirt gastric acid at the target in order to accelerate the digestion. Enough acid will be secreted to fill the belly up to an average sized person's waist. The acid heavily burns the victim and if this lasts for two successive moves, the victim's limbs will be completely dissolved.

Note: Can be used 3 times per battle
Note: Costs a move but happens in the same time frame as "Toad Mouth Binding"
Note: Requires the opponent to be caught by "Toad Mouth Binding"

Leaving for another mod O_<

♪ Both Approved. ♪
 
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Sonnelion

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(Kuchiyose: Supiningudoriru kajō kaki) – Summoning: Spinning Drill Bullets
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 [40 per shot]
Description: The user will focus chakra into their hands before biting their thumb to draw blood, to perform the summoning, to swipe across their tattoo or simply clap their hands together after drawing blood. After this is done this will summon two 1ft tall moles covered in chakra metal claws and armor, one for each hand, afterwards the user will throw the moles at the target as they rotate and track the desired object. These moles armor and claws can be imbued with a desired chakra nature of the user, this will give the moles the ability to take on the effects, strengths, and weaknesses of said element. These moles have the ability to alter direction only slightly no more then a small adjustment when flung towards target(s).

Futon Imbued
This will give the moles a coating of futon chakra creating a mini whirlwind as they rotate towards their target(s) this will upgrade their speed slightly and cutting power giving them the ability to cut through most objects in the way.

Katon Imbued
This will give the moles the appearance of a fireball as they fly towards their target(s) this will simply give them the ability to burn through anything in their way as well as set it on fire.

Suiton Imbued
This will coat the moles in spheres of water as they rotate it will morph due to the rotation into the appearance of a large (1 meter large) shurken that will harden just before impact cutting/digging into anything it comes in contact with. The sphere naturally has a air pocket inside for the mole to breathe.

Doton Imbued
This will coat the moles in spheres of rock that protect them as they rotate towards their target, upon impact the spheres will shatter apart sending out deadly sharp shrapnel. Although the shrapnel is without a rank it can still kill the same way a kunia or sword can.

Raiton Imbued
This will coat the moles in a aura of lightning, this aura will give them the appearance similar to that of a shooting star. This aura simply shocks and numbs the target(s) as their sharp armor and claws dig into the target(s).
Notes/Restrictions:
- Can only be taught by Sonnelion
- Must have signed the Mole Contract
- Each mole has a individual rank of A when imbued
- Can only use 1 element a turn with two turn breaks between elements
- Can only be used 3 times
- Cannot repeat elemental usage


Pending: are these moles dispelled at the end of the turn or what, precisely? Send me a PM.

I have sent a PM but no reply so I'm resubmitting with the changes mentioned in said PM bolded.

(Kuchiyose: Supiningudoriru kajō kaki) – Summoning: Spinning Drill Bullets
Type: Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 [40 per shot]
Description: The user will focus chakra into their hands before biting their thumb to draw blood, to perform the summoning, to swipe across their tattoo or simply clap their hands together after drawing blood. After this is done this will summon two 1ft tall moles covered in chakra metal claws and armor, one for each hand, afterwards the user will throw the moles at the target as they rotate and track the desired object. These moles armor and claws can be imbued with a desired chakra nature of the user, this will give the moles the ability to take on the effects, strengths, and weaknesses of said element. These moles have the ability to alter direction only slightly no more then a small adjustment when flung towards target(s).Upon hitting or missing the target due to interference both of the moles will disappear/poof in a cloud of white smoke similar to clones.

Futon Imbued
This will give the moles a coating of futon chakra creating a mini whirlwind as they rotate towards their target(s) this will upgrade their speed slightly and cutting power giving them the ability to cut through most objects in the way.

Katon Imbued
This will give the moles the appearance of a fireball as they fly towards their target(s) this will simply give them the ability to burn through anything in their way as well as set it on fire.

Suiton Imbued
This will coat the moles in spheres of water as they rotate it will morph due to the rotation into the appearance of a large (1 meter large) shurken that will harden just before impact cutting/digging into anything it comes in contact with. The sphere naturally has a air pocket inside for the mole to breathe.

Doton Imbued
This will coat the moles in spheres of rock that protect them as they rotate towards their target, upon impact the spheres will shatter apart sending out deadly sharp shrapnel. Although the shrapnel is without a rank it can still kill the same way a kunia or sword can.

Raiton Imbued
This will coat the moles in a aura of lightning, this aura will give them the appearance similar to that of a shooting star. This aura simply shocks and numbs the target(s) as their sharp armor and claws dig into the target(s).
Notes/Restrictions:
- Can only be taught by Sonnelion
- Must have signed the Mole Contract
- Each mole has a individual rank of A when imbued
- Can only use 1 element a turn with two turn breaks between elements
- Can only be used 3 times
- Cannot repeat elemental usage

Declined - Turn limit? What about dome drawbacks? Like no other summons at the same time? And and also due to it being worded in a way that you add chakra into their armor you would only be able to choose one nature, and not be able to suddenly change it mid flight really.





(Kuchiyose No Jutsu Buki) Ninjutsu: Weapon Summoning Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 [+10 for chakra blade mode]
Damage: 80 [+10 for chakra blade mode]
Description: The user will pull out a medium sized scroll before performing a small string of three hand seals while it is in their hands as they transfer chakra into the scroll. Once this is done the user will unwind the scroll as they throw it into the air before performing one more hand sign that correspond to the symbol on the scroll (tiger - claws, serpent - scythe, monkey - staff, and dragon - great sword). These weapons all have the same chakra blade ability the only difference is how the chakra comes out and what it enhances. The claws, scythe, and great sword simply get a large aura around them that extend the reach of the blade as well as give them a bonus in attack power and allow them the ability to cut through higher ranked ninjutsu as a whole. The staff gains two hammer type shapes at the end of each when chakra blade form is made simply allowing it to smash higher ranked ninjutsu as a whole. The claws have a length of two feet, both the scythe and staff have a length of 6 feet with the blade being 2 feet in length on the scythe, and finally the great sword is 5 feet in length and 1 foot in width.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Chakra blade mode lasts as long as the weapon summoning does
- Can only be used 3 times with two turn cool downs
- Weapon summoning last 4 turns for one use chakra blade mode doesn't prolong it's summon time
- Using chakra blade mode counts as another move
- The weapons can cut through B-ranks without chakra blade mode and A-rank with chakra blade mode

Declined - basically you have a scroll with a set of mini custom weapons ? All being able to cut through B ranks, or A ranks with chakra blade mode? You can summon basic weapons but to have them all cutting through B ranks is a no. But you can already summon basic weapons with cannon techniques

(Doton: Gaia No Ikari) Earth Release: Gaia's Rage
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user will perform the following hand seals: boar - tiger - dragon - serpent - monkey - dog, before stomping their foot onto the ground sending a large quantity of doton chakra into the ground infusing a large quantity of the ground beneath them with their chakra before they raise their arm(s) up towards the sky to send multiple large chunks of rock into the air all over the battlefield. Upon completing this step all of the rocks and boulders will begin to rotate by themselves or if close enough to the user around the user before they all will "rain" down on the opponent from every direction in waves/at the user discretion at quick speeds, for doton.
Notes/Restrictions:
- Can only be taught by Sonnelion
- Can only be used 2 times with 2 turn breaks between
- Must have mastered Doton to use due to the amount of earth the user is using
- Around 32 projectiles will be made at once and attack all at once making each projectile C-rank individually
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Declined - it's a nice idea but been done before, and has it's own cannon variants like Deva path can use orion belt to do exactly the same.
 
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Gutsy

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(Sējiāto: Tōitsu shūgeki) Sage art: Unison raid
Type: Offensive
Rank: Forbidden Rank
Range: Short- Long
Chakra: 50
Damage: 90
Description: Unlike many jutsu, Unison Raid requires two to perform being a combination jutsu, and is mostly used between team members or in conjunction with a summon. This is based on a unique trait of the toad contract which allows the user or toad summons you produce and control a flammable oil. As we have seen in the series Jiraiya tried to teach Naruto how to combine an attack with a toad but failed in many cases, where as Jiraiya was quite capable with Gamabunta with combinations such and the oil/fire combo of big flame bullet. What this technique does is requires two shinobi or a shinobi and summon to be next to each other and hold out both their hands, in the process, one will create an orb of concentrated flammable oil, while the other focuses one of their basic elements into the orb, creating a perfect balance between the two, and then they will release the chosen element forwards with the oil which will shoot out with explosive force wiping out everything in front of the user up to long range in a cone shape. What essentially is happening is both parties are using S rank power and balancing them in unison for a greater striking potential. Combining the oil with each element will have a different effect:

Katon: This will be combining fire chakra with the oil and releasing it in the form of a spiraling liquid blast. When fire ignites the oil as it's shot forwards it will add a destructive and explosive force that will cause devastation to all in it's path. Unlike normal fire based jutsu this would be neutral against water due to the combination of oil.

Suiton: The oil will combine with the water making it more destructive as the density will have increased, not only this but if their was a spark to ignite the oil within the water, it would create a mid range explosion as oil that is on fire explodes when coming into contact with water. Not only this but due to the increased density of the water thanks to the oil it will play on par with earth release techniques.

Fuuton: The oil will be carried by the wind in a spiraling vortex of wind with destructive and cutting force like the pressure damage technique, due to the added oil to the wind it would cause the wind to play on equal terms with fire element as fire would only ignite the oil giving more power to the striking force. The vortex takes the form of a double corkscrew with half being the light brown colored oil and half being a greenish hue compressed wind release drill.

Doton: The oil will be used in this form to drench and soak an enormous earthen slab roughly the same size as Gamabunta which is hurled at an opponent, while the slab can still be destroyed by lightning release the spark from lightning jutsu will cause it to violently detonate launching debris at dangerous velocities in a 360 degree radius up to mid range, making both the user and opponent vulnerable if they are in these ranges. It's akin to a grenade detonation spewing shrapnel across the field. With the earthen chunks being sharp and on fire.

Raiton: Combining the oil with lightning is by far the most volatile combination of the technique and will immediately cause the oil to explode but via careful chakra control the explosion will be contained within the coiled lightning, creating a two part drilling technique of liquid fire and focused lightning capable of destroying most defenses or substances it comes in to contact with. Behaving in a neutral way to wind release thanks to the fire.

Note: May only be used once per battle
Note: If used with a clone, the clone will disperse afterwards due to backlash from the jutsu, the backlash causes 30 damage split evenly between participants. Which may also cause some summons to poof away if they're weaker summoning creatures.
Note: Biographies capable of using toad oil freely such as Jiraiya may use the version linked with their primary elemental affinity with no partner and will take a reduced 20 damage of backlash.


(Hikigaeru no Zō) Toad Statue
Rank: S-rank
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This is a powerful toad summoning which varies in difference, that the summoning does not summon an actual toad, however it summons a massive toad statue which is in truth one of the fallen people whom attempted to learn Sage Mode. These statues weigh an incredible amount and are the size of 30 meters tall and 20 meters wide, and are made of solid rock. The difference between these statues and regular old statues are that these inherently infused with a massive amount of natural energy. When a single statue is summoned to the field it becomes a sentient being of solid rock and natural energy which flows through and around it. When summoned to the field they are summoned either beneath the user or in the vicinity of short range. These massive toads can resist a force of a single S-rank technique due to it being of solid rock and natural energy flows through it. The abilities of this statue range into three different powers. The statue is capable of using oil based techniques from the toad contract to combat an enemy or use in combination with the user. Furthermore, the second ability of this statue is its ability to release portions of its natural energy to surround and shield the user like an orb anywhere on the field within a moment’s notice, from any technique, as the natural energy surrounds and revolves around the user releasing a powerful current of power and energy which obliterates anything in its path (The ability is known as Natures Protection). The final ability of the toad statue is its inherently dangerous ability to when touching an animal or a person it can either release a large quantity of natural energy into that person or it can remove natural energy from a being and thus if a person is in Sage Mode or the likes it may remove them from the heightened state.
Note:
- Any toad oil ability used by the Toad Statue counts towards the move count
- The second ability, Natures Protection, is an A-ranked ability which protects the user from all elements, including CE, KG or Clan power of equal rank
- The second ability counts towards the move count and can only be used three times
- The third and final ability is an S-rank ability which can remove a person from Sage Mode or any state which is heightened by natural energy, however it can also be used to release a powerful burst of natural energy through a person or animal resulting in a quick turn to stone
- The third ability counts towards the move count and can only be used once
- The toad statue can remain on the field for a maximum of 5 turns
- The summoning does not require the user to be in Sage Mode


(Toddo Manipyurēshon Iryūjon) Toads Manipulative Illusion
Rank: S-rank
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The toads manipulative powers through illusion comes from an ancient group of venomous toads whom developed a very powerful illusion affected through their inherited venom. The user being influenced and taught by the toads have been able to through intensive practice create a similar illusion that these toads possessed. The user will perform one hand seal to initiate the illusion, where after 4 toads would be summoned right around the target. These special toads will secrete venom from their bodies and spew venom hitting the target anywhere on the body. This venom would seem to corrode clothing and act as a sort of venom absorbed through the skin. However instead of being deadly, this venom would cause severe dizziness and balance problems for the target hit, and even worse would happen the more the venom would continue to be inside the target. These effects would be more severe after each turn.
After the first turn after being exposed to the illusion for one turn, the target would experience dizziness and numbness in their body, causing difficulty in control their balance and focus and a severe extent.
After the second turn the target would not only feel dizzy as well as their body slowly going numb, they would also begin to hallucinate, seeing strange things all around them and the landscape and people and creatures around them would morph into creatures of nightmare.
After the third turn after exposure the opponent will experience their body slowly becoming numb, starting with the areas hit which are the legs and arms, making them useless after the second turn of exposure.
After the fourth turn target would become paralyzed by the venom making their body completely useless while their mind is becoming lost in all of their hallucinations and dizziness.
Note:
- can only be used twice per battle
- No genjutsu above A-rank in the following turn
- Need to wait two turns between each usage
- must be master of toads

Leaving for nk
 
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Six Paths

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

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

Shroud of the Abysswalker – The Armor ☫

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

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Greatsword of Artorias – Weapon ⍖

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

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

Note: Activation costs as a move.
Note: Weapon set draws a total of 10 chakra every turn.
Note: Can only be used by bios with regenerative properties.
Note: Elemental coating can last a total of 3 turns max.
Note: Elemental usages could towards the jutsu limit.
Note: Can only be used by bios that have the Centipede Summoning Contract
Note: Armor and weapon elemental shrouding can only be used 4 times per battle.
Note: Can only be used by Six Paths.
‡ Declined ‡ Alright, this is entirely too long. I know you want to top your previous CW but this is unreasonable. First of all, there's no real reason for this to have two parts. For all intents and purposes, these are two distinct weapons. So I need you to choose between the armour and the sword. There's nothing particularly unique about the sword and so I'd recommend sticking with the armour. Honestly, I quite like what you've done with the armour but the bolded isn't going to fly. Same ranked attacks wouldn't merely cause cracks, they should destroy the armour. What you'd have here is immunity stronger than the Third Raikage's. This is an S-Rank and so I can accept this. One S-Rank would destroy it completely but it can regenerate up to 3 times from lesser attacks. The reason why this needs to be more restricted than something like the Kagune is because it encases you entirely. It's a complete defense, not an additional limb. The haze was a nice touch, though clearly outline what infusing each elemental chakra would do (you neglected to mention wind). Remove the bit about earth chakra making it seem more solid, just stick with the weight gain/decrease you can apply through it, that was a pretty cool idea. Remove the elemental coating ability, you already have so much here that this weapon is pretty damn stacked. I allow elemental coatings when the weapon doesn't have so many other miscellaneous abilities.
Dropping
Centipede Contract
You CANNOT make Kagune as a CW, considering it belongs to the Claymore clan. And Zaphkiel, the owner of the clan WILL NOT give you permission to make it. If you so much want the weapon, apply for the clan, simple.

Did not bold changes, as they were too many, and spread all across.

Abysswalker Artorias | Artorias the Abysswalker
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: 40 (Activation) 10 (Per Turn)
Damage: N/A
Description: Hailed to be a creation of the devil itself, due to the darkness and Abyss which always surrounded this item, along with the hailed legends that person who walks through the darkness, through the eternal void of nothing, through the abyss may possess them only, the set of the Artorias, appears to be rather simple. It is composed of a body tight suit, which sits underneath the clothing of the individual. It is rather flexible allowing the user total movements, and is practically weightless, due to it being insanely thin and almost as it is part of the user itself, so in this form, it won’t cause any problems. This set is made by a material which comes from the infamous Aogiri Centipedes. The thin tight armor, will be activated through the users chakra when he desires, and it will grow into something unique. It will grow into a full-body armor, which covers the whole body along with a very unique helmet, the appearance of which will be given by an image. The armor itself will appear to be feather light, due to the chakra of the user controlling it, rather than the body carrying it. This is why it will appear insanely heavy to everyone else, but the user. The armor itself has a very specific set of abilities, which will be composed to the unique shell and strength of the Centipedes itself.

Shroud of the Abysswalker – The Armor ☫

The armor consists itself as a very tightly connected piece of a body suit. However, what might seem like a clothing, is essentially connected to the body of the user itself. The armor of the Artorias, sticks similar to fungi to the users body, all over the skin. Taking it off, will greatly cause the weapon to reject. It will grow sorts of “roots” connected to the users chakra and tekketsu points all over the body. This full body suit, will come with the upper, long sleeved part, along with long pants with the very same chakra connections. Actually, bodies who do not naturally have regenerative capabilities, will not be capable of bearing this weapon or armor, because all the wounds of the weapon moving through the skin, would damage normal humans too much. So, special regenerative capabilities would be crucial to pulling this off. Upon activation, the armor will tear through any sort of clothing above the user, releasing some sort of wave of chakra. The activation requires a total of 40 chakra, and from that moment, it will constantly need chakra in order to work and process naturally. Once active, this armor, will have a long cape, and appear all black in sight, with shades of grey and very dark blue. The effects of the armor in turn however, are very specific. The organism, feeds on chakra, and it very connected and bound to Centipedes in turn as well. The helmet, will act similar to Organs of Tömösváry, which are sensing organs, highly sensitive to all sorts of vibrations, even within the ground or air, which will send all this knowledge and information to the user itself. The armor itself, is made by very strong shell like structure, which will be shaped and look like steel, but is actually much lighter, giving it a durability of B-Rank. Lower ranked attacks can cause scratches on it which can regenerate in turn, while same and higher ranked attacks will be able to damage it severely or destroy it entirely. This armor though, has regenerative properties, which will form it only 3 times. After the 3rd destruction, it will simply deactivate and be put in the form of the normal, skin tight bodysuit, with no gains in speed, or durability. No more than normal clothing. The “Roots” have more than usage of sucking up chakra from the user, as they scan for something very specific, which is, the chakra nature of the user. The armor itself however, can also use the regenerative capability of it, in order to grow from every part of it, just like the user desires. It can, in turn, create weapons, from it’s hands, shields from the forearm guards, even spikes, only up to the size of normal weapons. The strength of those grown segments, are on par with the rest of the armor, and their damage, will count in similar fashion. These grown segments, can be separated, but, will take away strength from the main armor, and only regain it, after this segment, connects to it again. The armor, will be able to at will, release a haze, which will be purplish. This haze is naturally very venomous, using the natural venom of Centipedes, which has hallucinatory properties when inhaled, but, at times when the user desires, this haze will lose those venomous properties, in order to develop specific features from basic 5 elements. These features would include, but not be limited to, powerful burning properties of fire. Shocking and paralyzing properties of lightning. Chakra absorption of mist based water release. Very sharp and cutting qualities, but also strong and powerful gusts and blasts of wind. As for earth, it will be able to use the weight manipulation of earth release to make the armor and the user wearing it lighter or heavier. Meaning it will allow the user to make very powerful jump and quick maneuvers and movements, which would even be up to Mid-range. (Cannot be used to dodge techniques). All these properties, will be up to A-Rank in strength, and the user needs to specify which one they used. Using this elemental haze chakra property, will count towards the jutsu limit. The purple colored haze, can use the elemental properties only short range from the user. The user can also, at will, coat parts of the armor with a liquid form of the venom, than when it goes into the blood circulatory system of enemies, it will cause hallucinations, high temperature, even passing out if the cut and amount of venom was low enough (Being stabbed...ect).​

The set of the Artorias, will continue leeching the Haze around itself for continuous periods of times and it is passive as well. The very nature of the weapons of Artorias is a terrifying one, calling the people who wield it the name of the Abyssal Walker, or the Abyssal Knight. This set was found by the infamous claymore Ken Kaneki and is being used by him ever since.

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Note: Activation costs as a move.
Note: Weapon set draws a total of 10 chakra every turn.
Note: Can only be used by bios with regenerative properties.
Note: Elemental coating can last a total of 3 turns max.
Note: Elemental usages could towards the jutsu limit.
Note: Grown segments which are separated can be up to B-Rank, Max.
Note: Elemental coating can be used a total of 4 times max.
Note: Can only be used by bios that have the Centipede Summoning Contract
Note: Can only be used by Six Paths.

Declined - remove the mention of organisms and such that make this seem sentient, i wont allow that. You have it linked to too many elements too. It's too varied. And you write so much to say stuff that's so simple <_<
 
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Urda

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(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 utilizes 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 a 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. Its head can also be called 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 its skeleton. It can swim through the earth to lock-on the location of the target.

Release The Kraken
After clapping their hands together, the cephalopod-like beast is transformed into a humanoid creature of monstrous proportions, rivaling the size of a summoning creature such as the toad boss Gamabuta. In addition to its 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: Kura Ken) - Lava Style: Kraken
Type: Offensive
Rank: S
Range: Mid/Long
Chakra: 40
Damage: 80
Description: Yōton: Kura Ken is a ninjutsu that utilizes 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 a 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. Its head can also be called 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 its skeleton. It can swim through the earth to lock-on the location of the target.

Release The Kraken
After clapping their hands together, the cephalopod-like beast is transformed into a humanoid creature of monstrous proportions, rivaling the size of a summoning creature such as the toad boss Gamabuta. In addition to its new transformation, it becomes heavyset with a big belly; its head is smooth and armed with a gaping mull full of many teeth; its massive tentacles now cape its back, drape to his knees; its legs are short and arms are bulky, signaling its strength, but lack of speed. It appears out of the ground, standing as a weapon - rather than a partner. The user can ride on its body and use hands gesture to command the humanoid Kraken to utilize its frame to force its target to the ground. However, controlling the Kraken comes with a price, resulting in:
Note: Can only be summoned to the field if the Kraken is already on the field.
Note: Depleting -30 Chakra Points per turn it remains on the field
Note: Takes 2 Move slots for the 3 Move per Turn Limit
Note: Last 3 Turns per battle (or until cancel)
Note: Usable 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 any form of S-rank Ninjutsu within the same turn or while this technique is active
~ Usable 2 Times per battle
~ Only taught by Anubis

Declined - you say in one note it can be used two times per battle and in another note 3 times
(Yōton: Koutetsujou no Kabane) - Lava Style: Kabane of the Iron Fortress
Type: Offensive
Rank: S
Range: Long
Chakra: 40
Damage: 80
Description: Yōton: Koutetsujou no Kabane is a ninjutsu the utilizes the Lava Element. At the start, a lava wall is erected around the target, creating an entrapment. Transpiring out of the lava walls are humanoid species made of lava, known as Kabane. Their heart is packed with lava chakra to serves as the core to control the actions of the Kabane via weaving the Tiger handseal. Despite being able to see within the lava walls, the Kabane are created in numbers to swarm the space from all directions, lashing out at their prey and usually try to overpower them. Although their bodies are feeble and slow-moving, they are devised to distract and exhaust the target while the lava walls around the barrier grow as tall as a skyscraper to then collapse inwards on them, burning those trapped inside.

~ No S-rank Jutsu in the same Turn this technique is used
~ Unable to perform A-rank above Lava Jutsu the next Turn
~ Usable 3 times per battle
~ Only taught by Anubis

Approved - made edits


(Yōton: Koutetsujou no Kabane) - Lava Style: Kabane of the Iron Fortress
Type: Offensive
Rank: S
Range Long
Chakra: 40
Damage: 80
Description: Yōton: Koutetsujou no Kabane is a ninjutsu the utilizes the Lava Element. At the start, a wall of rubber-like substance is erected around the target(s), creating an entrapment. Transpiring out of the rubber walls are humanoid species made of rubber, known as Kabane. Their heart is packed with lava-based chakra to serves as the core to control the actions of the Kabane via weaving the Tiger seal. Despite being able to see within the rubber walls, the Kabane are created in numbers to swarm the space from all directions, lashing out at their prey and usually try to overpower them. Although their bodies are feeble and slow-moving, they are devised to distract and exhaust the target(s) while the walls around the barrier grow a lengthy height to then collapse inwards on them, crashing down on their bodies, dealing sufficient damage.
Note: Only usable by Custom Rubber or Dodai Biography

~ No S-rank Jutsu in the same Turn this technique is used
~ Unable to perform A-rank above Lava Jutsu the next Turn
~ Usable 3 times per battle
~ Only taught by Anubis

Approved

(Yōton/Suiton: Kyanonbōrukurage) - Lava/Water Style: Cannonball Jellyfish
Type: Supplementary
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: Yōton: Kyanonbōrukurage is a combination ninjutsu the utilize the Lava and Water Element to bomb the target from the air to confine them. After performing a string of three seals, four jellyfish made of rubber-like substance emerges from the earth, appearing similar to cannon balls in shape and size. Their body is translucent with four long oral arms, hang from the center of the underside, where the mouth of the jellyfish is located. It is guided by the user's chakra to float into the air, where it absorbs moisture or can be directed by the user to collect from Water Release techniques to amass inside the jellyfish head, causing it to expand. The water gathered inside is quickly converted into a thick consistency. On command, it dives back down towards the target and explodes, releasing a green-ish, adhesive substances that spread over the battlefield within a short meter blast radius, which can restrict the mobility of the target.
Note: Only usable by Custom Rubber or Dodai Biography

~ Sustain on the field by offering 5 Chakra Points each Turn (or until cancel)
~ Usable 4 Times per battle
~ Only taught by Anubis

Declined - needs a turn limit and need to state what rank water they can take in from water release techniques etc
 
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-Haku Yuki-

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Jutsu based off of the above, ink to snake training is also there.

Futon: Kuchiyose no Jutsu: Mega Rayquaza)- Wind style: Summoning jutsu: Mega Rayquaza
Type: Summoning
Rank: F
Range: Short
Chakra: 50
Damage: 90
Description: The user will focus a vast amount of chakra into Rayqauzas body, by doing so Rayquazas body will change in a blinding flash of light, he gains a face plate and streamers of light seem to emit from this triangular face plate, he also begins to emit a armor of wind that defends him from lighting jutsu up to S rank, and takes reduced damage from F rank lighting jutsu but makes him weaker to fire style ninjutsu to the point where an A rank fire jutsu could kill him if the summoning isn't undone after he is hit. By doing this Rayquaza gains +20 damage to his wind style jutsu and gains an extra 3 turns of the field from the users chakra. Finally while in this form Rayquaza has access to a special move he calls "Dragon ascent" It is as strong as an F ranked wind jutsu and by using it the summoning is undone after it is executed. Rayquaza will fly high into the air absorbing as much wind chakra as possible and surrounding his body in it, until he begins to shine with pure green chakra, he then charges at the ground at speeds so fast a 3t sharingan can only barely make it out as a blur. Rayqauza smashes into the ground with this wind causing a crater as deep as Manda and as wide as a planetary devastation (that pain used on 6 tails Naruto.) This jutsu is said to be so strong that it could even break through F ranked Earth Jutsu, it is capable of hitting up to mid range but the shock wave of wind that comes from rayqauzas hit will reach long.
Note: The user can chose to summon Rayquaza in this form but it takes up the chakra from the original jutsu aswell as this one.
Note: No wind jutsu Above A rank for 2 turns After rayquaza preforms dragon ascent
Note: Dragon ascent counts as one of the users 3 jutsu
Note: No other summoning can be used while Rayquaza is mega and after Rayqauzas summoning time runs out No summoning the turn after.
Note: After Dragon ascent is preformed Rayquazas summoning ends
Note: Can only be used once per battle.
Note: User risks getting hit from the attack aswell since he cannot ride with rayquaza into the air for dragon ascent without suffocating.

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Dragon ascent
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Declined: F-rank summoned animals aren't allowed and extending its turn limit wouldn't be approved either.

Resubmitting, snake contract Rayquaza approved


Futon: Kuchiyose no Jutsu: Mega Rayquaza)- Wind style: Summoning jutsu: Mega Rayquaza
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will focus a vast amount of chakra into Rayqauzas body, by doing so Rayquazas body will change in a blinding flash of light, he gains a face plate and streamers of light seem to emit from this triangular face plate, he also begins to emit a armor of wind that defends him from lighting jutsu up to S rank, and takes reduced damage from F rank lighting jutsu but makes him weaker to fire style ninjutsu to the point where an A rank fire jutsu could kill him after two hits (Two A ranks) if the summoning isn't undone after he is hit. By doing this Rayquaza gains +25 damage to his wind style jutsu and becomes incredible faster. Finally while in this form Rayquaza has access to a special move he calls "Dragon ascent" It is as strong as an F ranked wind jutsu and by using it the summoning is undone after it is executed. Rayquaza will fly high into the air absorbing as much wind chakra as possible and surrounding his body in it, until he begins to shine with pure green chakra, he then charges at the ground at speeds so fast a 3t sharingan can only barely make it out as a blur. Rayqauza smashes into the ground with this wind causing a crater as deep as Manda and as wide as a planetary devastation (that pain used on 6 tails Naruto.) This jutsu is said to be so strong that it could even break through F ranked Earth Jutsu, it is capable of hitting up to mid range but the shock wave of wind that comes from rayqauzas hit will reach long.
Note: The user can chose to summon Rayquaza in this form but it takes up the chakra from the original jutsu aswell as this one.
Note: No wind jutsu Above A rank for 2 turns After rayquaza preforms dragon ascent
Note: Dragon ascent counts as one of the users 3 jutsu
Note: No other summoning can be used while Rayquaza is mega and after Rayqauzas summoning time runs out No summoning the turn after.
Note: After Dragon ascent is preformed Rayquazas summoning ends
Note: Can only be used once per battle.
Note: User risks getting hit from the attack aswell since he cannot ride with rayquaza into the air for dragon ascent without suffocating.

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Declined: please do not resubmit. Didn't think it would be submitted again, but nothing about this is reasonable.


New custom weapon, if apprved I'll be dropping the ice ring:

Chō kogatarobotto) | Microbots
Rank : S
Type : Weapon
Range : Short-Long
Chakra cost : N/A (-5 per turn)
Damage points : N/A
Description : Microbots are a collection or a swarm of tiny pieces of sharp and discrete units, made of an unknown metal. The size of each individual piece does not exceed one-third the size of a human finger. The user can passively control and provide energy to (by spending 5 chakra every turn) his weapon mentally, by controling any one unit which in turn controls the rest. Applications of this weapon are limitless. What the user can make out of them, is only limited to his imagination. He could create huge buildings, automobiles for travel, armor for self defence etc. and can even control them in groups. The basis of the Microbot's structural integrity and core strength is the chakra stored in it which permeates the Microbot's "cells" as well as the whole configuration when active. This is why the microbots are indestructible by normal attacks and blows. The Microbots can remain functional even after having sustained considerable chakra damage (up to A-Rank) twice. The microbots can also channel the chakra back to the user by direct contact when it is worn as an armor. However, it cannot be used to increase the user's chakra pool, but would act as a method to flush foreign chakra out of the user's system (it can tackle up to A-Rank of any type of genjutsu; counts as a move). When inactive, the Microbots can collapse by folding on themselves to take up a smaller volume, which helps the user to carry it with him convienently (mostly in a suitcase or a gourd). Each piece of Microbot moves about at an amazing speed. It can carry the user around at twice his speed. Also, the strength of the weapon is comparable to any S-Rank technique (for example, if a huge group of Microbots were to fall on someone, it would put S-Rank technique worth of pressure on the target). The user can also destroy the entire group of Microbots with his mental command, causing a huge explosion (30 chakra from user's chakra pool: 60 damage) destroying anything and everthing short range around it.
Note:
- The user can only carry small quantity of Microbots at any given time (the volume will never exceed more than what can be filled in Gaara's gourd)
- The user can however, summon huge amounts of Microbots back from home, by using the basic weapon summoning technique (without the blood sacrifice). In total, the volume of the Microbots will never exceed the size and volume of Madara's Susanoo.
- The weapon by default follows normal laws of physics, and cannot levitate or fly in the air unless a jutsu is used.
- By accumulating enough chakra from the user, the Microbots can release this chakra (even in elemental form) from themselves to make an attack. A separate jutsu will be created for the technique (or may develop a CFS based on this idea).

Declined it's just too varied for one weapon and using microbots... well just no. Indestrucable mentioned is a no ect

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New, based off of:

(Katon/Raiton: Seinaru Gekirin)- Fire/Lighting style: Holy wrath
Type: Offensive
Rank: S-rank
Range: Mid/Long
Chakra: 40
Damage: 80
Description: The user will begin to use Lighting style: Lighting of absolution creating the halo and floating into the sky but instead of opening the Halo to release its blades of lighting the user will leave it in place allowing the user to float in the air, the user will then create a small fireball on his finger tips and then shot the small fireball forward like a bullet wile streaming the lighting Halo into it creating a huge fireball that is inflated with lighting from the inside creating a fire lighting ball that rains downs from the heavens like the wrath of God.
Note: The user doesn't have to use lighting of absolution to use this jutsu but has to include it in the chakra count.
Note: Counts as two of the users 3 jutsu per turn.
Note: Can only be used twice
Note: No fire or lighting jutsu above A rank next turn.
Note: Just like Lighting of abosultion the user can chose to use this jutsu while on the ground.
Note: The same restrictions that restrict lighting of absoultion restrict this jutsu aswell.


Declined - just being able to float during this isn't logical, you need to give reasoning for that.
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Ukaku Fukurō - SSS | Shining Owl SSS
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra: 30 (Activation) 10 (Per Turn)
Damage: N/A
Description: SSS is a weapon found by the Wrought Iron Warrior which quickly became his first weapon of choice. That is due to the special effect that this very weapon had. Tales say that it was so hard to master and place it under control, that, its power held the very strength to kill even the strongest and most dangerous monsters. Earning itself a rating. That of the triple S, or its name, SSS how Archer refers to it. SSS is a parasitic organism which works based on the chakra signature of its user and only its user. Other instances of individuals trying to tame the weapon, led upon their death, or if they were lucky enough, a lesson they shall never forget. The weapon has the general shape of a curved, sharp blade. Insanely hard, sharp and powerful. Around it, it has grown segments of itself, which attach to the back of the blade and at first, seems like decorational carvings of eyes and mouths. It is this subtle fact, which made everyone control the weapon appear to think they are into a nightmare. Upon activation, these appearing carvings, come to life. The entire back of the blade is composed of small pieces of the very same organism. All occupying one mouth with teeth and a tongue, and no general shape. They seem like glop like creatures, which come from other planets. There is a total of 5 parts of the same organisms in the blade, which once they activate, have a specific set of abilities. The blade itself is composed of hardened material of these organisms, and has a total hardness of S-Rank. The organism has sensory abilities, being attracted to chakra and movements. It can as well differentiate different kinds of types of chakra, between each of the users. These parts, usually remain tightened to the blade, but they can at will, harden and be thrown like projectiles. In distance from the blade, they become rather self conscious, and their general goal is to annihilate everything but the user, making no difference between friend or foe. They can at will, attach to things, and even harden themselves, moving and throwing themselves towards the said target, all with the intention of causing the most harm, but this is not where their only strength lies. All these organisms, are capable of using the basic 5 elements, in a very simple and generic fashion, however, this becomes insanely useful in battle. The same elemental nature can only be used by one piece of the organism. 2 of them can't use the same elemental. And a total of 3 can be used at once. You cannot have all 5 pieces rely on different nature's. What they are capable of doing is rather definite. They can rely on the nature of earth release, to move through the ground in quick fashions, similar to Hiding like a Mole. They can release very powerful flame based explosions, releasing the flames from their body all around them up to mind range, or fire from their mouth, directed fire streams or blasts. They can use wind based attacks which compose of sharp slashes of wind, or powerful gusts. They can use lightning based attacks which shock or paralyze the character. And also syrup like water and mist, which can absorb chakra in prolonged contact. This is what happens only when the organisms are detached. If connected to the blade, all this effects are either in form of elemental releases of blasts, or shrouding of the weapon.


Remote Activation


This is the final ability which is covered by the blade, which will have the weapon disconnect at the hilt, and filled with a total of 20 chakra points. At this point, the organisms, can control the sword blade at full will, which will use any medium to travel towards the enemy doing about striking, piercing, or slashing damage. This is also in a sense a locked weapon, as it will follow the movements of the enemies, until 30 m away from the user, and then instantly come back to the user using the ground or air as a medium.​


All organisms confined to the blade is the most solid and powerful form of the weapon. All organisms need a total of 10 chakra points each to activate. Their elemental attacks and properties take about 30 chakra each and are A rank in strength. These elemental abilities take a total of 10 chakra if not used in the very turn they placed the chakra to the weapon, for every future turn. Organisms can move rather fast and once hit by a strike up to A-Rank they will instantly return back to the blade and need a total of 2 turns to heal to be used again. Anything above A-Rank will kill it, and make it not usable for the rest of the battle. However, they are capable of dodging strikes by going into the ground, this however, needs to be commanded by the user holding this very sword. Only this dodging capability is remote, as any other chakra infusion is made from contact with the blade directly.


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Note: All elemental abilities of this weapon are up to A-Rank.
Note: Can only use up to 3 chakra natures at the same time.
Note: Needs a total of 10 chakra every turn elemental usage is confined
Note: Hardened segments of the organisms which can grow are about as hard as normal based weapons like Kunai and Swords
Note: Main weapon can be used at all times even as a normal sword, mind a lot harder.
Note: Can only be used by Starboy

Declined - i started going through it and the stuff i highlighted is more than enough reason to decline this by todays standards
 
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(Inperiaru no Megami) Imperial Goddess
Type: Weapon
Rank: S-ranked
Range: N/A
Chakra: N/A
Damage: N/A
Description: Imperial Goddess is an ancient tool formed many years prior to the current world; in a small continent outside the shinobi world. This continent is exists in its own plain as has highly European themed lifestyles. This tool which comes in the shape of a small ring, was forged by witch named Elise during her times being alive. She was an immigrant of this nation, as she was actually a shinobi who came from the Ōtsutsuki Clan. This ring was her personal weapon which benefited her style of fighting and favorite art; Bakuton. At first glance the ring has a simple ruby colored stone with black and gold design but when it's worn by someone with the Bakuton Kekkai Genkei, the ring can be of great power towards them. It has several abilities mentioned below:

Lacie’s Song – This ability is a passive ability that is achieved with chakra control. As the ring and user are in constant contact with each other, the ring acts in response to the user’s chakra. When foreign chakra enters the body of the user, the ring is able to pick up on this due to constantly monitoring the chakra flow of its user. This will then active a small mechanism inside of the ring, this being a miniature music box. The music box plays in response to the foreign chakra and plays a simple tune known as Lacie’s Song. This unique system thus allows its user to recognize when there chakra flow is infected with foreign chakra(Genjutsu, Yamanaka Clan Techniques etc) but even with this, they still need to break the technique logically as any other person has to. This unification with its master; also acts as an augmentation allowing for them to produce far stronger Bakuton techniques allowing for a passive +10 damage to all Bakuton based techniques used by the wielder

Serenade of Elise – This ability is an active one, which uses the chakra that is embedded into the ring. The user will channel his/her chakra into the ring while casting the hand seals(if any are needed) of a Bakuton technique. Using the ring’s own chakra and the user’s own at once amplifies the chakra reach and thus allows the user to create explosions up to mid Range away it normally can only be generated at short range; though these explosions must spawn at least 5 meters away if this is used. This can be done up to four times per battle, each one costing a move but done in the same timeframe as the Bakuton technique that needs to be spawn at short range. After each use, the ring requires a small cool down of two turns before using Serenade again. This ability has a passive effect as well, by simply only using half the chakra needed for a Bakuton technique and using the ring to fuel the other half, reduces the cost of Bakuton by ½ but despite being passive it can only be used twice per turn. Passive effect can’t be used in the same turn as the active effect.

*Can only be used by a bio with Bakuton*
*Can only be taught by Nakiri*

Declined - the previous version is a push but the song made sense with it being a weapon related to genjutsu, plus the entire theme was gen, but what you have now is a pretty much the same as before but boosting the damage of your blast jutsu at the same time which is too much. Remove the +10 to blast.

Updating CW:
 
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Imperfect

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Permission for the VCJ, and to make a CJ based on it: .

Link to VCJ itself: .

Link to the sibling technique: .

(Kingusugureibu ♕ Jūko) Kingsglaive ♔ Arquebus Arsenal
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Short - Long (Short - Mid (Portal Creation)
Chakra: 20 (Activation) 5 (Per set of Portals) 5 (Per turn active)
Damage: 5 - 60 (Depending on the severity of an injury)
Description: Created by a small inner circle of Konohagakure Shinobi, as a means of better protecting their "King", the Hokage, the Kingsglaive act as another layer to the Hokage's personal guards, like the ANBU Black Ops, and would give their lives in defence of their King. To achieve this end, the Kingsglaive utilize the Munitions Bunker within Konohagakure, the same one utilized in the "Golden Branch Armour" Konohagakure VCJ, but in a more creative and directly offensive manner. The user starts by drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for the Contract they have with the Konohagakure Munitions Bunker, however, instead of Summoning the weapons themselves directly from the bunker, they create small Space/ Time Portals (Similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, shaping them into flat ripple-like distortions in the air, similar to the surface of a body of water once it has been disturbed. Since these ripple-like portals are composed entirely of the user's Chakra, they are practically weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them the same level of control over their potential arsenal found in the "Armiger Arsenal" technique, without the limitation of the portals, or the attacks the user launches from them, being restricted to Short Range of themselves. Due to the similar nature between this technique and the "Armiger Arsenal" technique, they share a max limit to the number of portals one can create at any given time. In the aforementioned technique this is limited to a max of 8 portals, through which only a single, specific weapon is drawn. This technique, however, has the user create less intricate portals, for the simpler use of "firing" weapons from the bunker directly at their target. Due to this, although they share a max number of portals between the two, portals created for this technique, "Arquebus" portals, are considerably easier to create, allowing the user to make more of these simpler portals than the intricate "Armiger" portals. Due to this, a single Armiger portal is the equivalent of 5 Arquebus portals, or one "set" of Arquebus portals, making the highest possible number of Arquebus portals the user can create 40. The user can also utilize both techniques at the same time, sharing the number of portals between the two, allowing the user to adjust their arsenal and find a balance between close and ranged combat. For example, if the user has 4 Armiger portals, they can create up to 20 Arquebus portals at the same time, and so on. And as is the case with the Armiger Arsenal technique, the user can draw from the virtually infinite arsenal that the Konohagakure munitions bunker provides (Examples are given in the VCJ), albeit for an alternative purpose than Armiger Arsenal. And although they have their similarities, wielders of the Armiger and Arquebus Arsenals have a sort of "violent rivalry" between one another. Despite their similar ideals and shared goal, they have an almost abhorrent disgust for one another's chosen tactics and approach to combat, often referring to/ insulting one another as either "Sabers" or "Archers", corresponding to the arsenal the intended recipient of the insult wields. There have even been cases when this rivalry has come to a head, and has resulted in one member of the Kingsglaive, or a "Glaive", killing another... [SUP][ ][/SUP]

Once the user has crafted the portals, and should they have the Armiger Arsenal active, balanced their arsenal accordingly, they can start to utilize the Arquebus Arsenal to it's fullest potential. The portals that the user creates are linked to the bunker itself, but are not able to select specific weapons in order for the user to arm themselves with. Instead the Arquebus Arsenal simply selects any kind of weapon at random, most usually a bladed weapon with a point, like a sword, spear, axe, etc, and slowly pulls that weapon through the portal, before suspending the weapon in place half-in, half-out. Then, at the user's command, usually with some kind of hand gesture, the portal the weapon is emerging/ suspending from quickly contracts temporarily, firing the chosen weapon at the user's designated target with great speed and precision. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. And thanks to the control the user has over the positioning, angle, distance, etc of the portals, they have near complete control over the battlefield immediately surrounding them, allowing the user to attack a single target from multiple angles, or strike at different targets from the same/ different angles, all at the same time. This means the user could either focus on a raged style of combat, firing random weapons at their target from a distance, in the hopes of impaling, decapitating, mutilating, etc, their target with sheer force in numbers [SUP][ ][/SUP] [SUP][ ][/SUP], or they could attack in a more tactful manner, using key positioning and angling in order to fire upon their target on all sides, trapping them within a directed, unified and simultaneous assault [SUP][ ][/SUP]. Once the weapons have made contact with, and subsequently impacted any object or surface, just like with the Armiger Arsenal, the weapons will be reversed summoned back to the bunker, restoring the bunker's munitions automatically. However, this is a slower process than the near-instantaneous reaction the weapons from the Armiger Arsenal perform, taking a few moments to slowly "fade" back into the user's arsenal. Finally, due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Techniques or Ninjutsu that require Elemental Chakra at the same time as this technique. Jutsu that utilize Raw Chakra, or no Chakra at all such as Taijutsu, can still be utilized in conjunction with this technique, as they generally have less complicated natures than Elemental Ninjutsu.

Note: This Jutsu can be performed a max of 4 times per battle, remain active for a max of 4 turns, and after it's usage, cannot be used for 2 turns.
Note: Can only be taught to and used by Konohagakure Shinobi who have access to "(Kuchiyose no Jutsu: Eda no Yoi Yoroi) Summoning Technique: The Golden Branch Armor".

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Declined - a great jutsu that i really like, but if it's related to village cj it needs to be submitted with them as well. Or you can remove any mention of the village, making another set of weapons as part of this set and we can go from there?
Permission for the VCJ, and to make a CJ based on it: .

Link to VCJ itself: .

Link to the sibling technique: .

(Kingusugureibu ♗ Jūko) Kingsglaive ♘ Arquebus Arsenal
Type: Offensive/ Supplementary
Rank: A-Rank
Range: Short - Long (Short - Mid (Portal Creation/ Range)
Chakra: 20 (Activation) 5 (Per 5 Portals) 5 (Per turn active)
Damage: 5 - 60 (Depending on the severity of an injury)
Description: Created by a small inner circle of Konohagakure Shinobi, as a means of better protecting their "King", the Hokage, the Kingsglaive act as another layer to the Hokage's personal guards, like the ANBU Black Ops, and would give their lives in defence of their King. To achieve this end, the Kingsglaive utilize the Munitions Bunker within Konohagakure, the same one utilized in the "Golden Branch Armour" Konohagakure VCJ, but in a more graceful, direct manner. The user starts by drawing blood, channelling Chakra into their hand(s) and performs the Summoning Jutsu for the Contract they have with the Konohagakure Munitions Bunker, however, instead of Summoning the weapons themselves directly from the bunker, they create small Space/ Time Portals (Similar to the kind formed in "(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop"), after which they use Shape Manipulation to mould the shape of these portals, shaping them into flat ripple-like distortions in the air, similar to the surface of water once it has been disturbed. Being composed entirely of the user's Chakra, the portals are practically weightless, and key characteristics such as the positioning, distance, angle, etc of the portals can be controlled by the user at will, granting them the same level of control over their potential arsenal found in the "Armiger Arsenal". Unlike with the aforementioned technique however, the portals created for this technique are far less intricate, making their creation easier, allowing the user to create more as a result. The user can create and maintain a minimum of 10 portals, and a max of 40 portals, through which, the user can draw from the virtually infinite arsenal that the Konohagakure munitions bunker provides (Examples are given in the VCJ). The portals that the user creates are linked to the bunker itself, but don't select specific weapons to arm the user with. Instead the Arquebus Arsenal allows the user to draw from any kind of weapon, usually at random, typically a bladed weapon with a point, like a sword or a spear, and pulls that weapon through the portal, before suspending the weapon in place. Then, at the user's command, usually with some kind of hand gesture or a surge in their Chakra, the portal the weapon is suspended from contracts sharply, firing the chosen weapon at the user's designated target with great speed and precision. Once this is performed, the portal then selects a new weapon, and repeats this process for as long as the user wishes, or is able to sustain it. Thanks to the high level of control the user has over the portals, they can achieve near complete control over the battlefield, allowing the user to attack from multiple angles, strike at multiple targets at the same time, etc. This means the user could either focus on a raged style of combat, firing weapons at their target from a distance [SUP][ ][/SUP] [SUP][ ][/SUP], or they could attack in a more tactful manner, using factors like key positioning, angling, timing, etc in order to fire upon their target on all sides, trapping them within a directed, unified and simultaneous assault [SUP][ ][/SUP]. Once the weapons have made contact with something tangible, they automatically start returning to the bunker, restoring it's munitions automatically over time, however this is a slower process than the near-instantaneous reaction the weapons from the Armiger Arsenal perform, taking 1 - 2 turns to slowly "fade" back into the user's arsenal, allowing munitions fired from an Arquebus portal to be directly wielded for a brief period. Finally, due to the potentially complicated nature of this technique, and the Chakra required to maintain it, the user cannot utilize Techniques or Ninjutsu that require Elemental Chakra at the same time as this technique. Jutsu that utilize Raw Chakra, or no Chakra at all such as Taijutsu, can still be utilized in conjunction with this technique, as they generally have less complicated natures than Elemental Ninjutsu.

Note: This Jutsu can remain active for a max of 4 turns, and after it's usage, cannot be used for 2 turns.
Note: Can only be taught to and used by Konohagakure Shinobi who have access to "(Kuchiyose no Jutsu: Eda no Yoi Yoroi) Summoning Technique: The Golden Branch Armor".

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Declined - you could potentially just make a portal behind someone and shoot a weapon through them with this without warning. It's just a form of weapon summoning which we have alot of of, that just ties into another custom for RP effects. I don't see what's unique about it. And greating portal like summons would take alot of control so maintaining such a skill wouldn't work. I'll allow you to make it in the sky or around you, 10 portals max, A rank damage as a whole. It's an activation jutsu with 4 uses. Weapons after impact disperse.

Contract Approval: .

(Tategami Ōkami Kuchiyose Gijutsu: Iyashī Shutsugen) M. Wolf Summoning Art: Vile Emergence
Type: Supplementary
Rank: C-Rank
Range: Direct Contact (Short - Long)
Chakra: 15
Damage: N/A (-5 to user if "bite" method is used)
Description: A peculiar and unique method utilization of the Summoning Jutsu, the user starts by drawing blood from their thumb/ hand, then places it into the mouth of one of their M. Wolf Summoning animals, applying force as they do so. Alternatively, should the user require a more expident method, they can have their M. Wolf bite down on their hand, both drawing blood and fulfiling the pressure/ contact portion of the Summoning simultaneously, at the cost of a small amount of pain, as well as an open wound from the bite. Once the user has achieved either these methods, they use the M. Wolf they placed their hand inside as the link to another single M. Wolf, creating a small portal between the two, located within their mouths/ throats. The size of the portals and what they can transport depends on the size of the Summon, meaning generic M. Wolves can manage almost anything from small items, up to an object equivalent to the size of a standard human's arm, up to the shoulder. The user can only create wo portals at any given time, one within the Summon they perform the technique with, and the other within the Summon they wish to utilize the technique with. Using these portals the user can achieve various tasks, such as the instantaneous and subtle transfer of information, objects, etc, between Contract signers, or allow the user to interact with objects or surfaces outside of their own reach, using the portals within their M. Wolves to decrease the potential distance between themselves and their target, transporting their hands/ arms through the first portal to appear on the other side, within the mouth of the second. The user can also utilize these portals in a more direct manner, for example throwing a tool into the mouth of one M. Wolf, wherein it passes through the portal from the first M. Wolf to the other, causing the tool to return from another angle, distance, etc. If both of the M. Wolves utilized in this techinque are large enough, this technique can even be utilized as a means of escape from battle, creating a portal within the mouth of a larger summon to another summon somewhere else in the world, and escaping via travelling through the portal, or for the capture and transport of targets, enemies, bounties, etc through the same action.

Note: Portals remain open for a max of 3 turns, and manually deactivated by performing the seal of confrontation.
Note: Requires M. Wolf CSC.


Declined - It reminds me of 7DS with Kings pet, but generally i can't allow this, using portals like this is like a version of FTG through summons.
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(Ran)Run
Type:Defensive/Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A simple Taijutsu maneuver, the Run technique is hailed as the greatest form created to accomplish the feat of running, using decades of study and dedication into the art of Taijutsu and bodily movement to perfect the ability to run. Is this refined nature that sets this technique aside from ordinary running, especially the typical arms-behind-the-back-form; this technique maximizes the potential of the human form and posture to create the absolutely perfect method of running, amplified with chakra take it to a level even further beyond. What further separates this technique from any other lesser form of freeform running is that the posture required does not come naturally to the untrained human. Thus, due to the extensive study and attention to detail, one simply cannot use this method without the proper training and tutelage(especially since ninja are conditioned and trained to run in the complete opposite way with their arms behind their back, their backs hunched forward, and the head low). As the user runs, they will let their gaze guide them, keeping their heads upright and forward in order to maintain a straight posture in the neck and back. The shoulders remain low, steady, and loose in order to maximize comfort for optimum performance. The user's arms will be kept unclenched with the fingers near the palm, and the user will swing their arms mostly forward and back, not across the body, between waist and lower-chest level. The elbows will be bent at about a 90-degree angle. The user's torso will be fully stretched out at, keeping them at their maximum height with no hunches or bends. With the torso and back straight, the user's hips will fall into proper alignment, perfecting the user's center of gravity to further maximize performance. The user's legs will move with just a slight knee lift, a quick leg turnover, and a short stride. Together, these will facilitate fluid forward movement instead of diverting (and wasting) energy. When running with the proper stride length, the feet should land directly underneath the body. As the foot strikes the ground, the knee should be slightly flexed so that it can bend naturally on impact. Through the rigorous training that grants this exclusive, perfect posture, the user will be able to maximize their running ability, allowing the user to use this technique to avoid techniques, attacks, within reason, such as by moving out of its trajectory or simply running away from the technique until one has crossed its maximum range capacity. This technique can also be used to simply transverse the field.

Declined - DNR.
 
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-Electric organ:
-Lvl.’s are references to speed chart
-Chakra natures clarified in restrictions
-Link to Wyverns:

Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu)
Rank: B
Type: Supplementary/Summoning
Range: Short
Chakra cost: 20
Damage Points: N/a
Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:

Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.

Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.

Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.

Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.

Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
-An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
-Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).

‡ Approved ‡

-Restrictions in the description. Note that this is not a defensive technique so Yoru cant shape shift into a fire proof armor for instance. With that in mind i did not include any restriction for defensive purposes. I'll make it a different technique if i want that.

Breath of the Shapeshifters (Tatazumai no ki)
Rank: B
Range: Short
Type: Offensive/Supplementary
Chakra Cost: 20
Damage Points: 40 (If applicable)
Description: Breath of the shapeshifters is the name of Yoru’s signature shapeshifting ability. Yoru is composed of a malleable black substance formed via Yin-Yang release. The substance has no fixed properties, meaning it takes on whatever properties the user and it’s creator desires. Yoru uses this ability to shapeshift into different animate and inanimate forms. The ability provides the user with a wide array of weapons. Yoru could stretch, expand and contract at will, as well as harden itself like high grade steel in order to act like an actual durable weapon. The shapeshifting ability is not limited to weapons however, Yoru is capable of taking the shape of an animal or beast as well extensions to the user’s body, like an extra pair of arms or functional wings. Yoru’s body also becomes an infinite supply of basic munitions such as shuriken and kunai, and as such allows Yoru to be used as a long range weapon such as a bow or even an adequate replacement for CFS and CW techniques or other weapon techniques if plausible. As for special munitions, such as explosive tags (whose properties yoru can’t replicate by itself), Yoru is capable of keeping a huge supply within itself without gaining mass. The user is able to draw objects from Yoru really fast and in quick succession, at the same speed as he would from a pocket. Similarly, Yoru’s ability to shapeshift into a different weapon is instantaneous and does not consume a move or chakra. However, moving back to humanoid form or in the shape of another creature always costs a move and 40 chakra. While in weapon form, Yoru is incapable of using the rest of its abilities, with the only exception being chakra transfer technique. If allowed the property, user is able to conduct chakra and energies into Yoru without harm, and Yoru is able to reciprocate. Yoru’s ability to adapt properties is also voided as a humanoid/creature, i.e. Electricity could be channeled into Yoru without harm as a weapon, but as a humanoid he would get hurt and paralyzed. When not in combat, Yoru is passively able to use this technique to shapeshift as an ornament, a tattoo or to simply hide in the user’s shadow.
The name Breath of shapeshifters implies, a power or energy bestowed upon by the (orginal) shapeshifters. The technique is jokingly called Tanuki no jutsu (Racoon-dog technique), a pun on it’s name, Tatazumai-no-ki. Tanuki in japanese lore are also renowned mischievous shapeshifters, with abilities that most closely resembles Yoru’s own.

✦ Approved, I like this, useful as hell ✦

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

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

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

-Increased usage limit and included a restriction.
-Reduced the rank

Yin Release: Star balls (Inton: Hoshi no tama)
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 60
Damage points: 60 (x1.5 upon contact with a living being)
Descriptions: Star balls is a Yin release technique that creates several small onion shaped and sized orbs of energy. The techniques gives of the appearance of white burning orbs. The term “Star balls” is a reference to the ability of foxes in japanese myth to create Onion Shaped balls of light before possessing a victim. The technique is activated using a tiger seal, following which a single or numerous star balls form around the user ready for use. By imbuing these balls with spiritual energy, the user, using the power of imagination develops a personality/consciousness within these balls. Upon release, the balls travel towards their intended target at high speeds. Being conscious they are able to dodge enemy techniques, move around enemy defences and seek their targets with peerless efficiency choosing to attack from angles the opponent may be defenseless from. Star balls possess the properties of hungry ghost technique. Upon contact with a being or object with chakra. The orbs erupt in white flames fueling themselves with opponents chakra. If the opponent decides to use a technique, the act of moulding chakra would fuel the flames to burn brighter preventing the actions. This means the target rarely walks away unharmed if struck. The techniques interactions with elemental and non elemental techniques is neutral, but the trait of hungry ghost reduces the rank of a technique that clashes with it by one. This only applies to techniques with an active flow of chakra in them or are composed of energy. Techniques that employ natural elements (i.e. kirin) or senjutsu are unaffected.
Note: Usable twice per battle. Makes 5 orbs
-Cannot use S rank and above Yin release techniques the following turn.


-Reduced rank so it’s much easier to absorb it. Still avoidable by pre-emptive action.

Yin Release: Birth of Void (Inton: Munashii tanjou)
Rank: A
Type: Supplementary
Range: Short-Long
Chakra cost: 50
Damage points: N/a
Description: Birth of Void is an advanced form of Bringer of Darkness genjutsu. The technique serves the same primary function but goes a step beyond to the point where it can no longer be classified as an illusionary technique. Like it's predecessor, Birth of Void begins with a tiger seal. The technique forms a miasmic darkness around the opponent that engulfs him in a spherical shape. The sphere retains an appearance similar to a Gudodama (Truth seeking ball) but engulfs the entirety of the target and at a relatively quick speed. Once trapped, the opponent has his or her senses blocked to the point of absolute numbness. A feeling of powerlessness flows with this numbness. The technique affects the basic 5 senses only, and so any extra sensory methods that involve a 6th form of sensing are retained however boosted senses are even more susceptible to this technique as the body is more reliant on them. The technique itself doesn't do any harm to its intended target in the process. The inside of the sphere appear similar to bringer of darkness, in fact it is intended so to make targets, especially ones adept to use of genjutsu, assume that bringer of darkness was used. The technique is not a genjutsu however and cannot be dispelled using conventional genjutsu defences. The only way to counter the technique is to simply move out of the sphere’s area, shortly after which the sphere itself would disappear. Sphere extends to 5m ‘around the target’ (The exact math is; Measurement of the target + 5m ). Just walking out however isn't as simple. The extent of the numbness goes the point where the target would even begin to question whether or not he’s actually alive. The target won't be able to tell if he's standing straight or head down or if he or she is even standing. Numbness is always accompanied with powerlessness so walking proves to be an extremely difficult task. The fact that the target doesn't get any reception of movement, his limbs don't signal the feeling of movement due to numbness, make it harder as the target can never truly determine how much more force should he exert or how much force is he actually exerting. Though the technique is relatively quick in execution. It's not instantaneous and preemptive actions can result in a successful dodge.
Note: Usable twice per conflict.
-Numbness is an innate quality of the substance (darkness) itself. Therefore it can negate any defences based on not letting foreign chakra control internal components (i.e. techniques that block foreign chakra from seeping into user’s chakra system). The same rationale, helps target regain senses the moment they step out of sphere’s range.

✦ Both Approved, made small edits to both ✦
 
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XZA

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(Zeusu to purometeusu) Ω Zeus & Prometheus
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 chakra per turn)
Damage: N/A
Description: Zeus and Prometheus are two, dual wielded weapons that come in the form of anthropomorphized objects usable by Big Mom. In her left hand, she can summon Zeus, the thundercloud and in her right hand she controls "Prometheus the sun." They constantly absorb Big Mom's chakra in order to sustain senteince, being able to see, hear, smell, talk and feel like a regular human. When not absorbing chakra, they take on their original appearance of two pearl stones. As far as their overall strength, Prometheus is equivalent to an A-Rank Fire technique and Zeus is equivalent to an A-Rank Lightning technique, and thus can be destroyed by technique's of equivalent value in the Strength and Weakness chart.

Zeus is a large cloud who normally appears light-colored, although when it causes a storm it turns dark. It wears a striped baseball cap on his head. It usually has a carefree or apathetic expression, but can take on a more sinister appearance. Zeus if filled with lightning chakra and using it's sentience, is capable of using Lightning techniques that don't require hand seals up to A-Rank, using it's body as a medium for it. It does this by sapping Big Mom's own chakra. One time every three turns, it is capable of launching large bolts of lightning up to A rank that is capable of destroying a large building. This counts as a move and after use Zeus needs a 2 turn cool down. Zeus cannot be used for Kirin.

Prometheus is a large sun, though is of course much smaller than an actual sun. It has several sunrays surrounding it.Its eyes and nose are very close together, and are small compared to its large mouth. It has blushy, rosy cheeks. When it uses its power, its appearance changes, and it resembles a fireball while its facial features remain, though it can take on a more sinister appearance. Prometheus ifs filled with fire chakra and using it's sentience, is capable of using Fire techniques that don't require hand seals up to A-Rank, using it's body as a medium for it. It does this by sapping Big Mom's own chakra. One time every three turns, It is capable of creating a large explosion when thrown against an object that is equivalent to an A-rank, capable of destroying a large building. This counts as a move. This counts as a move and after use Zeus needs a 2 turn cool down.

Declined - it's just not logical in our rp, we don't really allow sentient weapons and a cloud shape? Now being two pearl stones wouldn't this clash with the c.e pearl... i'm sure that's a c.e someone has. Anyway the sentience and creation is enough to decline this
 
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Yuse

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(Jiton: Uchū no Hogo) Magnet Release: Cosmic Defender
Type: Defensive
Rank: D-S
Range: Short
Chakra: 10-40
Damage: N/A
Description: Upon the formation of two handseals, the user will draw upon the ambient magnetic fields in their surroundings, using their own bodies as a medium to release and materialize these fields into the air around them. The user will manipulate these fields to encircle them in the form of a force field of magnetism. This field acts as a shield towards incoming attacks, acting similar to the way the Earth's own magnetic field deflects solar wind. Much like the aforementioned phenomenon, the field while active deflects the trajectory of incoming materials, whether it be energy or matter, through magnetizing said object upon contact with the same pole as the magnetic field. This causes the attack and the magnetic field to repel against each other, rather than attract, causing the attack to be deflected around the magnetic field in respect to strengths and weaknesses. The strength of the field can be adjusted in accordance to the strength of the incoming attack, but will violate strengths and weaknesses. The size of the field can also be adjusted from anywhere between a few centimeters around the user to the entirety of short-range in order to protect nearby allies as well.
Note: S-rank version of this technique can only be used twice per battle and requires the formation of two handseals. While maintained, the user cannot use other techniques. No Magnet Release techniques above A-rank can be used in the same and following turns if S-rank version is used.

Declined - for one, no way will i approve such a rank variation for a basic application. For two, i feel this is way beyond the powers of basic magnetism release, but if you choose to resub, i'll leave it for another mod.

(Jiton: Dākumanto) Magnet Release: Dark Cloak
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This technique, upon the formation of two handseals, allows the user to release a surge of electromagnetic energy into the opponent, using the ground below them as the medium of transfer. This grants an effect that acts similarly to the Demonic Illusions technique, allowing the user to take control of and impede the electromagnetic fields in the target's body. In this case, rather than manipulating the electromagnetic fields in the target's brain, the user will manipulate the fields emitting through their body, severely slowing them down. This causes an affect that could be considered the reverse of the Lightning Armor technique, decreasing the opponent's speed and reflexes by half.
Note: Can only be used once per opponent
Note: Lasts for three turns or unless opponent diffuses the Magnet Release chakra
Note: No Magnet Release customs above A-rank in the same and following turns

Declined:

Basic Magnetism: The regular use of Magnet Release was seen used by a ninja from Kumogakure, Toroi. Toroi would magnetize special large shuriken which he used to attack the enemy. When the thrown shuriken comes into contact with any other object, it causes the struck target to become magnetised. One hit to the body will cause a magnetic field within the said body, making it an easy target for any further magnetised weapons to be drawn to it. However, each time the magnetism is transferred, it weakens.
Basically, magnetism in the rp is through this sort of application, using it through mediums for effects not just releasing waves that they can't see as that's just insanely OP.


(Jiton: Ō no Shobun) Magnet Release: Disposition of the King
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: Using their contact with the ground as a medium, the user will transfer a surge of electromagnetic chakra into the opponent, allowing the user to take control of the magnetic fields that naturally emit from their bodies. Specifically, the user will manipulate the polar alignment of the target's natural magnetiC fields to become the opposite of those emitted from the ground below them. This causes the target's body to become forcibly attracted to the ground, similar to the opposite poles of two magnets pulling them together. These powerful opposing magnetic fields causes the target to effectively be pinned to the ground, rendering them unable to move during the duration of said technique.
Note: Can only be used twice per opponent
Note: Technique lasts for three turns maximum or until the target diffuses the Magnet Release chakra infused through them(such as with a full-body surge)
Note: No Magnet Release techniques above A-rank while active

✦ Both Declined, alright so after talking with others this is what was decided since the field can become wild: using the air as a medium is a no. You will always need direct contact with something physical to magnetize anything; in the case of the ground, you will need to be touching the earth. In case of people, you will need to first touch them. This can be transferred through kunai like Toroi used in the canon, or through other items, but not the earth as a way to transfer this, this too much. Basing them on canon techs also won't really work much with the way you intend them to be used. Also, the canons themselves will be edited for clarity ✦
 
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Flash

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(Fuuinjutsu: Norowareta uta) - Sealing Arts: The Cursed Poem
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This is a simple technique that allows the user to release a huge burst of elemental chakra from any of his seals. The user will begin by channeling his chakra into any of his own seals in the area, and give it an offensive power. Anytime with the next three turns, the user will release the elemental ckara within the seal to make it explode outwards, from any part of the seal. A simple example would be to blow up chakra from the user's own FTG kunais after he has thrown it towards the opponent. The chakra can only be channeled into one seal at a time (to avoid this technique being abused). Alternatively, the user can also put a time delay (that would activate after one turn minimum) on the seal, which would release the chakra should anyone else try to channel chakra into the seal. The chakra would be released in two forms. The first, as a giant outburst, similar to a giant bullet of wind. The second, in the form of a thin and long rod of elemental chakra.
Note: Can release basic 5 elements only.
Note: Can only be used 4x
Note: Can only release chakra from the user's own seals.
Note: No Fuuinjutsu above A-Rank in the same turn.

‡ Declined ‡ Still trying to work out what part of this is supposed to be Fuuin.
(Ninjutsu: Norowareta uta) - Ninja Arts: The Cursed Poem
Rank: A
Type: Attack
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This is a simple technique that allows the user to release a huge burst of elemental chakra from any of his seals. The user will begin by channeling his chakra into any of his own or stray seals in the area, and give it an offensive power. Anytime with the next three turns, the user can release the elemental ckara within the seal to make it explode outwards, from any part of the seal. A simple example would be to blow up chakra from the user's own FTG kunais after he has thrown it towards the opponent. The chakra can only be channeled into one seal at a time (to avoid this technique being abused). Alternatively, the user can also put a time delay (that would activate after one turn minimum) on the seal, which would release the chakra should anyone else try to channel chakra into the seal. The chakra would be released in two forms. The first, as a giant outburst, similar to a giant bullet of wind. The second, in the form of a thin and long rod of elemental chakra.
Note:
Can release basic 5 elements only.
Can only be used 4x
Can only release chakra from the seals that contain the target's chakra.

Declined - Fuuin seals are almost like a code, designed for a specific purpose, so what you're doing here just wouldn't work, as the code isn't designed to hold that chakra. Now failing that, what you have is you just creating burst of elemental chakra from your boyd or specific locations which has been done in so many forms.

(Fuuinjutsu: Puroteusu no shiru) - Sealing Arts: Seal of Proteus
Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: N/A (-5 every usage)
Damage Points: N/A
Description: Seal of Proteus is a special seal that stores the user's water chakra inside the seal for later usage. Similar to 'Summoning: Lightning Blade Creation' technique that allows the user to seal basic ninja tools, like shurikens, kunais, swords, etc into sealing marks placed on their clothes or their body, and later let them be summoned in an instant, this technique allows the user to passively do the same, but with water techniques. However note that, this technique only creates a superfiscial water source for the user, that would help him to use his water techniques that require water source, even when there is none. The seal pulsates this chakra all around itself, enabling the user to create water techniques even from long range around him without a water source.
Note:
This technique does not boost the power of the original technique used.
The seal can be placed on the user's body, clothing or his weapon of choice.
The seal has to be either mentioned in the bio or at the start of the battle.
Can only be taught by Flásh

Declined - a seal... that creates water... really? Like this has never been done or tried? DNR

(Kage: Itsupiki ōkami) | Shadow Arts: The Lone Wolf
Rank: B
Type: Supplementary/Attack/Defense
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A (40)
Description: Using the concepts of giving techniques a life or sentience, the user channels his chakra within his own or any nearby shadows (can't channel them into target's shadows directly) to give the shadow a level of sentience. This enables a piece of shadow to detach itself from the huge parent shadow, to move around freely anywhere within the battlefield. Since this ability in itself is simply supplementary, it can be performed passively without wasting any move. The sentience also allows the shadows to erupt multiple objects like spikes or boulders or even springs from the shadows which he can put to use.
Note:
The sentient shadow contains properties of the basic 'Kage Mane no jutsu', that allows the user to paralyze the target with the help of shadows.
Can only be taught by Flásh.

Declined - similar to concepts vaine has tried.
 
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ᴍᴏᴏғʏ

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(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill Enhancement
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-10 per turn)
Damage Points: N/A
Description: A technique used in tandem with the activation of the original "Inner Sonar Skill" technique. This will count as a passive activation and be done within the same-timeframe. Through careful manipulation, the user will place a limiter on himself that can be adjusted as he pleases. This is done to prevent loud and sudden noises from deafening the user by not allowing frequencies of a certain pitch to be heard. This method will essentially drown out the loud noises produced by explosions and things alike, both from afar and up close. This is not limited to to explosions, but anything that produces a high frequency/noise in general. This however can not combat chakra-infused soundwaves produced through Sound Ninjutsu. Although created to work in tandem, this technique can be used stand-alone, however it will count as an activation that takes a jutsu slot. Through careful manipulation, the user can even deafen himself from all sounds by lowering their hearing to the lowest setting. This of course, will not bypass Chakra-Infused Sound Ninjutsu Techniques that are released. If used in tandem with the original Sonar technique, the overall chakra cost to sustain both techniques will be -5.

Declined - i understand how you want it to work but it's not possible in logical terms, it's like saying you can just pick and choose what you pick up with inner sonar, which would be wrong, how could you hear something that's super quiet without the super enhancement that would also be vulnerable to loud sounds.

(Suiton: Logiku Konjetsu) - Water Release: Logia's Conversion ll
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: Additional +5 to Hydrification Activation Utilized
Damage: N/A
Description: The brother technique of the original "Logia's Conversion". Instead of being allowed to Hydrify their belongings or turn them back, the user is able to passively turn portions of their body back into a solidified and real physical state as they see fit and change back if need be. However, the real prominent use of the method is to turn the user's body seals into solidified water versions of themselves, still being applicable if the their specific triggering requirements are met. This again, is up to the user to decide on whether or not they want to solidify a water variation of their respective body seals to be used. Just with like the body conversion, the user is able to switch back and forth between having the seals manifested or not. This technique is a mere add on to the nature of the Hydrification techniques and its variations, thus allowed to be performed in the same time-frame as aforementioned techniques. Water being a great medium for sealing makes this technique very effective as a host.

⋩ Requires a Hōzuki Biography
⋩ Must be placed in the User's Biography

Declined - from what i understand from the highlighted you turn back to a solid state of yourself but with hydrification still active in that part? But we've see users such as mugetsu be in his hydrification mode and remain in his normal solid looking form. And if not this hasn't been made clear to all. Also, remove all these "passive" wordings from your jutsu, if you want to activate something, do it, passive is just a way to have more stuff going on at once like when people have 20 things active before a fight starts.



(Nan Kaizou/Taijutsu: Niiro Taka) - Soften Modification/Strong Fist: Red Hawk
Rank: A
Type: Offensive
Range: Short - Mid (Long - Projectile Blast)
Chakra Cost: 30-40
Damage Points: 60-80
Description: One of Straw Hat Luffy's most prominent techniques, created in memory of his deceased brother, Fire Fist Ace. A technique that fundamentally takes advantage of the attributes granted by the Soften Modification technique in tandem with Strong Fist. The user will begin by closing one or both of their hands into a fist whilst twisting their arms, either clock or counterclockwise in the form of a compressed coil/corkscrew. While doing so, the user will retract their arms back, behind themselves. In a quick and sudden motion, both (or one) fist(s) explode outwards as the arms forcefully outstretch as fast as they possibly can, going at 1.5 the user's base speed, just like the technique. As the arms outstretch, they begin to forcefully unwind in the form of a cork-screw blow. The forward momentum and unwinding motion is so fast and fierce that natural wind currents begin to wrap around the limb(s), causing them to take the form of a piercing drill of natural wind. Not only that but the forward momentum is so great that the friction produced by the expanding limb(s) through the air causes the natural wind currents to ignite, exploding outwards in the form a fearsome hawk(s) of fire and wind. The friction will only ignite the wind after it has traveled through short range and into the parameters of mid-range. Any distance before then and the user will only have a natural piercing drill of wind that is one rank lower than the original technique. At any time during the technique, the user can retract their arm(s), leaving the blasts to continue forward up to long range (The blast can only go one distance further than the users arms reached, if there arms were shot short range and retracted, then it will only each mid range), either as wind, or a fire and wind combination, dependent on how far the stretch traveled. Utilizing both fists will equally divide the strength of the overall technique but allow for a greater surface area, as well as include versatility of striking targets in different locations, not being limited by frontal releases.

⋩ Can be used four times per battle with two turns between uses
⋩ Technique benefits from Taijutsu/Strong-Fist Multipliers/Boosts.
⋩ Technique is neutral to Elemental Ninjutsu


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Approved - highlighted what i edited to make it approvable in my eyes, can contact me to decline it if you're not happy. There was just no need for a multi rank on a simple application technique.
 
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Nagato..

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(Onton: Shinkeishadan no Jutsu) Sound Release: Nerve Breaker Technique
Rank: S
Type: Offensive
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user gathers Ototon chakra in their vocal chords, then whistles, releasing a low frequency sound wave triggering an effect in the opponents communication with the brain. The sound waves are interpreted by the eardrums and enter the nerves. It can make the enemy deaf, blind, or paralyzed temporarily. However, if the enemy uses ears buffers or protects their ears from the sound with noise canceling tools, it may not be affected. Opponents affected instantly feel the affects after one turn has passed, and only lasts 3 turns afterwards.

Note: Must wait 2 turns before using again
Note: Can only choose one effect per usage
Note: May only be used 3 times per battle
Note: Can only be taught by Nagato..

Declined - it's so generic and so brought, with a whistle you get to choose three effects that aren't well explained, just open choices.

(Suiton: Suishindō no Jutsu) Water Release: Water Oscillation Technique
Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: /
Description: is a unique and passive technique that may only be accessed through the Hydrification Technique. Considering its difficulty to master through conventional means, the user delves into their mastery over chakra control, particularly the flow of their internal chakra. In simple terms, allows for the transitioning of the individual's liquefied body to oscillate at various levels. High levels of oscillation allow the user to freely transform parts of the body into a gaseous state like water vapor. Slowing down the levels of oscillation allow their body to form a solid state similar to ice. This is done so through the manipulation of the vibrations within the user's body. Heightened vibrations allows for greater number of possible successful collisions, thus causing the liquid in the body to heat up dramatically until the body turns into vapor. On the other hand, the user may slow the reactions within the body to a minimum, eventually causing the body to cool due to the lack of heat.

Note: Must be a member of the Hozuki Clan
Note: Lasts two turns with a one turn cool down
Note: Can only be taught by Nagato..


Decline - vapor state would be like my mist body technique, controlling to go like ice clashes with frost/ice/temperature release. Basically beyond the applications of the clan or has been done before.

(Suiton: Dasuika no Jutsu ) – Water Release: De-Hydrification technique
Rank: S
Type: Supplementary/Offensive
Range: Short
Chakra cost: 40
Damage points: 80
Description:The De-Hydrification Technique is a special technique, constructed by the Hōzuki Clan. It's thought to be on par with the Hydrification Technique. However, it's used for offensive purposes rather than negating attacks. It can also be used to supply the user with the amount of water needed to perform more advanced water release ninjutsu without the need of a water source and stay hydrated at all times. Instead of turning their entire body completely into liquid its partially transformed into a gelatin like state allowing the users of this technique to absorb the moisture in things they come in contact with. For example be water sources or techniques, the environment, or even opponents. This moisture is then absorbed by the Hōzuki clan member in order to keep them hydrated at all times and allow better usage of their specialty in water. This allows The speed of moisture absorption depends on the skill of the user. Some users could turn healthy moist dirt or large lakes into a dry wasteland within instants. Others could disorientate enemy shinobi by merely being in close quarters or touching them and absorbing the water in their body, which would lead to dehydration and the potential incapability of fighting due to the severe condition they are placed under over time. The only apparent weakness of this technique is that the user requires close proximity with the targeted objective in order to perform it. However, in rare cases, it can be done through a medium such as hidden mist technique, rain at will tiger or large water sources connecting opponents.

Note: Must be a member of the Hozuki Clan
Note: Can only be used 4 times
Note: Allows a two time S rank water usage with no water source after each successful usage.
Note: Dehydration takes one turn to take affect and if not defended within reason will leave opponent disorientated for two turns unable to perform ninja techniques A rank and above for one one turn.
Note: Must be taught by Nagato..

Declined - i'm ok with you taking on some moisture but this scale is way too much and kind of clashes with like scorch release. And not pulling moisture out of an opponent xd
 
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Pervyy

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New Cycle: 10/1/2017 - 17/1/2017

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

I have forwarded all submissions that still require checking, so please refrain from spamming the other mods profiles. If they are not checked within two weeks, PM me and i'll deal with it.
 

System001

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Link to previous Submission;


Updating, same core concept but completely rewritten as such I omitted the bold.

Bau no Kaori | Fragrance of Bau
Rank: A
Range: Short-Long
Chakra: 30
Damage:N/A
Type: Supplementary
Description: Involves the release of copious amounts of specially produced pheromones, mixed with and rapidly propelled across the battlefield by chakra (reaches long range in a near instant but has no offensive power). The released pheromones immediately react with skin (namely bodily oils and sweat) to produce a potent scent that is nigh on possible to remove and will permanently mark the opponent. The scent produced by this reaction is one of a kind - unique to that individual only, easily trackable by Inuzuka but otherwise unnoticeable, and can serve as a replacement to the blood perquisite of Vánagandr - Marked. This occurs in a similar way to how wild dogs mark their territory naturally, but is markedly different in that the marking is not just the user's smell - but rather a special concoction produced by a reaction between the chemicals and chakra released by the user, and those naturally released by the opponent. The released musk, while completely normal, acceptable and not at all distracting to Inuzuka members, has been specially developed to be utterly vile to anyone who is not of Inuzuka origins. Enemy summons who encounter the smell will be repulsed on a primal level and will promptly, in an almost visceral reaction, disperse back to their homeland (the inclusion of the users chakra then, is vital, as it serves to grant immunity to anyone who is contracted to the user - such as summons, but also serves to increase the natural effects of the pheromones). Naturally this would not work on enemy summons who lack olfactory senses. Non-Inuzuka Ninja will be similarly repulsed too, as the musk is specially developed to be absolutely intolerable to any non-Inuzuka clan member, and as a result will inflict nausea and disorientation upon being inhaled. For that, and the next turn, the disorientation will prevent enemies from effectively using Taijutsu above B rank on account of being incapable of coordinating effectively (lowers their power to B rank), while their speed and reactions will also lower by a rank. The nausea will be similarly inhibitive as it will prevent usage of techniques that involve spewing, should the opponent, for instance, attempt to spew out water for Exploding Colliding Wave, they will instead merely find themselves vomiting, or gagging intensely, to the point where the technique is simply un-performable (all humans are emetic, so the effect is absolute). Techniques that do not involve spewing or excessive inhalation however, are still performable as usual. Doujutsu users will also be capable of seeing the release of the musk, as it is infused with chakra.

Notes:
- A Ninken can only use this once every nine turns.
- Chakra infused rain above B rank will prevent the Pheromones from using the air as a medium. (Does not affect the unique scent produced once a reaction has taken place whatsoever, only the musk itself.)
- Can only be taught by Scaze


Declined - reaching long range in an instant is just too fast, by wording anyway. And no, just no to making summons disperse. As for the taijutsu, say for gates users this is only A rank. But the OP part is, you say this is instant across the field, so they don't have time to react really, but if they did see it, one of the common counters would be to wash away the scent, and you're just making it so they can't even do that.
Ling to previous Submission;

Updating

Fenriru No Hikō | Fenrir's Claws
Rank: S
Type: Offensive
Range: Short - Mid (Long)
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: A heavily ninjutsu orientated Inuzuka technique in which the user releases an abundance of silverish chakra that coats their fingers, forming talon like claws of highly condensed chakra. The claws being exceptionally sharp, can be utilised to slash and dice the opponent, holding enough physical prowess to easily slice through a Katana, or even a war hammer for that matter. The true prowess of these chakra claws however is that, through a thrust or slash, they can be released forwards as projectiles, following a pattern similar to that of their release method. For example a straight thrust would result in five straight lined streaks being released, or five arching crescent streaks if released through a swing. With the user capable of releasing four sets of such attacks, dividing the power among them, or alternatively releasing it all in one go for a more powerful singular attack. The released chakra waves can be made to naturally expand so as to prove more of an offensive threat, capable of growing to sizes just slightly greater than twice the size of the user's body over a short period of time. However when these claws strike something solid, instead of puncturing, slicing, and blasting through them as they would intangible elements, they instead forcefully erupt, separating into dozens of tiny whirling claw shaped chakra structures that rampage forth outwards at any direction forwards of a 210 degree angle of the chakra streaks original direction, thus preventing them from backlashing onto the user. This of course only applies to solid techniques, should the technique clash with a water, fire, or wind technique it would not erupt, with the claws capable of overpowering A ranked elemental techniques to play equal against S ranked elemental techniques. Thankfully, the sharpness of the claws are minimised when they're not being used offensively, allowing the user to still utilise their hands to perform handseals, wield weapons and so on.

Note:
- Can only be used 3x
- No Inuzuka techniques above S rank for the rest of the turn.
- Can only be sustained for a maximum of three turns.
- Can alternatively be performed by a Ninken to coat their paws.
- Eruption can instead be suppressed, or forced to occur at will regardless of scenario.
- Can reach Long range once they explode

- Can only be taught by Scaze

Declined - remove the long range. That's not needed, makes this too strong then.

Link to previous submission;

Updating the above to be more in line with some of the benefits of current, canon, Inuzuka transformations.


Fenriru No Gimuzuke | Fenrir's Oblige
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique and (Jinjū Kongō Henge: Santōrō) Human Beast Mixture Transformation: Three-Headed Wolf. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that surpasses that of the Silver-Tip Grizzly's, capable of easily distinguishing concentrations of parts per hundred millions from tens of meters away, a sense of hearing rivalling that of owls, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to A rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. It could even be argued that the mental pain is increased three or even four fold with the mental link working as more of a duplication rather than an addition. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of A rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.

Note:
- Can only be used thrice with a three turn cooldown inbetween usages. After the second usage the users speed will be reduced by a rank for two turns, and after the third their speed will be halved for three turns
- Lasts up to 4 turns
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (Drastically in terms of senses), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky (the melee, physical attacks of giant forms will, just like in Santoro, gain B ranked strength, even in freeform), more four legged forms will be faster and more instinctual (users base speed + Ninken's speed x1.5), while two legged forms with adaptations will specialize in balance and agility. (up to twice the user's speed)
- Can only be used by an Inuzuka, requires at least one Ninken, and synergises with other Inuzuka transformations. I.e the effects of a transformation that makes the users fur more shaggy for defensive purposes can still persist once this is used
- Can only be taught by Scaze

Pending - need to discuss those buffs. x2 speed seems too much to me, even leg weights being dropped doesn't give you that.
 
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Atrocitus

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(Fuuinjutsu: Butai Haji Fūin) - Sealing Arts: Element Restriction Seal
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (+5 for each turn)
Damage: N/A
Description: After making physical contact with the user this seal may be placed on that persons body. The seal locks away a decent amount of a person's elemental nature allowing the user to block the victim's usage of one chakra nature. The user decides at the time of placement which one of the basic five natures to seal away for 4 turns. This technique does not completely lock out the nature but means the victim can only use B-rank or below technique's for the chosen nature. A side effect is that if a KG/KT/CE requires that nature they can only use A-rank or below techniques for the duration of the seal.
Note: Can only be used twice per battle and only lasts 4 turns after being placed.
Note: No other fuuin on the same turn as this.

Declined - Sorry but this has been tried before, and with the new update to fuuin, to place seals on a persons body would need medical knowledge. A post by scorps can b found in the rp updates thread.


(Fuuinjutsu: Bakuten Fuuin) - Sealing Arts: Explosive Point Seal
Type: Offensive
Rank: A
Range:Short/Mid
Chakra: 30
Damage: 60
Description: The user places a chakra seal on the either an object or living being which is very similar to an explosive tag. This seal is unique in that it draws from the user's and intended victim's chakra (if applicable) and compacts and condenses it in the seal itself. After one turn the user may perform a seal to activate the explosion (if within range) or it will automatically explode after three more turns. The localised explosion is made of condensed chakra and has the power to obliterate the body part it's placed on, severing limbs or damaging organs if placed in the right place.
Note: Cannot use Fuuinjutsu on the same turn or the next as this is placed.
Note: Can only be used twice per battle.

Declined - same as above. Plus we have some seals already made that explode. Ask ZandaT.

(Ninpo: Mokumoku) - Ninja Art: Mute
Type:Supplementary
Rank: A
Range: Short - Long
Chakra:30
Damage: N/A
Description:A relatively simple technique based on the "Hiding with Camouflage Technique" the user reflects light off of any seal he places making them effectively invisible to the naked eye. This affects seals he has already placed and those the user places after activating this technique. Like the afformentioned technique this wlll not stop detection by Dojutsu or sensing abilities. This technique can be applied after the seal is placed or within the same time frame as placing the seal.

Note: Can only be used 4 per battle with 2 turns between uses.
Note: Lasts for four turns and the seals become visible afterwards.

Approved - made edits
 
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Sasori

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(Asutarosu) Astaroth
Rank: S
Type: Puppet
Range: NA
Chakra: 40
Damage: NA
Description: A rather tall, demonic oriented puppet— whose frame is more expansive than that of any ordinary puppet or human because of its height of around 15 meters; implying that it is one of Sasori’s more distinguished puppets. As far as aesthetics go, Astaroth is a puppet that possesses a brownish hue, and was crafted after a demonic spawn from Purgatory itself. Astaroth is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Located on top of its head, are two sets of sharp edged horns adjacent from each other with one lesser pair of horns directly in front of it. Some of its more essential features include: its extensive, crimson shaded whips connected by a hilt; sprouting from Astaroth's whip hilt are two distinct whips most suitable for lashing out at target. More of its noteworthy features include: A massive yet rudimentary axe that it is capable of utilizing while in battle; more importantly there is a Fūinjutsu tag locating on the crevice of its blade containing a special that can be called upon as wanted. Sprouting from its dorsal side are a pair of expansive wings—with unique flaps located on its surface.

Abilties:
First off, Astaroth is capable of utilizing any Basic puppetry technique as long as it is within its capabilities. The wings located on its back are capable of targeting an enemy from behind or in front by expanding themselves; not only can they be used for attacks it is also possible for the user to manipulate them to close in on Astaroth, therefore providing a shield for itself that can sustain up to B-Rank attacks. Moreover, the wings serve an ulterior purpose which involves manipulating each flap located in its wings. While chakra is connected to its wing via a method the user will pump chakra into them triggering forth a reaction. With help of the chakra the wings are capable of lifting Asatorth into the air allowing for it to activate a sort of flying mode, that requires -10 chakra each turn. Only the initial takeoff will counts as a move. Onwards, there is a rather large axe that it holds in its left hand that can be used for rudimentary strikes equivalent to C-rank. It is only when Astaroth makes use of the sealing tag on the weapon does its potential come to fruition. Once the seal has been activated through the usage of chakra it begins to coat— the axe in a magenta colored barrier. This barrier—surrounding only the blade has a special property derived from its malleable property. When the blade comes into contact with a physical substance; that is when the Barrier comes into action—to then utilize its bouncy like properties and repel said attack back into the opposite direction. This ability is only able to work on Attacks up to A-rank, and can only be used four times, with a turn cool down each time. More importantly, there is Astaroth signature ability: It's whips. While it cannot be told from simply looking at it; there are special abilities of these whips. Both whips will normally be used in conjunction with each other, and are equal to a S-rank tool.

Even though they can be used together—it is also possible for them to be used individually at the same time, and when doing so the damage is split between them. They can be used for alternate purposes such as: slashing a target or coiling around them. Each whip holds the ability to extend up to Long-Range. While in action, it may appear that the user is not actually in control of the whips and their direction, and that is true for the most part because the wielder does not control them all the times. Located inside of the hilt of its whips are a special Fūinjutsu tag that affects each whip. Whenever it is wanted it is possible for the user to simply lash out their whips which will cause for the sealing to passively activate. Once activated the whips will be directed towards any foreign chakra with or against the user's volition. Upon being directed towards a target the user can choose to entangle the target with a binding of the two whips or choose to simply strike them. Additionally, there are two more distinct features of these whips—one that manipulates Astaroth Electrical generator concealed in its abdomen. The electrical generator does produce strong enough currents to coat its whips in electricity, but it does give them a sort of shocking or zap effect with each contact made upon a target, this is something that adds to its overall lethality. Lastly, there is another sealing tag located, on the hilt of the whips. This sealing tag is to only activate once the user bunds a target with their whips, and upon doing so will cause for the tag to activate; therefore activating a sealing technique that drains a target's chakra by -50 each turn active while also paralyzing them with an influx of electrical currents. If desired the user can submerge Astaroth whips underground for a surprise strike.

Note: Can only be taught by Sasori
Note: If simply using the whips for a basic strike/restriction without help of a Fūinjutsu tag, they require a Turn cool down each time.
Note: If using the chakra absorbing restriction method—let it be known that it must be stated that the user is using The whips for that purpose and can only be activated four times.

Appearance:

(Būmu) Boom
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40 (-30 for each bomb)
Damage Points: NA
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of bombs that Sasori is capable of utilizing throughout a battle. Boom can also extend its body parts up to Mid- range in order to make using bombs more convenient. Also, bombs can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. Boom itself is also a rather thick and rounded puppet due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of Boom in order to replicate the effect of a bomb. All of the Bombs are essentially metallic balls with sealing tags on them.

Cracker: This is one of Boom’s most rudimentary bombs available in its arsenal. The Cracker bomb is simply a bomb that will in a way explode when it has made contact with a surface. The user is capable of catapulting this bomb up to Long range. When this bomb goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This bomb works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface.
Timer: The user is capable of placing this bomb underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the bombs to finally go off or to go off when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this bomb works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets bomb contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra.
Implosion: The implosion Bomb can also be planted underground or anywhere else on the field. When this bomb activates it swirls in on anything nearby and sucks it in. The bomb can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion bombs sucks in everything up to Short-range of it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning/sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded.
Homing: This bomb stays true to its name. The homing bomb does just as it says— it tracks enemy’s location and explodes once it has made contact or come within range of its target.Though with this bomb it is only capable of following enemy’s up to Mid-range, and even when it has made contact with a target it doesn’t have the ability to cover everything up to Short-range, but instead only explodes on the person or object. Inside of this bomb is a sealing tag that contains an explosion attracted to foreign chakra that controls the bomb to go after it. Also, there are Chaka blasters on it enabling it to fly Mid-Air as it travels towards the enemy.
Flammable Oil Bomb: Now this is a bomb that only has four sides to it. Once the bomb goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other bombs this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire.
Barrier: Out of all Boom’s bombs there is one however that is not in fact a bomb. The barrier bomb is one that the user can use in the in the air or underground/on the ground. This sealing tag contains a defensive sealing barrier which is crimson in color and provides defense of anything short range of the user and defends against equal elemental blasts. It is also possible for this bomb to be used in an offensive way which is to catch the enemy inside of the barrier where it will then close in on them crushing, and if doing so for that purpose it can be propelled up to Mid-Range.
Final Explosion: The last bomb in Boom’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in Boom is a large quantity of explosives that are specifically for setting off inside of Boom. Once the user activates Boom’s last ability the user will catapult boom up to Long range at a target, and once it has reached the target will go of releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as Boom will be destroyed in the process.

Note: Each bombs counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two bombs can be used at once; except for any combination with Final Explosion.
Note: Each bomb requires a turn cool down after each usage.
Note: If using the same bomb twice at once then it requires a two turn cool down.


Declined: first, this puppet requires a proper description in regards to its general appearance. Then, change the term from "bombs" to "exploding spheres." Next, limit where each type of exploding sphere can be released from the puppet and lastly, remove the barrier-type. Overall, this particular puppet is close to being approved.


(Imada umarete inai) Unborn
Type: Puppet
Rank: A
Range: Short
Chakra Cost: 30 ( If summoning)
Damage Points: NA
Description: Unborn is an infant sized puppet that would appear to be no older than a year old. Due to its small structure and size there are not many hidden features inside it. It is draped in an amber shaded cloth covering its entire body frame. Taking consideration in how Unborn was crafted it just goes to prove how this puppet is not based upon offensive fighting. Unborn’s most distinguishing feature would have to be its wide circular hole in the middle of its chest. Judging from the structure of the opening— one would assume that it served the purpose of a holster. The main purpose of this puppet would be how the user or more specifically Sasori will utilize it by sending his heart container into Unborn. More importantly, Sasori will attach Unborn to his core body so that it can act as a sort of attachment to his puppet body. While Sasori has Unborn attached to his body it will be physically attached or more so clinging to the user's body. More specifically, Unborn will be placed directly over Sasori’s heart container. Unborn’s appearance while on the user can be quite similar to that of a child clinging to their mother. It's hands will be more so positioned on the user's shoulders clinging on to it. Essentially, it is a protective carrier for Sasori's core. Whilst Sasori's container is concealed inside Unborn is free to crawl around the user's puppet body positioning itself as it pleases. The only limitation to this is that if the user was to maintain control over their current puppet body they will have to remain in contact with the puppet.

Furthermore, Unborn while equipped with a host will hold Sasori's heart container inside of it. Unborn serves as a protective holster while attached to Sasori and serves the purpose of protecting his core. In order to ensure protection of the heart— a special metallic lid will slide over the heart container concealing it inside. While concealed inside Sasori's heart will be provided the most upmost protection. On to the puppets only offensive capability which would be its innate ability to release a narrow scaled flash beam aimed at a target. This flash is emitted from the puppets eyes, and Sasori can position Unborn it so that it can be expelled from just about any angle. This flash beam is capable of being extended up to Mid-Range and can be prolonged for one entire turn. It will require a one turn cool down after each usage.

Additionally, located along its dorsal is a Fūinjutsu sealing tag that the user can utilize as they please. Once triggered with a surge of chakra the seal will spring forth a spherical and pink barrier that will conceal Unborn inside of. With the barrier it allows for the user to aid the puppet in defense. Along with being able to provide protection its allows for the user to manipulate said Barrier to hover into the air up to Mid range into the surrounding vicinity. This specific seal can only be utilized three times and each time lasting only one turn. Seal requires a turn cool down each time. Let it be known that this barrier is capable of sustaining up to A-rank damage. Lastly, located on the outer surface of its feet are chakra blasters that can be used to propel the puppet into air allowing it to sustain flight. Each time it has been activated it takes -5 chakra and can be sustained as long as a move is spent each turn. As a last resort, the user can expel the puppet up to Mid-range away with the help of its chakra blasters, and if deciding to abandon their original body— the user can choose to activate another Fūinjutsu tag— this time calling forth a rudimentary doll that Unborn will place itself inside of, spending one move in order to do so. This puppet doll wields all of the user's scrolls and can be utilized as if it was Sasori's core body itself.

Note: Can only be taught by Sasori.
Note. Unborn can take up to A-rank Damage.
Note: Can use all basic puppetry.
Note: All ranked ability or chakra associated ones count as a move.

‡ All Pending ‡ Leaving for Pekoms.

-Changed name to Supernova
-Changed Bomb to exploding spheres
-Removed Barrier
(Sūpānovu~a) SuperNova
Type: Puppet
Rank: S
Range: NA
Chakra: 40 (-30 for each exploding sphere )
Damage: NA
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of exploding spheres that Sasori is capable of utilizing throughout a battle. SuperNova can also extend its body parts up to Mid- range in order to make using exploding sphere s more convenient. Also, exploding spheres can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. SuperNova itself is a seven foot tall puppet that is rather thick and rounded and, also is covered in layers of metallic plates and has its innards branched off into separate layers containing one of it's exploding spheres. due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of SuperNova in order to replicate the effect of an exploding sphere . All of the exploding spheres are essentially metallic balls with sealing tags on them which can be expelled from Supernova's body up to long range unless stated otherwise.

Cracker: This is one of SuperNova’s most rudimentary types of exploding spheres available in its arsenal. The Cracker exploding sphere is simply an exploding sphere that will in a way explode once it has made contact with a surface. While utilizing this sphere, the user is capable of catapulting this exploding sphere up to Long range. When the exploding sphere goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This exploding sphere works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface. This particular bomb is expelled from Supernova’s abdomen.
Timer: The user is capable of placing this exploding sphere underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the exploding to go off or to activate when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this exploding sphere works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets exploding sphere contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra. This particular bomb is expelled from Supernova’s right arm.
Implosion: The implosion exploding sphere can also be planted underground or anywhere else on the field. When this exploding sphere activates it swirls in on anything nearby and sucks it in. The exploding sphere can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion exploding sphere suctions in everything up to Short-range around it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded. This particular bomb is expelled from Supernova’s left arm.
Flammable Oil exploding sphere: Now this is an exploding sphere that only has four sides to it. Once the exploding sphere goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other exploding spheres this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire. This particular bomb is expelled from Supernova’s left thigh.
Final Explosion: The last exploding sphere in SuperNova’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in SuperNova is a large quantity of explosives that are specifically for setting off inside of SuperNova. Once the user activates SuperNova’s last ability the user will catapult SuperNova up to Long range at a target, and once it has reached the target, it will activate releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as SuperNova will be destroyed in the process. This particular bomb is expelled from Supernova’s body as a whole.

Note: Each exploding sphere s counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two exploding sphere s can be used at once; except for any combination with Final Explosion.
Note: Each exploding sphere requires a turn cool down after each usage.
Note: If using the same exploding sphere twice at once then it requires a two turn cool down.


Approved: removed the homing-type bombs.


(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra: NA (+10-40 to affected jutsu)
Damage: NA
Description: There once were a pair cleverly crafted manacles found in a desolated and rundown village; that held much power to behold. The Manacles themselves were believed to be built by a gifted weapon craftsman; who upon crafting imbued them with strange and abnormal powers. The exact origins of these manacles are unknown, but it assumed to be an ancient heirloom passed down through generations. The villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the power the craftsman imbued them with.

Abilties:
These manacles whenever worn automatically made a mental and physical connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost, for example, twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu; upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori
Note: No Usage limit for 10 chakra points.
Note: Using 20 chakra points on a technique can only be used four times.
Note: Using 30 chakra points on a technique can only be used three times.
Note: Using 40 chakra points can only be used twice.


Approved: edits annotated in pink. Adjusted the usage limits.


(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra Cost: NA (+10-40 to affected jutsu)
Damage Points: NA
Description: There once were a pair of demon possessed manacles found in a desolated and rundown village. These manacles were once worn by a demonic creature— that it wore till its death. Due to its death while wearing the manacles it imbued them with strange and powerful aurora. In fear of being possessed the villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the demon inside of them.

Abilties:
These demon possessed manacles whenever worn automatically made a connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu. Upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori

♪ Declined: The background for the weapon simply won't be approved. An explanation saying that a weapon was given to the user from a demon or god or whatever just doesn't fly. Remove the paranormal portion. The ability itself is pretty unique, just add a usage limit and you should be good to go. ♪


Leaving for NK/Vex, but more so the latter.



Reworked entirely
(Fūin geijutsu: Shinseina enjo) Sealing Arts: Divine Aid
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA or 60
Description: This is a Fūinjutsu tag that will be applied directly on one of the user's puppets. Imbued inside of each tag is one of the five elemental natures that can be called upon by the user. With this tag it can be passively placed upon one of their puppets as along as it has been stated along with the summoning of said puppet or in the user's biography. When the user activates this seal it coats, said puppet in a thick layer of whichever elemental the user decides. The aurora can be utilized to give a puppet offensive or defensive capabilities. The main purpose of this technique will be to act as a shield or offensive attack; which can be done by using the seal to expel a skintight barrier infused with whichever element was selected, in order to block an attack (up to and including a single A-rank attack). Each time it is activated the aurora can span up to short range of the puppet or be placed skin tight around it. On the other hand this technique can be used as an offensive attack by slamming into targets hitting them with the blunt elemental force of whichever element was chosen. Also, each usage only lasts one turn unless counteracted. When using this technique in battle only when activating the seal does it cost a move.

Note: Can only be taught by Sasori.
Note: Can only be used four times.
Note: Only four puppets can have this seal attached.
Note: Each puppet can have only one seal on it, and only this particular seal once applied, per event.
Note: The element must be determined at the moment it is applied.


Approved: edits annotated in pink.


(Reddo himitsu tekunikku: Gyarison) Red Secret Technique: Garrison
Type: Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: NA
Description: Sasori starts by swiftly pulling out a scroll and with his other hand opens his chest compartment holding his one hundred chakra threads. The scroll he held would be the one for his One Hundred Puppet collection. Almost immediately as the scroll was pulled out the puppets would all rush from the scroll and the chest compartment already open would attach a single chakra thread to each of the puppets in one fluid motion. With the puppets scattered about he would begin to go on the defensive. Each puppet itself is not very strong so the entire collection fixes that with sheer numbers. Now that the puppets are on the field the user causes for each of the puppets to spread out their arms and from them four different parts would open up. In just a few seconds each of the puppets will use the basic puppetry move known as the Chakra shield to release a bluish color otherwise known as chakra from their arms. After this has been done all of the puppets the swarm in on the user and anything up to short range of them if wanted. All of the puppets then form a sort of dome around the user. They act as a sort of meat shield or in this case a puppet shield from all directions. With the shield of puppets to protect themselves from incoming attacks the user can survive up to a certain amount of damage. The puppets individually don't have much endurance but they make up for it with numbers. Considering that the wall is made out of several layers of puppets the incoming jutsu is weakened and slowed down due to the array of puppets presents. In the process though majority of the puppets are destroyed. The chakra shield is not the main part of the defense but instead is a side piece for the large array of puppets.

Note: Can only be used once.
Note: Can tank up to any damage of any S-ranked technique.
Note: User cannot use the set of puppets for the remainder of the battle.
Note: Can only be taught by Sasori.


Approved~


(Shīruātsu: Aporosankutamu) Sealing Arts: Essence of The Puppet Master
Type: Supplementary
Rank: A
Range: NA
Chakra: NA
Damage: NA
Description: A seal that will be predetermined before a battle has been commissioned—therefore this seal has to be stated in the initial post of a battle or in the user's biography. This seal is one based upon Fūinjutsu’s innate ability to seal and unseal just about anything. Fūinjutsu also has shown the ability to seal things that are not tangible simply meaning that abstract things are capable of being sealed as well— this has been proven when emotions have been sealed inside of a person. Essence of the Puppet Master is a seal that the user will have placed on a solid surface nearby them and once it us triggered with the infusion of chakra a bright light will erupt around the user encasing them in a sealing aurora. This specific seal will serve to seal away up to two of the user's five basic elements. Due to the mechanics of this seal it is imperative that at the beginning of a battle that it is stated exactly which elemental Natures have been sealed away. Additionally, since the user has sealed away up to two of their elemental Natures it leaves them completely unable to mold chakra for said elemental nature as long as the seal has them contained inside. On to the main function of this seal(s) will be to place them upon puppets of the user's choice. Let it be noted that one seal can contain up to two elemental Natures; meaning that said seal can only be placed upon one puppet or it is possible that there are two seals each containing one elemental Nature. Essentially the seal will be placed upon puppets of the user, and will be passively activated at the start of a battle. With the activation of said seal with chakra it causes for the previously sealed Elemental Nature to begin coursing throughout said puppet. In a way this seal will work similar to Human Puppets and Sasori's Core— which just means how because Human puppets are created from the body of a once living person who could mold chakra and in Sasori's case where he had a living part of himself that could do the same; it enables the puppet with the seal to do the same. This is all just to say that the puppets who possesses the seal will be capable of utilizing all jutsu of the elemental nature chosen due to a part of Sasori essence has been imbued into the puppet. It however, will still be necessary for the user to infuse chakra into the puppet through a medium in order to activate any jutsu.

Note: Can only be taught by Sasori.
Note: Counts as the Puppets one seal.
Note: Can only be used by Sasori Biographies.
Note: If the seal is disabled/destroyed then the Elemental Natures return to the user.
Note: Up to two puppets can possess this seal.
Note: Only works with basic Five.

Leaving all for pekoms.

I swear you just make jutsu long for the sake of ti :|



Declined: I'm not entirely sure that this'll be feasible. You can seal a technique prior to an event and use it sometime later. A technique is within the realm of being preset, but an entire element getting preset with one seal? I'm having difficulty seeing how when each time the same seal is undone, you'll be able to use an array of techniques for an indefinite period. Not to mention, where do the puppets get the chakra or ability to mold these elemental techniques? Human puppets are, more or less, refurbished corpses that retain the deceased's chakra, so they already have an independent chakra source.

 
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