Custom Jutsu Submission - III

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21 Savage

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(Burakkuraitoningu: Kami no ken'i) - Black Lightning: Authority of the gods
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80 (-20 to user)
Description: This technique revolves around the user gathering a large amount of chakra before manipulating it into the infamous black lightning and after weaving a single hand seal, a burst of black lightning would emanate from their being in the form of a gigantic column of energy that rises high into the atmosphere above him. As
soon as he does so, a huge portal filled with black lightning appears and swirls around, above the user, covering the whole battle field. As the pitch black lightning portal gathers high above the user, the whole atmosphere becomes charged with static energy. After some time, having gathered enough destructive lightning energy, the whole energy is unleashed upon the ground descending in the form of a column of energy (similar to the one initially triggered). As it touches the ground around the user, the column expands outwards, taking advantage of the moisture in the air to travel up to long range, hitting everything while clearing the skies in the process. The energy destroys anything in its wake, leaving nothing but an empty wasteland behind. Because of the massive range and chakra needed to perform this technique, the user can only make use of it a limited amount of times and takes consequent damage with each usage.
Note: Can only be used twice per battle.
Note: Available to only Primary Black Lightning specialists
Note: No Lightning Techniques above A rank in the turn its used and the turn after.
Note: Available to Thaal Sinestro and whoever he teaches.

Declined - remove the mention of the portal that's just weird.

(Burakkuraitoningu: Sango no Kiribati) - Black Lightning: Sango's Escape Skill
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: A strange technique by the 3rd Raikage over the years to complement his black lightning usage. Having relied on this specialized form of lightning, Hakai sought to create more and more techniques to supplement the existing ones. This technique is useful when the user is unable to defend from high rank attacks of massive height and might or fast projectiles and fast movement assaults. By flowing black lightning chakra into every point of his body, Hakai would transform his entire self into black lightning capable of moving to another location (manner needs to be specified) at high speeds which appears as a streak of white blinding light which temporarily blinds the opponent if they are looking. Upon speeding off from the previous location, the user would leave a portion the black lightning in the form of a silhouette which resembles his physique and stature to take full blunt of the attack while he reforms at another location subsequently. The user can re-appear and reform at any location of his choice making this suitable for fleeing battles.
Note: Can be used four times per battle with at least one turn cool down between each use.
Note: Available to Black Lightning Users and Primary Lightning Specialists.
Note: Available to Thaal Sinestro and those he teaches.

Declined - 1. this has been done and tried countless time with regular lightning and we wont allow it just because the lightning is black. 2. Why would using black lightning seem like white blinding light?


(Burakkuraitoningu: Dai san no regashībājon II) - Black Lightning: The Third's Legacy Version II
Type: Supplementary
Rank: S
Range: N/A (+1 range to all lightning techniques)
Chakra: N/A
Damage: N/A (+20 to normal lightning techniques)
Description: Black Lightning is a specialized derivation/advanced form of lightning created by the Third Raikage and taught to other notable cannon characters like Darui. After the original version was made, it succeeded in captivating the ninja world and working wonders in various battles continuously from time to time. The Third Raikage desired more effectiveness from this technique so he sought to develop another form of lightning which eventually failed leading him to decided to modify the existing version. This is a passive activation technique typical and usable to only known Black Lightning users. The user, upon activating this technique would no longer be able to use regular lightning techniques or be able to mold the normal lightning chakra due to the effects of the new form of chakra to be utilized. The user would only be capable of only manipulating and molding black lightning chakra for all lightning techniques thus giving his lightning techniques more destructive and devastating property along with a black aura coloring to all lightning techniques performed by the user under the influence of this technique. This said Black Lightning is superior to the Normal Lightning in many ways ranging from its use, to the damage etc. The user's lightning technique under the influence gains double the damage against all earth structures and techniques of all ranks, it's two times stronger than the normal lightning in regards to elemental strengths and weaknesses while also gaining a passive +20 damage boost to all performed lightning attacks while the technique is active. Normal Lightning techniques gains a +1 in range while under the effects of this technique but the user requires an extra amount of chakra to perform lightning techniques compulsorily (+10 chakra) and the user suffers a -5 damage each turn this technique is active.
Note: Must be placed within the user's bio or stated before the beginning of a match.
Note: The user would be unable to use and mold normal lightning chakra, every lightning technique gets affected permanently.
Note: Available Normal Black Lightning Users

Declined - I'm pretty sure black lightning is just Lightning combined with Yang, so if you were unable to mold regular lightning you wouldn't be able to control black lightning.


- Resubmitting "Authority of the gods"
- Resubmitting "Black Lightning: The Third's Legacy II
- Resubmitting "Chameleon Outburst"
- Made Edits and added corrections

(Burakkuraitoningu: Kami no ken'i) - Black Lightning: Authority of the gods
Type: Offensive/Defensive
Rank: F-Rank
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to user)
Description: This technique revolves around the user gathering a large amount of chakra before manipulating it into the infamous black lightning and after weaving a single hand seal, a burst of black lightning would emanate from their being in the form of a gigantic column of energy that rises high into the atmosphere above him. As
soon as he does so,a huge mass of concentrated black lightning appears in form of a giant circle spanning 5m and swirls around, above the user, covering the whole battle field. As the mass of concentrated pitch black lightning gathers high above the user, the whole atmosphere becomes charged with static energy. After some time,(a few seconds; 4s) having gathered enough destructive lightning energy, the whole energy is unleashed upon the ground descending in the form of a column of energy (similar to the one initially triggered). As it touches the ground around the user, the column expands outwards, taking advantage of the moisture in the air to travel up to long range, hitting everything while clearing the skies in the process. The energy destroys anything and everything in its wake, leaving nothing but an empty wasteland behind. Because of the massive range and chakra needed to perform this technique, the user can only make use of it a limited amount of times and takes consequent damage with each usage.
Note: Can only be used twice per battle.
Note: Available to only Primary Black Lightning specialists
Note: No Lightning Techniques above A rank in the turn its used and the turn after.
Note: Available to Thaal Sinestro and whoever he teaches.

Declined - how can it span 5m, but cover the entire field? O_< Reword that

(Burakkuraitoningu: Dai san no regashībājon II) - Black Lightning: The Third's Legacy Version II
Type: Supplementary
Rank: S
Range: N/A (+1 range to all lightning techniques)
Chakra: N/A
Damage: N/A (+20 to normal lightning techniques)
Description: Black Lightning is a specialized derivation/advanced form of lightning created by the Third Raikage and taught to other notable cannon characters like Darui. After the original version was made, it succeeded in captivating the ninja world and working wonders in various battles continuously from time to time. The Third Raikage desired more effectiveness from this technique so he sought to develop another form of lightning which eventually failed leading him to decided to modify the existing version. This is a passive activation technique typical and usable to only known Black Lightning users. The user, upon activating this technique would have two different versions of lightning at his disposal i.e he would still be able to use regular lightning techniques and be able to mold the normal lightning chakra due to the effects of the new form of chakra to be utilized. The user would be able to choose to influence his normal lightning techniques with black lightning chakra for all lightning techniques thus giving his lightning techniques more destructive and devastating property along with a black aura coloring to all lightning techniques performed by the user under the influence of this technique. This said Black Lightning is superior to the Normal Lightning in many ways ranging from its use, to the damage etc. The user's lightning technique under the influence gains double the damage against all earth structures and techniques of all ranks, it's two times stronger than the normal lightning in regards to elemental strengths and weaknesses while also gaining a passive +20 damage boost to all performed lightning attacks while the technique is active. Normal Lightning techniques gains a +1 in range while under the effects of this technique but the user requires an extra amount of chakra to perform lightning techniques compulsorily (+10 chakra) and the user suffers a -5 damage each turn this technique is active.
Note: Must be placed within the user's bio or stated before the beginning of a match.
Note: The user would still be able to use and mold normal lightning chakra, every lightning technique gets affected but by choice...only if he wills it to
Note: Available Normal Black Lightning Users

Declined - you can't be serious? You just can't. Place this in your bio, always have a +20 damage boost to your lightning, they all become black lightning, gain some range just for the hell of it? And don't worry you will lose some health for no logical reason whatsoever? Please, i need some enlightenment in what you were thinking? DNR.

Raiton: Kamereon no Bakuhatsu - Lightning Style: Chameleon Outburst
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A(40+paralysis, for electric discharge)
Description:
The user would focus chakra into his skin, infusing his entire skin with dormant static electricity. The static electricity only works whenever the user's skin is hit by a physical force or the user's skin presses against a solid entity which as a result releases unfocused electricity outwards into the object hitting/touching the user. This would also add an amount of repulsive force into the object thus making the object's impact on the user reduced to almost nothing. Against elemental technique, the static electricity would tear through while repelling them backwards, similar to how "Nagashi" destroy Yamato's wood. Elemental strength and weakness applies. Static electricity works with friction and force compression, so when the skin
undergoes a slight inwards impact like a
punch, the static electricity immediately
becomes charged and released outwards, the charged electricity in the form of unfocused electricity to balance out its electrical equilibrium within the user's skin. The static electricity is activated instantly and would remain on the user's person until he activates its passively whenever his body distorts, though the user is not able to activate it without the aforementioned condition.
-Usable 5x per battle
-Last until when triggered once
-due to it been a dormant technique and harmless on its own until the user is hit directly, it can be used in the same timeframe as another lightning technique
-The user or the user's technique is unable to trigger it, it only reacts to outside forces
-Paralysis last 1 turn.

Declined - how is this going to send something like fireball backwards?
 
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pop123

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(Kōtei Rei) - The Emperor's Edict
Type: Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: N/A
Description: The Emperor's Edict is a technique that exploits the superiority that Sand possesses over Earth Release, and the fact that the Earth can be used as a source to generate and sustain Sand Ninjutsu techniques. It works with either the user directly coming into contact with the opponent's Earth technique or alternatively the users sand doing it. Essentially, the user focuses his chakra into the opponents Earth technique and instantly converts it into Sand by altering the techniques properties; having it grinded, crushed up and then finally dispersed. The user can apply this ability to any form of Earth Release such as normal rocks, mud or swamp; following Sands S/Ws. However, what truly makes the technique interesting is that it can be applied to the terrain as well. This essentially let's the user to instantly transform any terrain that either has the characteristics to be used as a medium to perform Earth techniques or alternatively form a core part of Sand Release (silica, quartz, granite etc) into Sand. Once the terrain is altered, it can only facilitate the perfomance of Sand techniques. Basically, the user and the opponent both lose the capability to perform any elemental technique (excluding Sand) that requires the Earth as a source i.e Doton, Mokuton, Koton etc for the duration that the technique is active.
Note: When applying the technique upon the terrain, the range is directly proportional to the Rank. As such B Rank extends upto Short Range, A Rank upto Mid Range and S Rank is for Long Range.
Note: The technique costs a move slot upon activation, but passively remains active afterwards.
Note: The S Rank version can only be used thrice per battle, and the user may not use any S Rank or above Sand technique in the same turn.
Note: Can only be taught by pop123


Declined: please do not resubmit. The earth-to-sand conversion, such as it has been described, already exists as canon. And to be a bit more precise, it is Earth Release: Bovine Intervention (A-rank). It was a CJ donated by Lili-Chwan.


(Māku no Bachiatari) - Mark of the Accursed
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The technique 'Mark of the Accursed' is a unique technique that allows the user to differ from the usual manipulation of Sand. Generally, Sand is compressed and hardened however this technique brings in a distinct factor that involves the expansion of Sand structures. Basically, the user channels his chakra either into the terrain or any Sand structure present anywhere on the terrain, infusing his chakra into them and compressing them into thousands of 5cm spherical clumps of sand. Once the user has done so, he can manipulate the clumps to expand and instantaneously explode in a synchronized fashion. This results in sand grains scattering across the terrain in an omnidirectional blast ranging upto Short Range from the techniques point of origin, though it's range in terms of height remains an exception as it reaches upto Mid-Range in that case. The sand grains essentially act as shrapnels and pierce right through the targets flesh and bone, as well as any other obstacle present in its course, completely destroying most of the surrounding. If the user somehow happens to be within the blast radius of the shrapnels due to any particular case of scenario, he can choose to utilize a Sand users capability to manipulate sand grains, and can as such alter the characteristics of the blast, changing it from being omnidirectional blast to an outwards 90°, 180° or 270° blast, one specifically targeting the opponent.

Note: Can be used four times per battle with a one turn break inbetween each use
Note: Can only be taught by pop123

‡ Approved ‡

(Enkidu) - Heavenly Binding Chains
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80
Description: Heavenly Binding Chains is a Sand Ninjutsu technique that works on the same basis as the Earth techniques Sticky Earth Drop and Dropping Lid, taking in their unique property of opening portals on the battlefield and 'summoning' the jutsu. This technique essentially works with the user opening a single portal (or alternatively upto 8 portals) on any particular location(s) on the field. Upon forming, each portal releases a burst of sand grains that proceed to instanteously harden and 'materialize' in the form of chains. These chains can generally be elongated, enlarged and even contracted, all depending primarily upon the users choice with each chain reaching upto a maximum of 15m from their point of origin. Most notably, each chain has a blade at its front which is capable of acting as a striking weapon when launched at high speeds. The user can also choose to have a single or numerous chains either partially or completely wrap around a target and bind it in place, with the user manipulating the chains to twist and tighten in order to inflict damage and potentially break the targets bones. Alternatively however, the user can simply bind a target without potentially harming him or even have the chains recede into the portal (after having bound the target) in order to drag the opponent towards the chains point of origin. It is important to note that the chains can be utilized for defensive purposes as well, such as the manipulation of the chains to create a 'defensive chain net'. In essence, the technique allows the user to conduct a vast array of actions and introduces a great deal of versatility as the user can manipulate the chains for numerous purposes.
Note: The technique costs a move slot upon activation, but can passively remain active for 2 turns.
Note: The Rank of each individual chain is inversely proportional to the quantity of the chains created. For example, if the S Rank version was used and two chains were spawned, they would be A Rank each. As such, for the sake of simplicity, besides creating a single chain, only an even number of chains can be created (2, 4, 6, 8).
Note: The S Rank version can be utilized four times per battle and the user may not use any S Rank or above Sand technique on the turn the S Ranked version ends.
Note: Can only be taught by pop123
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Declined: this seems like a stretch, and more likely S/T. There are two primary issues, and they aren't mutually exclusive. First, the portals being passive can't happen. In a departure from the two Doton examples, this submitted technique isn't a one-and-done. And by that, both open and close portals within a single turn instead of over the span of multiple turns. In order to keep the portals open, a proportionate amount of chakra would have to be spent during subsequent turns. Now, the other critical issue is deciding which abilities would still be usable while the portals remain active on the field. Again, unlike the two Doton examples, you aren't merely dropping something onto the field and letting gravity do the rest. On the contrary, the chains of sand would be constantly manipulated. As such, you would be limited in regards to your chakra nature manipulation so long as the chains of sand are sustained. Ergo, at best you'd be able to use Sand and its composite natures, Earth and Wind. In addition, all three fields would be limited to A-rank and below usage while any of the portals remain. A couple of other issues would be the lack of usage restriction for the A-rank level, and also reducing the total number of times the S-rank level can be used. Given the S/T concern, I will double-check with another RP mod.

Edit: I checked with another mod, and yes, it does seem to be too much like S/T. Resubmission will require great changes.

 
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Pervyy

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(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times


I'm dropping this customs weapon:



(Igneel's atae) - Igneel's Gift

Type: Weapon
Rank: S
Range: N/a
Chakra cost: N/a
Damage Points: N/a
Description: Long ago, when Natsu was young and Igneel found him, Igneel gave this special scalf to Natsu. At the time Natsu didn't understand why, but now it's all he has left of his "Father". This scarf has several Kanji seals and formulas said to have been written by a Fire Dragon. Although the full extent of the scarfs power is still unknown, it has been shown that fire techniques used by someone wearing the scarf are slightly more powerful, bigger and faster. The scarf passively feeds on the users chakra to create an aura of fire chakra around him that reduces incoming fire by one rank. The users fire jutsu increase in size and gain +10 damage. Not only this, but the Scalf gives Natsu the determination to fight so that he can meet Igneel again and make him proud, much like Jiraiyas determination. This will increase his will power and will be able to continue to fight even while in pain, such as losing an arm. Natsu always wears this scalf.

Note: The aura reduces only the damage of Katon techniques, not elemental combinations with fire or fire related CE's or KG.


Not sure if this has been made before (if it has do you know by who?). I had a look around and could find it so here:

(Katon: Metsuryū Hokasui) - Fire style: Dragon Slayer Fire Stream
Type: Attack/Defence
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will focus their fire chakra into their hands or feet. The the user will surround their hands of feet in flames releasing a blast of fire from their hands like when a rocket blasts off. This concerntrated stream will travel up to mid range. Due to the power of the flames, if the user doesn't have his feet firmly on the ground the blast of fire will push him in the opposite direction to which the flames are traveling.

Note: can only make max of 2 blasts per use


±± All Approved ±± Well done.

An Advanced version of the above sealing:

(Fuuin: Metsuryū Mahō 2) - Sealing art: Dragon Slayer Magic 2
Type: Fuuin
Rank: S
Range: Short
Chakra: 40
Damage: (same as absorbed)
Description: Before the battle the user will have places 2 advanced seals in their mouth/throat in preparation. Each of these seals will represent one of Natsu's affinities, one for fire release and one for lightning release (other uses with these affinities can use this seal too). In battle, when the user is about to be hit by an attack consisting of fire OR lightning, they will release their chakra into their throat activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An example of this jutsu would be if the opponent use a S rank fireball, just when it's about to hit the user, he will release the seal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fire back at the opponent as one big blast, the fireball would still be S rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Alternatively, once the user has activated the seal in their mouth, and successfully absorbed the technique, they can use the chakra within the seal to then empower another technique of their own, for a one off active burst. For example, if the fire seal was used, sealing an S rank jutsu, the user could then choose to use the chakra that was sealed to boost his next fire jutsu. This boost would consist of +30 damage points, due to the chakra of an S rank being added to it, it is alot stronger than normal boosting jutsu.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal S rank and below
Note: Must wait 1 turn to use this jutsu again (for the sealing aspect)
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns, also costing a move if used to boost a technique.
Note: Can only seal one element, not elemental combinations.
Note: Useable 2 times

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□ Declined. The boosting aspect clashes with several existing seals. □

(Ninjutsu: ) - Ninja art: Dragon Soul
Type: Supplementary
Rank: E
Range: Short-Long
Chakra: 5
Damage: N/a
Description: This technique is a basic shape manipulation applied when the user uses and elemental technique, it's used in the same timeframe costs 5 additional chakra points to use this with another technique. When the user performs a elemental technique, through shape manipulation, the point of origin of the technique will form a Magic Circle made of that chosen element, almost looking like the formula that appears for a sealing jutsu. This in no way adds any power, or change the jutsu in any way, not does it create any defensive properties, it is pure cosmetic, used by dragon slayers. For example, if the user released a stream of fire from their mouth, the fire will draw an extra 5 chakra from the user and form into a circle that is red in color, not burning the user, nor providing any aditional effects. If the jutsu were to come from the ground, as the jutsu shoots up, it would form on the ground. This acts in the same timeframe but takes up a jutsu slot to form.

Example:
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□ Approved. □

Resubbing last one:
Wow, a cj from 4 years ago on page 14 of this thread now we are on like page 300, crazy times. Anyway, quoting this as i'm making a variation of this using ash form of fire release:

(Katon: kensei no doragon ) - Fire Release: Power of the Ash Dragon
Rank: B
Type: Offense
Range: Short
Chakra Cost: 20 (-5 per turn)
Damage Points: 40
Description: This technique is specialised for those who have great control over their fire chakra. This is usually used in close combat where the user will release their fire chakra around a part of their body covering them in a cloud of molten hot ash that's as hot as fire, till glowing with an ember but doesn't touch the users skin nor burn them. Due to it being the users chakra and not that strong, it wont hurt the user, which can be quite painful if an opponent is hit by it. When someone/something is hit by these ash cloud created by the user, it will great a burst of molten hot ash on impact from the user, to burn the target more and producing some additional concussive force. This ash will be released forwards in a wave/blast like a fireblast but the ash will burn on contact and stick to what it touches and continues to burn up to the end of the users next turn.

Note: can stay active for 2 turns at a time
Note: Can't use water jutsu at the same time
Note: Can be used once every 3 turns.

✦ Approved, the jutsu you based it on was approved in a different time and this one would need a usage restriction ✦



Will resub the third next cycle:

(Senjutsu: 妖精の輝き, フェアリーグリッター, Fearī Gurittā)- Sage art: Three Great Fairy Magics, Fairy Glitter
Type: Defense/offensive
Rank: Forbidden
Range: Short - long
Chakra: 50
Damage: 90
Description: This is one of the three ultimate sage jutsu created by the Pervy Sage. It was designed as a last resort should all else fail to bring down the evil in the world such as the likes of Madara. While in sage mode, the user will hold their fist up, gathering sage chakra quickly ( if fused with ma and pa it's much faster as they add to the chakra too). Due to the mass amount of chakra, it becomes visible to all like a glow of gold, purifying light. The chakra will give off a bright light -not enough to blind but enough to illuminate the entire field. A ring will then form in the air made of sage chakra, which can vary in size depending on how the users wants to use it; for an normal man around 3m diameter and for a large summon, 20m diameter. The user will then bring their first down so that it's pointed at their target and the ring will shoot down like a pillar of light, similarly to a Lightning jutsu, surrounding them and quickly shrink inwards on the user's command, hitting the target on all sides in a fast bright motion and on impact crush them and explode in a barrage of pressure from all sides. Though it sounds like a long process, it's all done in the same amount of time it takes to create a Rashomon Wall. Due to the strain of such a jutsu this will end sage mode and leave the user quite tired. This is simply raw powerful senjutsu chakra (much like the rasengan's naruto uses in sage mode) and thus simply fights on equal terms to elemental techniques; its not raw natural invisible energy.

Note: only the user can perform these techniques - no summons, clones, or anything of the sort.
Note: Useable once
Note: Only B ranks and above in the next turn
Note: Ends sage mode and prevents any other Senjutsu tehcniques from being used afterwards.
Note: Users moving speed is halved due to the strain

Gif of the jutsu:
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✦ Approved, edited parts for grammar and clarity ✦


(Senjutsu: 妖精の球, フェアリースフィア, Fearī Sufia) ) - Sage art: The Great Magics, Fairy Sphere
Type: Defense
Rank: Forbidden
Range: Short - long
Chakra: 50
Damage: 90
Description: This is one of the three ultimate sage jutsu created by the pervy sage. If all else fails the sage mode user can use this jutsu save he who he cares about most. It was inspired by the bonds of the village hidden in the leaves and their bonds to stick together and that was reflected in the jutsu. Like the other Two Great Magic's, this uses the art of sage chakra with the enhanced glow effect. The user will release all their chakra in sage mode in a sphere on their desired location that will encompass up to mid range around the target, or small range if required. This can be made around the user or around another location as it was designed to help protect those he loved. The user will release all their sage chakra at once creating this barrier which has such a high concerntration of sage chakra it has a light glow like sunlight reflecting off it and lasts for 1 for turn or until hit by a forbidden ranked tehcnique. While this is active the user can't do anything else but hold the barrier in place but at the cost of his sage mode. This is simply raw powerful senjutsu chakra (much like the rasengan's naruto uses in sage mode) and thus simply fights on equal terms to elemental techniques; its not raw natural invisible energy.

Note: Clones and summons ect can't use this only the ninja himself
Note: Useable once
Note: Only B ranks and above in the next turn
Note: Ends sage mode and prevents any other Senjutsu tehcniques from being used afterwards.
Note: Users moving speed is halved due to the strain

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All edits in bold

✦ Declined, since this creates an actual barrier, it will need to be a Fuuinjutsu Senjutsu tech and up to mid range around the target is too much for an F rank Senjutsu barrier that is neutral to elements. S rank and mid range would be fine, but if you want it Forbidden ranked, you need to scale back to short range ✦
Kept F rank, reduced to short range only, made it fuuin.

(Fuuin Senjutsu: 妖精の球, フェアリースフィア, Fearī Sufia) ) - Sealing Sage art: The Great Magics, Fairy Sphere
Type: Defense
Rank: Forbidden
Range: Short - long
Chakra: 50
Damage: 90
Description: This is one of the three ultimate sage jutsu created by the pervy sage. If all else fails the sage mode user can use this jutsu save he who he cares about most. It was inspired by the bonds of the village hidden in the leaves and their bonds to stick together and that was reflected in the jutsu. Like the other Two Great Magic's, this uses the art of sage chakra with the enhanced glow effect. The user will release all their chakra in sage mode in a sphere on their desired location that will encompass up to Short range around the target. This can be made around the user or around another location as it was designed to help protect those he loved. The user will release all their sage chakra at once creating this barrier which has such a high concerntration of sage chakra it has a light glow like sunlight reflecting off it and lasts for 1 for turn or until hit by a forbidden ranked tehcnique. While this is active the user can't do anything else but hold the barrier in place but at the cost of his sage mode. This is simply raw powerful senjutsu chakra (much like the rasengan's naruto uses in sage mode) and thus simply fights on equal terms to elemental techniques; its not raw natural invisible energy.

Note: Clones and summons ect can't use this only the ninja himself
Note: Useable once
Note: Only B ranks and above in the next turn
Note: Ends sage mode and prevents any other Senjutsu tehcniques from being used afterwards For 4 turns.
Note: Users moving speed is halved due to the strain
 
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Jokey

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(Ebisu) - Yebisu
Type: Weapon
Rank: S
Range: -
Chakra: 40 for Presence, 5 per turn
Damage: 80
Description: Ebisu is a fishing rod of 2 meters length, with the handle encompassing 40 cm of the length. The rod is not restricted to ranged combat, it has minuscule blades that can passively come out of the butt, allowing the user to combat those within short range. The blades would emerge in a manner that does not affect the other functions of the rod. This would merely cost five chakra points, or alternatively, the user can press a button located at the butt cap of the handle. The weapon has two main abilities and a single secondary, condition specific, ability. The rod is composed of a specific material that grants the rod durability. The material also allows the user to the channel chakra through the rod like any basic weapon. However, a unique ability is the possibility of allowing the user to remotely control the rod via chakra(5). This allows the user to keep using the weapon when he is unable to properly move. In regards to the rod’s bait, it can have a variety of tools added to it as long as it viable.(Explosive tags for example)
Main abilities:

Inferior: Similar to how a normal fishing rod’s bait attracts fish and leads to their demise, Ebisu’s bait attracts chakra. Any chakra present within short range from the bait would be attracted and absorbed into the bait, signifying that the fish had been hooked. For instance, the chakra present in hidden mist technique would be absorbed by Ebisu’s bait when near it, leading to the mist becoming non-chakra infused, which in turn grants the user the ability to easily remove the mist with appropriate methods. This ability can be used to syphon the chakra from techniques, which in turn weakens them or neutralises them. If the bait were to make contact with a living target or otherwise sentient, it would also be capable of absorbing chakra. The bait can however only absorb 40 chakra points per turn, in both technique and living creatures respective cases. The chakra that is absorbed would be stored in the rod. Said chakra would be put to use in a subsequent technique, to be submitted. This is an active ability that would count towards the three moves per turn.

This is just too strong of an effect without due limits.


Presence: Fundamental to the user’s style, this second ability is what allowed Ebisu to be feared as a weapon for hunting. Presence is also exclusive to the bait of the rod. It is an ability that only affects living creatures. It is a passive technique that comes into play as long as the target is aware of the presence of the rod/bait.
Presence would take effect when the bait is 3 meters or less from the target. Presence is an ability that could be best analogised to killing intent and kanashibari no jutsu. It causes muscle paralysis to its prey, allowing the hook to easily sink into its targets. This ability can affect those up to 2 ranks above the user, locking their movement and leaving them open for attack. This ability is not character/target specific, meaning that if three opponents were in close proximity and Ebisu’s bait was three meters away from them, then all will fall victim to its effects.

This doesn't make sense

SECONDARY
This ability pertains to the lore of the rod itself and is directly linked to the fact that Erebus is a fishing rod. The ability passively comes into play whenever Eribus is used against aquatic animals, their users, and hybrids or similar of the two, like gyojin. It’s abilities capabilities would temporarily double, making Ebisu more effective and deadly. For example, muscle paralysis would occur from 6 meters and bellow. This ability extends to all types of aquatic creatures, even if not commonly hunted, e.g. sharks. It was rumoured that this was the cause that even the great Kisame Hoshikagi was afraid to combat this weapon. This ability would only last as long as the target is alive and is only triggered by those the user deems as targets, meaning that it won’t be activated by allies of the user.

Although useful, Ebisu is not a sturdy creation, lacking the indestructibly and durability aspect of most weapons, it is only durable enough to withstand damage equivalent to twice its rank’s damage, so 160 DMG, after which it must be repaired. Like mentioned, the rod itself is only 2 meters in length, but it can have a long reach due to the line it is used alongside with.

Declined - overall half of this isn't logical and wouldn't work the way you want in the rp, or can't allow it to work the way you want.
 
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Alyx

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(Teigu: Murasame) Imperial Arms: Murasame
Type: Weapon
Rank: S-ranked
Range: N/A
Chakra: N/A
Damage: N/A
Description: Murasame is an ancient katana that was said to be forged from blood of many people it has slain over in a lifetime. Some said it was cursed by a demonic force, though most of these stories are simply folklore created in the many generations that has passed. The blade eventually fell into the hands of a young swordsman - embedding their power into the sword and thus caused it to evolve as the years go by. Murasame’s nickname “The One Cut Killer” is not simply some cosmetic name, but rather a twist on it’s actual ability.

The structure of the blade’s metal was crafted with a metallic core, one that allows the blade to accept chakra being flowed into it as a chakra conductive weapon much like kunai and shuriken but also this design allowed the blade to be unbreakable in nature. This allows it to be immune to rusting, corrosion , snapping under massive amount of pressure etc however this doesn’t translate into the blade being able to counter ranked techniques(meaning defending an A rank jutsu with just the blade alone). In free form clashes however, it means the sword is able to have the upperhand as it would not break under these circumstances. The blade is laced however with summoning seals along its outer structure - allowing for it to passively summon poison from it.

What if their sword was indestructable?
Lol, i'm sure i'd allow this xd
This begins the first part of the blade’s powers, and thus where it earned the name “One Cut Killer”. The summoning seals on the blade, are colored in a similar fashion to that of the sword thus can’t be seen with the naked eye but upon closer looks, one can see a translucent liquid dripping along the blade. This liquid is the poison produced by the user, who needs to be a Medical School Poison Release user to do so as the blade’s poison carries the same effects as the Poison Release: The Plague Technique resulting in the death of a slashed target in three turns should the poison be allowed to spread. The only difference between the two poisons is the coloration which Murasame itself changes passively in order to hide the poison better. Once the target has been affected, cosmetic formulas will also begin to spread across the surface of the skin,though as mentioned this is purely cosmetic.

How does the poison work?
All this random passive stuff

The other ability of Murasame is its form of sentience. This sentience is very limited in the sense that it doesn’t have any sort of acute senses but similar to Samehada, the blade has the ability of recognizing its master. This in turn allows for the blade when an unworthy target tries to infuse their chakra into the blade, Murasame will nullify this chakra thus preventing any usage of chakra based techniques through it as well as shutting down its seals and preventing any more poison from leaking out. This sentient ability has an active and passive effect in which passively Murasame due to having its own chakra source acts as an outside augmentation to its user. The user will passively apply their natural elemental affinity be it primary and or secondary into the sword or even an Advance Element(CE not included), allowing Murasame to “adapt” this chakra into itself and when the user utilizes selected element, Murasame will passively infuse chakra into it’s owner increasing the power of jutsus by +10 in damage. This ability however has its own restraints, as it prevents the user from fueling elemental chakra other than the desired adapted on into the blade. Meaning if one should infuse lightning into the sword, wind chakra can't be fueled into the sword for the rest of the battle as it can't be changed later on. The active ability is that by allowing Murasame to become the source of a technique that is actively being produced by its user such as a mode , familiar etc of the desired element the user infused into the blade. This can be applied to up to three techniques per event, once per battle when in the NW but only twice per battle in general areas of conflict(such as BA, Tournaments etc). This active ability is B -ranked in nature, requiring 20 chakra in order to apply it and can be done within the same time frame of the technique, and allows the technique to remain active indefinitely. It also removes the user’s need to constantly focus chakra for said technique and can now use elements they normally couldn’t due to the restriction of the technique; that is if any of restriction of the sort existed. The sword can only be used by Nakiri and those whom he/she allows to wield, though Mastery of Medical Ninjutsu and Poison Release is required to use it.

Declined - sentient sword now that gives you a boost, just cause?

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Formulas Spreading as the Poison Does in the body
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Dropping CW:

Declined - see my colourful annotations above, and also, you should link your training where you learned and mastered poison release.
 
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-Haku Yuki-

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Snake contract here:

(Hyouton: Touketsu Namida)-Ice style: Frozen tears
Type: Supplementary
Rank: A
Range: Short-long
Chakra: 30
Damage: N/A
Description: The user will make a single handseal sending his wind chakra into the area around the enemies head like a bubble, the enemy will still be able to breathe but will feel an incredible amount of cold air freezing the moisture in their eyes making it so they can't see out of their eyes, including dojutsu users as the enemies chakra from the ice will blur their perception of chakra, the only exception being Byukugan due to its 360 degree vision and ability to precive through solid objects. The ice will melt away on its own after 3 turns and any attempt to melt it themselves or break it will injure the enemies eyes due to them aiming an attack at themselves except with the use of Amaterasu as its flames will melt the ice however its aim will be severely weakened as they release the black flames, and will stop one range short of the person the black flames are aimed at.
Note: Can only be used 4 times per battle
Note: Lasts 3 turns

Declined - you say it's a cold wind bubble then mention ice all of a sudden, not ice forming or anything.


(Kuchiyose: Hi-to Mokuhyou) Summoning: Heat Targets
Type: Supplementary
Rank: A
Range: Short-long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: The user will bite his thumb and wipe the blood across his Tattoo summoning to the field a giant 50 meter Black snake with white stripes. This snake will focus fire chakra inside his body and then dissolve into thousands of tiny snakes that burrow into the ground, regardless if its muddy or water as this snake can survive in almost any environment and come up across the entire battle field, in less then a few seconds they will have already made it to every range. Then whenever a fire jutsu is made regardless of Rank the snake will focus its fire chakra inside one of the thousands of snakes and then connect this chakra to the enemies chakra and then will pull the fire towards itself acting as a heat magnet, this will take the fire away from user, then the snakes will hide under ground again so that the fire attack harmlessly strikes the ground.
Note: The snake stays on the field as long as the user supplies chakra to it but rescrit the user to only summoning one other snake until he is unsummoned.
Note: Can be summoned twice a battle
Note: User can summon him to the field in his multiple snake form in he wishes they will be summoned under ground already if the user summons him like this.
Note: whenever a snake redirects a fire jutsu it counts as one of the users jutsu and will deduct 15 chakra points from them.

Declined - snakes aren't fire magnets, fire isn't magnetic. The snakes forming and going down into the ground is nice. I thought you were gonna have them shoot up in a wave for attack or form walls for defenses and such
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Klad

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Meiton: Sadisutikkuna Keikō - Dark Release: Sadistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: A sister technique to Masochistic Tendency, this Dark technique applies the reverse effects of the canon technique "Draining Touch". Instead of needing to make contact with a target to absorb their chakra, this technique enables the user to coat his entire body in an ephereal purple-ish dark layer which mimics the main ability of Draining Touch. Any contact a target makes on the user, this dark chakra will sap a total of 80 chakra from them per turn. This absorbed amount will be stored within any of the marks, serving as dark fuels for later purposes. This method allows the user to use up to S-rank Meiton techniques collectively. Of course, alike to its sister technique, the user passively pours this dark layer from any of his dark marks located in his body and the process is instant.

- The technique lasts for four turns unless canceled intentionally, and can be used only twice a battle
- User's own other techniques will not be effected by this technique as it only reacts against foreign chakra.
- Can only be taught by Klad

Declined - DNR, clashes with existing techniques.

(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra: 20 (-5 chakra per turn)
Damage: N/A
Description: This technique is an advanced application of Dark Release: The Shadow Realm. By focusing his chakra into all of their replica dark marks (the ones not on their body), the user will turn them into "open doorways". Non-matter based jutsu of the user's own creation will be drawn into a dark mark when they come within touching distance of it. However they will not be broken down into raw or chakra, they will simply be absorbed in their current state and be emitted from another dark mark on the field in the same form. There is no delay between the absorption and the release, in fact, it happens virtually simultaneously for stream-type techniques. For example, if the user spewed Great Majestic Annihilation into one of their dark marks, it would be absorbed safely by mark A and continued to be released from mark B (the chosen dark mark) for as long as the user streams the technique. Thus a pair of dark marks will only serve to redirect and change the direction/location attacks are coming from, they don't manipulate them, break them down or change them into Dark Release. This method of transportation simply takes advantage of the fact that the user's dark marks are connected by portals and so techniques can pass through one and immediately emerge from the other. Upon absorption, the user can release their technique from any of their replica dark marks on the field, with this decision being pre-set and made just prior to a jutsu's absorption. Both the absorption and release of techniques through this ability is passive but the transported jutsu/attack will still need to be countered through the use of a move, it cannot be dodged or avoided with freeform. Since this technique is passive, it cannot be used to counter/redirect the opponent's techniques. This technique will last until cancelled as long as the user sustains it with chakra

Note: Can only be used twice per battle

Declined - dnr... it chakra is absorbed into the marks, it's broken down, that's how dark release works. Otherwise, go make a minato bio :|

(Fuuin/Meiton: Yakunan Shitsunen) - Sealing/Dark Release: Unholy Oblivion
Type: Defensive
Rank: S
Range: Short - Long (Absorption is Short-ranged)
Chakra: 40 (-5 chakra per turn while active)
Damage: N/A
Description: The user will place one of their dark marks in contact with solid matter in order to create a replica of it on the said medium. The created mark will be unique in the sense that it will also possess a pre-set function and a trigger, enabling it to activate involuntarily and without the user's volition. When a technique containing foreign chakra gets within the vicinity of the mark, it will initiate an absorption automatically; effectively sealing the technique before it can travel any further. It will detect this through an invisible and intangible barrier that is erected around the mark upon it's creation and will span a three-meter radial distance in every direction (including underground). To maintain this barrier the user will lose 5 chakra every turn it is active. The barrier will not react to the user's own chakra and will only be triggered by foreign chakra that passes through and/or is spawned inside of it. When this criteria is fulfilled, an absorption vortex will surround the vessel the mark is applied to and anything attached to or in contact with it. For example if this is applied to any part of the user's attire, the absorption vortex will surround their entire body like an armour. As with all Dark Release absorptions, it will abide by the element's S/W. The absorption vortex will be capable of absorbing neutral techniques of the same rank (S-Rank), one rank above for elements weak to Dark and one rank below for elements strong to it. As the chakra for this technique has already been molded and prepared in advance, this absorption is triggered instantly and thus will be fast enough to intercept and counter jutsu that are spawned right next to the user and/or those which travel faster than they can track. The initial creation of the mark is passive but when an absorption is triggered, it will count towards one of the user's three jutsu per turn.

Note: Can only be used twice per battle
Note: Fuuinjutsu component of this technique is A-Rank
Note: No S-Rank or above Dark in the turn a mark is triggered
Note: Only one mark can be created through each use of this technique
Note: Each mark created through this technique generates two absorptions

Declined - place a seal... that activates... and absorbs chakra. Even if it's based on dark release iit's been done so much before.
 
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Hell Autarch

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Quoting from here


Resubmitting. Changes in bold. Changed name for Second Technique

(Genjutsu: Yoru Wa Yamideari Kyōfu no Furu) - Illusionary Arts: The Night is Dark and Full of Terrors
Type: Offensive/Supplementary
Rank:
A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: The technique is a simple and straightforward illusionary technique that affects the opponents senses. The technique works with the user weaving a single handseal and expelling smoke from his mouth which instantly materializes into a 'shadow figure', with the shadows face being that of whoever the user chooses. The shadow-figure is completely capable of manifesting weaponry from its body and the user can choose to have the original one divide into two or more shadow-figures. Alternatively however, the user can choose to 'give birth' to the shadow figure; more or less for aesthetic purposes. It depends entirely upon the user how he chooses to expel the shadow figure, with the size of the shadow being slightly larger than that of the user. Once this has been done, the shadow figure disperses and disappears from the field. This begins the second stage of the Genjutsu which continues for a specific period. It allows the user to materialize the shadow figure at any place on the field for any purpose at all, such as to stab the opponent or to bind the target in place before the shadow disappears once more. Any damage dealt by the shadow figure is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.
Note: Activation costs a move slot, and to maintain the technique, it costs a move each turn. The manipulation of the shadows can easily be made part of the same timeframe as another technique. When the form appears it takes a couple of seconds to take it's form before it can strike.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used four times per battle, and each use lasts for four turns.
Note: Can only be taught by Hell Autarch
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Approved - made edits, nice juts

(Genjutsu: Kyōsei) - Illusionary Arts: The Compulsory
Type: Offensive/Supplementary
Rank:
A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: 'The Compulsory' is a simple, and yet complex illusionary technique that was developed by Pernida Parnkgjas, designed specifically to aid the user in close combat but has since evolved to reach Mid Range as well. The technique activates with the user snapping his fingers which induces the illusion. The illusion however is not a Sound-based one but rather a visual Genjutsu. As such, it is extremely important for the opponent to have viewed the user snapping his fingers. In essence, the technique allows the user to bend and/or twist any object or even person in their surrounding vicinity. This grants the user the power to bend and even compress any tool or incoming projectile of their choice. As such, it leads to a great deal of versatility as the user may even choose to render any weapon into a practically unusable state by bending it. However, it is important to note that whilst bending an object i.e sword can change its direction in the illusion, the sword in question remains all the same in reality.Therefore, the user cannot actually utilize this genjutsu to evade weaponry. The illusion only exploits the targets willingness to assume that the weapon has been rendered useless, and naturally, it results in the target abandoning that weapon but in reality, there is no actual change. Alternatively, the user can choose to apply the technique upon the body of their target, manipulating a body part to twist and bend in order to break the targets bones, often creating the sound of snapping bones or even to such an extent that the selected part is reduced to a pool of blood. Any damage dealt by the illusion is felt and experienced by the target, for example the loss of limbs would incapitate the target, rendering them incapable from using that particular limb. However, this would in a sense be mental damage and not actual damage inflicted on the target. Regardless of that however, the user can easily submit the target to go unconscious by either delivering excruciating pain within reason or simply by 'severe bloodloss' which would in the illusion cause the target to faint. However, in reality, no damage is actually dealt upon the target and it is completely mental stress that forces the body to assume that it has been injured.
Note: It can only be used to affect a single object/body part per usage.
Note: The effects of the illusion disparate when/if the illusion is broken.
Note: Can only be used two times per battle, with a one turn break inbetween each use.
Note: Can only be taught by Hell Autarch
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Approved - made edits.


New Submission



(Tobatsu no Fukuso) - Garb of Subjugation
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A (-10 per turn passively)
Damage Points: N/A
Description: The Garb of Subjugation was first developed by members of the Bombardier Sage, designed to enhance the abilities of the of the Bombardier Beetle Contract. Although referred to as a Garb, it covers the users entire body, fully cloaking the user under its protection. It is a regal white leather coat with black fur lining, short sleeves, and three black fur stripes running along the bottom. It also includes a golden wristband on both wrists, and a belt consisting of three thick chains attached to a large metal disk with a sun emblem. Whilst visibly, the garb leaves out certain portions of the users body, such as the hands, arms and the face; they're all in fact also covered, but by a thin transparent layer made from the same material as the same of the Garb.

There are multiple abilities limited to the Garb of Subjugation, however they're all designed and centered around its link with the Bombardier Beetles. The first ability of the Garb simply echoes the ability of its counterpart, the Beetles. The fur present on the garb mimics the sensory ability of the hair present on a Beetles body, before applying it to the user. The fur passively detects the slightest change in pressure in the surrounding atmosphere, largely, upto Mid Range and pinpoints the location of the source. As such, even the entry of an object or a person into the vicinity results in force being applied to the surrounding air, which in turn alerts the user of the presence due to the air waves which are pushed and in turn come into contact with the fur. This is primarily because the fur is capable of picking up hydrostatic pressure, and can therefore detect even the minute change in pressure in the air. By identifying the magnitude of the pressure and force applied, the user can easily calculate the area of the object/person in question and quickly deduce it's size and nature.

Why would hairs on the cloak sense up to 15m away? xd

The second ability of the Garb is the defensive ability, exploiting the near impenetrable quality of the material from which the Garb have been constructed. This makes the garb completely impervious to any C Rank or below techniques, regardless of the nature of the technique. However, despite it's dexterity, the Garb can still be destroyed and can only defend against an S Ranked technique twice per battle, costing a move whenever the Garb is used for defense. Utilizing the Garb of Subjugation for any defense purpose once it has already been used upto its limit is futile, and renders the Garb useless throughout the battle.

Make it one S rank per battle

The third ability of the Garb is it offensive ability, designed to pierce and eliminate the opponent. This ability converts the fur present throughout the Garb into thousands of 8 inch long senbons, which can then in turn be utilized for offensive purposes. Utilizing the third ability does not however disturb the first ability, as the senbons overtake the role of the fur. Depending on the users choice, the user can choose to either shoot out the senbons or even alternatively extend their length and simply potrude them outwards. All senbons carry a special trait, which is that they're coated with the liquid secreted by a Bombardier Beetle. This not only makes the senbons neutral to elemental techniques but also invokes makes them able to corrosive, capable of easily burning through flesh whilst carrying an extremely pungent smell that extends upto 5m from each senbon; easily negating any Smell or Taste type sensory. Whilst converting the fur into senbons does not cost a move, the use of the senbons for offensive purposes costs a move, as well as requires a specific rank and costs chakra.

Make this a single rank

Note: Despite the fact that the garb covers the users entire body, it does not prevent the user from seeing properly, or breathing and smelling. Moreover, in the case of a Bartholomew; the paws are specifically left out.
Note: The user can choose between C-S Rank for the Third Ability, costing different chakra for each rank. The user can only utilize the S Ranked variation of the Third Ability twice per battle, and is incapable of utilizing the third ability next turn.
Note: Can only be worn by Hell Autarch

Declined - see notes within jutsu
Excluding the Axe
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Resubmitting. Significant changes so didn't bother bolding


(Majutsu) - Witchcraft
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A (-5 passively each turn)
Damage Points: N/A
Description: 'Witchcraft' is a cursed weapon said to have been developed by Moryo, a notorious shinobi notably famous for his enslavement of the Bombardier Beetles and subjugation of thousands of people in the Land of Demons. The weapon came into existence after Moryo sacrificed hundreds of infants in hopes of pleasing a demon, causing an instant upsurge in the presence of vile and corrupt chakra in the region which then proceeded to manifest itself in the form of a garment. Moryo would later utilize this weapon to commit countless atrocities during his reign of terror before eventually going insane and committing suicide. This horrible fate would later befall all those that wielded Witchcraft. As such, over the years, many myths would be associated with the weapon such as that whoever came into possession of Witchcraft was doomed to die and that anyone who fell victim to the weapon had his soul trapped inside it. Regardless of the authenticity of these myths, the people of the Land of Demons realized that Witchcraft was a terrible weapon nonetheless and had it sealed inside a powerful barrier as to ensure that no one ever gained the corrupt and evil power that lay within it. However, centuries later, the barrier was finally broken by an sorceress known as Talzin who stole Witchcraft and fled the Land of Demons altogether, never to be seen again.

remove the filler here. No one wants to read a story in a fight to find out what your cw is

There are generally numerous abilities unique to Witchcraft, however they are all nonetheless centered around its link with the Bombardier Beetles. The first ability of the garment simply echoes the ability of its counterpart, the Beetles. Four scarf-like extensions protruding from above the shoulders and the back present on the garment mimic the sensory ability of the hair present on a Beetles body, before applying it to the user. The extensions passively detect the slightest change in pressure in the surrounding atmosphere up to Mid Range and pinpoints the location of the source. As such, even the entry of an object or a person into the vicinity results in force being applied to the surrounding air, which in turn alerts the user of the presence due to the air waves which are pushed and in turn come into contact with the extensions. This is primarily because the extensions are capable of picking up hydrostatic pressure, and can therefore detect even the minute change in pressure in the air, no different to weather vanes which are able to pick up the direction of incoming waves. By identifying the magnitude of the pressure and force applied, the user can easily calculate the area of the object/person in question and quickly deduce it's size and nature.

Will only allow this for short range as hairs feeling a 15m radius is too much

The second ability of Witchcraft is the defensive ability, exploiting the near impenetrable quality of the material from which the garment have been constructed i.e chitin. The garment in essence works quite similarly to the chitin exoskeleton that almost entirely covers the outer surface of a Bombardier Beetle. In this case, the garment offers the same protection to the users body. It is important to note that visibly, the target leaves out certain areas of the users body such as the face and the hands, however this is in fact not true as these areas are also covered but by a thin transparent layer. This layer of course does not hinder the users sensory abilities (sight, hearing, smelling etc) in any possible way and only serves defensive purposes. In essence, the chitin composition makes the garb completely impervious to any B Rank or below techniques, regardless of the nature of the technique. However, despite it's dexterity, the garment can still be destroyed as it can only defend against an S Ranked technique once per battle, and although this does not destroy the garment, it completely negates its defensive traits. These passive defensive characteristics of the garment work simultaneously with another important passive ability of the garment, that is that if the user so chooses, he/she may have the garment release the special liquid commonly secreted by the Bombardier Beetles in a greenish smoke/mist like form, with a radius reaching up to 5m from the point of origin. This allows the liquid to not only corrode through any surface that happens to be close to the user (C Rank and below) and push back an opposing mist/smoke/gas but most notably it can burn through the epidermal layer of the human skin with the user himself being the sole exception. Another important characteristic carried by the 'mist' is that it negates both Taste and Scent based sensory due to the extremely foul and pungent smell that the secretion has, and can prevent Sharingan users from accurately discerning the location of the user due to the mist having been infused with the users chakra.

The third and final trait of the garment is its offensive ability, designed to pierce and eliminate the opponent. This ability converts the two waist sash extensions present in the front, and the four cloak extensions at the lower back into A Ranked demonic tendril familiars, with each tendril having a maximum length of upto 10m. In essence, the user can manipulate the extensions, utilizing them as sharp hardened tendrils to either pierce through the targets body or bind it in place. Alternatively, the user can manipulate the tendrils to hurl objects at the target, simply move around (akin to Doctor Octopus) or even utilize the tendrils to launch the user in a particular direction by pushing against the earth, allowing the user to rather quickly travel distances upto 15m. The most important trait of the tendrils however is that when they are destroyed, they release a sudden burst of A Ranked Bombardier Beetle secretion that specifically targets the opponent and is notably neutral to elemental techniques (similar to Toad oil), rapidly corroding through any surface including the human flesh and bone, reaching upto 5m from the point of origin. The conversion of each extension into a tendril lasts only for the duration of the turn in which this ability was activated, reverting back to their original form in the next turn and utilizing the tendrils for offensive purposes costs one of the three moves

Note: The user must have signed the Bombardier Beetle Summoning Contract
Note: Can only be worn by Hell Autarch
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(Genjutsu: Eien No) - Illusionary Arts: The Eternal
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A
Description: 'The Eternal' is yet another interesting illusionary technique that was developed by Pernida Parnkgjas, designed specifically to trap the target inside a perpetual loop. The technique activates with the user performing a technique, and following up with a single handseal within the same timeframe; activating the illusion. In essence, it extends the duration of the technique performed prior to the Genjutsu, making it so that the technique in question never ends. If for example used in conjunction with a Smoke technique, the target would become incapable of completely blowing away the Smoke as it would constantly restore itself (in the illusion) regardless of the number of times it was blown away. Similarly, utilizing the technique in synchrony with a technique that spawns familiar(s) would result in them repeatedly reforming even after being destroyed, with the user capable of passively manipulating those familiars (within the illusion) to the fullest. It is however important to note that due to the nature of the Genjutsu, it can only be used in conjunction with techniques that can generally last more than a turn if untouched, as such it cannot be used together with Taijutsu techniques or an elemental projectile because the illusion does not repeat a set of events but rather simply prevents a technique from ever ending. What truly makes the illusion interesting is that it does not simply adopt the visual characteristics of a technique but can replicate its nature as well. As such, if for example the previously mentioned Smoke possessed any unique qualities, the Smoke in the illusion would also possess the same qualities, ensuring that the target felt the full effects even within the illusion. Any damage or feeling dealt by the illusion would be felt and experienced by the target, for example injuries to any particular limb or region would render the target incapable of using that particular limb. Similarly, for example the target would also feel any alternation in temperature or increase in atmospheric pressure, if the technique performed prior to the illusion caused such changes. However, all of this would in a sense be virtual and not actual damage inflicted on the target, although this could very much force the target to go unconscious, depending upon what happens in the illusion.
Note: The effects of the illusion dissipate only when/if the illusion is broken.
Note: Can only be used thrice times per battle, with a one turn break in between each use.
Note: Can only be taught by Hell Autarch

Declined - been done before




(Ensui Katatsumuri Kuchiyose: Tenbin-za) - Cone Snail Summoning: Libra
Type: Summon
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Libra is the most unique cone snail, with the most unique ability with an a belief and mindset to balance the scales of power. She stands roughly stands 20cm high, and 10 cm long (The shell is included in the size). Once the user claps their hand initiating the summon, she will appear on the users head or shoulder, depending on the users choice. Her regular body is pink though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her shell is a dark green color with white symmetrical lines all down her shell with the libra symbol (♎) on the side of her shell. She has an extremely high pitch and powerful voice speak which she speaks fluent english. The shell takes the shape of a cone and is very sturdy but unlike most cone snails, her size give her an disadvantage in both defensive and offensive powers, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half unless she fully withdraw into her shell). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a senbon but due to her size it does not have great offensive capabilities, only being B rank in strength (Still able to pierce the human bones with ease) But she fully makes up with, with speed. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed being twice as fast as Sagittarius but can be traceable to the human eye. The toxin from her harpoon is a rather slow acting one, and does not serve to kill or immobilize the target but deliver gruesome amounts of pain. As such, each the slightest of touch with the harpoon by an opponent can be dangerous as it completely swells up the area that is targeted, preventing the target from adequately moving that particular limb or region. Besides there general passive abilities, Libras unique powers lies within its aid to the user. Libra fuels chakra into the user but not on a level such as ma and pa, but to amplify the users technique causing balance to all techniques. By doing this, the opponents jutsu will never overpower the users, and the users jutsu will never over power their opponents. Meant to have each jutsus balance in power to cancel each other out. This is due to libra giving the user her own chakra while allowing the user to be conservative with their chakra. Only downside is that this jutsu dont work on supplementary only type jutsus.

Note: Can stay on the field for 4 turns
Note: Libra can only fuel chakra into the user once per turn

Declined - should include elemental tai (lightning nb tai etc), not sure what sagitarious is without a reference, and that last red needs to go. Also alot of stronger summons are only immune to C/B ranks, so the defense for this one is rather strong
 
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Flash

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Dust
Rank : S
Type : Weapon
Range : Short
Chakra cost : Depends on the technique used.
Damage points : N/A
Description : Seven years ago, Death tracked down an ancient artifact, a crystal ball which was long forgotten in an ancient war in a cave near the now-Kirigakure borders. Designed by the Elves of Valinor in the Uttermost West, the crystal ball is meant to be used both as a weapon and a tool of disguise on journeys. It contains all the knowledge that the owner and the previous owners acquired throughout their journeys. That is why it is known to be omniscient to an extent. The legends about this crystal ball say that it had a living soul of the original user in it. No one ever questioned it, as the crystal ball would simply move on its own accord and not listen to its owner, if he were weak or deemed unworthy of controlling it. But at least it was safe to assume that the crystal ball was a sentient weapon. This spherical crystal ball, with the size of a human head had a snowy-cloudy white color and it would change its color and appearance inside it to show whatever the user wished. This helped Death to infiltrate various villages, disguising himself as fortune-teller. Death would ask the enemies to concentrate in the crystal ball, which would capture them off-guard in genjutsus reliant on the orb and allow him to pass through freely. While changing its color, it could also show sealing formulas (the kanji seal words) that the user knows, and by stealing chakra from the user and by being in direct contact with the target, it could apply the said seal. The crystal ball, is capable of communicating telepathically with the user. Also, being a sentient tool, it could see the world through its crystal surface and transmit the information to the owner as the owner's vision was directly linked to it. It could also telepathically communicate with the user, in order to share its wisdom. However, this is secondary to its main ability, which is to hover in the air. By passively absorbing chakra from the user (5 chakra per turn), the crystal ball could float in the air, near and far from the user according to his wishes. The ball, carries the user's chakra in it and so, can perform various elemental and non-elemental techniques. Being made of some unknown material, this ball is quite strong and is indestructible. Over time, fighting alongside with Death, the crystal ball learned yet another ability that it could use to aid the user - the ability to speak! Although it rarely talks about what it thinks, it usually speaks whatever the user wants spoken without having to open his mouth. Dust could do either that, or simply hold the voice notes that the user releases for a longer period of time.
Note: Can only be taught by Flásh

Declined - keep the original because of the red

(Futon: Hantarapusodi) - Wind Release: Vayu's Authority
Rank: C
Type: Supplementary
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Vayu's Authority is a simple technique designed to show off the user's authority in front of his peers. This technique allows the user to manipulate the wind present in the atmosphere and passively control it to to his advantage. Using basic manipulation of wind, the user can fill up the target's mouth with wind so as to stop him from speaking. The target would feel his mouth full with air, his tonugue heavy and a little pressure on the cheek muscles which would prevent him from talking. The wind however, can never be used to suffocate the target, nor can its properties be changed to do any physical damage to the target.
Note:
Can only be taught by Flásh

Declined - making them close there mouths is funny but fine, but we don't allow you control elements within an opponents body. I mean i'd just expand this wind and blow up their head so you can see how OP it can get.


(Raiton: Kasutieru no eikō) - Lightning Release: Castiel's Glory
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user activates an ability that increases the brightness of their Fire/Lightning based (including KG/CE/Combinations) techniques. The technique follows the same concept that allows certain users to improve the parent technique by providing it with supplementary abilities. The parent techniques affected by this jutsu would glow brightly similar to 'Lightning Illusion Flash of Lightning Pillar' technique, creating blinding light from them, that can blind the targets momentarily that look at the jutsus. The blinding light may also push back the shadows present in the surrounding area. Activating this ability does not require any time whatsoever and is instant. This is because it doesn't do anything when used independently, and its effects are only realized when another Fire/Lightning based technique is used.
Note:
Lasts for three turns
Can only be used thrice per battle
Does not work on ninjas who wear eye gear that protect them from bright lights.
It does not increase the rank of the parent technique.
Can only be taught by Flásh

Declined - Imperfects owns a cj that does this for fire, Yard owns a cj that does this for lightning.
 
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Gutsy

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(Toddou~inzufurīzu) Toads Winter Freeze
Rank: C
Type: Supplementary
Range: Short
Chakra: 15
Damage: N/A
Description: This technique was developed by the toads to aid the user in protecting himself as well as avoiding being seen. Some toads have the ability to when winter comes they are capable of shutting down their entire body, including their heart and blood rate. However when summer comes their body will heat up and they will return to being “alive”. Essentially some toads have the inherited ability to “die” and come back to life. In this technique the user is utilizing his chakra combined with the water element to cool down his entire body and chakra system to the point where his body would look as if it is shutting down. His heat signature would disappear and the chakra stream would also become invisible as if it had stopped working, however this is part of the technique which allows the user to not only hide is heat signature but also his chakra through suppression of it and combined with the cooling of the body. This will allow the user to move around without being noticed for his heat signature and his chakra, however it would not hinder the user in fighting in any way, nor would it make him weaker. However the user of this technique is incapable of running unless he wishes to end the technique, as running would accelerate his heart rate and heat up his blood. This would also allow the user to utilize his chakra to flow through the air or the ground or use it for any means necessary without it being detected. However if the chakra he uses while this technique is being used, would be activated to create a technique such as a fire technique, earth technique etc. it would only then become visible both for doujutsu and other users capable of detecting chakra or simply when they see or notice the effects of a technique. Essentially through this technique the user is capable of moving around without any visible chakra or chakra signature or heat signature, until a technique is activated by the user or if he somehow heats up his body, then that chakra for the jutsu and the possible heat from the jutsu would be visible. Furthermore through this technique, due to the special usage of this technique, the user is capable of appearing dead, as the blood stream and the organs and the heart rate would slow down dramatically. With such ability some may escape death by appearing dead and thus escape when the enemy is not looking or attempt a sneak attack upon the enemy.
Note:
- This technique when activated lasts for 5 turns
- Must be a signer of the toad contract
- Can only be used 3 times per battle
- The user must wait 2 turns between each use


Declined: this'll require Ice Release or a cold/snowy climate, in addition to having a toad or a toad-like physiology.

 
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Vayne

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Ink link if needed

(Ninpou: Davinci's Angou) - Ninja Arts: The DaVinci Code
Type: Attack/Defense/Supplementary
Rank: N/A
Range: Short/Mid/Long
Chakra: -
Damage: -
Description: Through the usage of this technique, the user becomes capable of expanding his usage of ink release to unparalleled levels. It enables the user of drawing constructs and anything within the realm of ink release, without the usage of a brush or scroll. It enables the user to draw with his entire being acting as a brush. This allows the user to draw with his nose for example, albeit less detailed and basic constructs. However, by expending more chakra (5) the user become capable of manipulating the ink in order to achieve perfect and complex drawings. By building on the usage of chakra in order to aid the ink user, the technique enables the user to draw through the usage of chakra alone. For basic usages the user would spend 10 chakra points, however for complex ones 15 chakra points would be needed. This ability becomes useful when the user lacks the ability to properly draw or move. The technique does not end on making the user a living brush, it also extends to techniques used by the user. In order to achieve this the user would release/add ink into the technique he is using, allowing the two to mix, without actually hindering the effects of the initial technique. The ink mixed with the techniques can then be used once deemed necessary by the user. For each type of element the ink would react in a specific manner.

When used with water release and water based attacks, the ink would give the water a different colour, depending on the colour of ink used. Once the user wishes to use the ink, it would separate from the water, removing the colour change and allowing it be used normally with the added twist of the ink creation becoming more viscous, adding as a result +20 to the ink technique used. If the ink had some special properties the water would gain them. If the water had some special qualities, like stickiness, the ink technique would gain them as well. If the combined water and ink hits the target the attack would have a +20 damage bonus.

When used with fire release and similar, the ink would not have any visible effects on the fire itself, but rather on the area surrounding it. The ink would quickly evaporate while still moving along with the fire, it would produce a coloured shroud around the fire. Once the user wishes to use the ink the techniques would have a twist added to them. They would not be in their normal ink like state. Instead they would be in a form more close to a gas. The technique would lack all of its physical damage powers, instead having that damaged converted to burning damage. In addition to that, if the ink had some special characteristics, such as poisonous, those abilities would persist while also existing if the fire/ink combo hits. The fire/ink combo would also get a +20 due to the burning ink.

When used with lightning and similar, the ink would have no effect on the lightning, harmlessly blending with it. However, once the user wishes to use the ink, some unique properties would occur. If the ink is used to create animals or creatures that have the ability to move, they would move at 2 times the speed. This is due to the lightning 'exciting’ the ink in a sense. Somewhat similar to the raikages lightning armour. When used with techniques that lack mobility the ink created would gain the ability to affect techniques one rank higher than they normally would. This is due to the ink moving extremely quickly while still maintaining the shape of the construct. This vibration/movement essentially gives the ink a +20 boost.

When used with wind and similar, the ink would have no effect on the wind. Once the the user wishes to use the ink, he would be incapable of forming complex forms, only basic structures. However the wind would push the ink forwards, increasing it’s speed and subsequent damage by +20 points.

When used with earth, the ink would make the earth technique become slippery, preventing any foreign contact with it from being maintained. The user can however dictate if the slippery trait would affect him or allies. Once the user wishes to use a technique, it would become filled with earth particles that not only boost the technique, but also give the technique further blunt force damage. This translates to a +20 damage boost. Furthermore, the ink can be spread on the field or other structures on the field, allowing the user to use ink release techniques from anywhere on the field.

The technique is passive, however it is limited in its usage. Adding ink to elements can be used five times for each, however only five times per battle. Essentially this allows the user to use 'elemental ink' 25 times per event, but only five times per a single battle. For 'elemental ink' it costs 10 chakra points to mix ink with the desired element and 15 additional chakra points to use the ink. In other words, a D rank ink to be used with an element would cost 10 for mixing, 25(10 + 15) for using, and the additional cost of the element it is used with. This results in the technique being quite a chakra requiring beast. However, no usage limit exits on the ability to manipulate ink without a brush. In regards to elements that belong to one branch but have different states, then they would succumb to the gains of the state. For example, mud would be treated like water while ice would be treated like earth.

Declined - first of all you didn't fill out the template fully, so that's enough to decline it, secondly this just isn't the way we have seen ink release to work, and i'm pretty sure you can't release in from your body unless you're B, only draw stuff and give it life? I dunno, will let Nk check it next time

(Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. Initially it has no active effects, laying dormant until a shadow based technique is used. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used four times, lasting for three turns in dormant state. After activation, the technique can essentially last indefinitely much like most illusions if not broken.

Declined - no to the dormant, it can be used with a nara technique and last while the nara jutsu does as the medium for the gen. And needs a drawback and only useable 3 times, apart from that, nice



(Kage: Erebus) - Shadow Arts: Erebus I have a rogue on wow by this name
Type: Supplementary
Rank: -
Range: Short
Chakra: -
Damage: -
Description: Legend has it that Erebus was born of chaos itself, tasked to be the primordial representation of darkness. Erebus, the creator of light and death themselves was one of the mightiest deities. This technique, discovered by the ancient Naras, allows the user to tap into the direct powers of the father of creation. The technique demands such a great amount of studying that all who have tried to master it have lost their minds and in some cases their lives. As such, the scroll containing information on the technique was hidden for centuries. It was only when Vayne discovered the scroll did this technique become possible. It is rumoured that in order to master the technique the user must actually lose a portion of their mind…

Damn story mode filler <_<
The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. This has been interpreted by some as portions of Erebus himself becoming a part of the users subconscious. Erebus would grant the user an ability attributed to primordial darkness itself. It changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user. The strength of the form depends on the amount of chakra used. The user can use additional chakra 4 times per battle and 8 times per event in order to have a strength increase to the form. The amount of chakra that can be added is limited to 20, translating into a two rank increase. A ranks and above can only have the increase used thrice per event.

I really like it but not sure if its in the powers of Naara, reminds me of rogue which is cool. But hmmm... Nk can check this

✦ Declined, just like the first check, this is auto declined for not filling the template out fully. This has no rank, chakra information nor damage. How did you ever think this was being approved? And i havent even touched the abilities yet. You go through an elaborate and long explanation to say that you make a shadow version of Hozuki jutsu. All this talk about Erebus and primordial gods and shit needs to go or be heavily altered. You keep referring to this like it's a weapon "Erebus grantsthis, it allows that" but you spend more time saying what it allows you to do than you do explaining what Erebus actually is. Rewrite this without all the filler and primordial stuff and cut to the point and fill the template out correctly, this also needs a usage and duration limit. ✦
(Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used three times, lasting the same duration of the nara technique it was used with or 2 turns max. Additionally, the illusion can be performed in the same timeframe of using the nara technique. This technique can only be used once every two turns and no genjutsu for the following turn after this is used.

Approved - made edits





(Kage: Erebus) - Shadow Arts: Erebus
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn
Damage: Dependent on the technique that activated it
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique.

Approved - Made edits.

(Kage/Ninpou: Mugen Teiri) - Ninja Arts/Shadow Arts: Infinite Theory
Type: Supplementary
Rank: S
Range: +1 To base technique
Chakra: 40 (10 per Turn)
Damage: -
Description: A simple technique that can only be applied on shadow constructs with physical shape. It allows the user to manipulate the shadow that is created by the construct. Since the construct has a physical shape, then it would have a shadow of it's own. This technique allows the user to control said shadow in order to augment the damage done. It can be used in two ways. The first is to cause the shadow of the previously created construct to surround the construct. This gives the construct more defensive and offensive prowess. Defensively it would allow the construct to take one rank more damage than it normally would, and offensively it would give the construct one rank more damage points.For S rank that transaltes into +20. The second usage, and the more used one, is duplication. It allows the user to create duplicates of the existing constructs. The user can create 2 duplicates of the construct. The first duplicate would retain 1/2 of the original techniques strength, while the second duplicate would only retain 1/4 of the original techniques strength. This also applies to the size of the duplicates. When used with techniques that have physical form, but are used for restraints for example, this technique allows the techniques to reach longer distances, specifically 1 range more than it normally would. The duplicated constructs would retain any characteristics present in the original technique. Like if a physical shadow dog with long fangs was created, the duplicate dogs(puppies) would have the same long fangs. The duplication would normally work on techniques that create 'sets' of constructs, like a technique that created two shadow hands, each hand would have its owns duplicate. This technique alters the fact that shadows don't normally have shadows of their own. This is accomplished through a variation on the Hiding With Camouflage techniue, in which not only the way light affects the shadow is altered, but also how physical shadow constructs react to light.
-Usable 3 times with a turn break between uses.
-In the first usage it would last the same time as the original technique.
-In the second the duplicated construct would last one extra turn than the original construct.

Approved

(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked. The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into . The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used four times per battle, lasting 3 turns.The user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc). The third manner, denoted Gamma, allows the user to apply some aspects of the technique to other shadow techniques. By doing so, it allows the technique to behave similar to Protection of the Na, as in, allowing the technique to immediately react to offences on it, and attack it in the same moment. This allow a shadow technique, that is normally restricted to attacking objects when the object is directly on the shadow, to attack an object when it gets past the shadow, thus giving it a means to stop airborne attacks. This can be used 3 times per battle and would last the original duration of the original technique.

In ability Alpha and Gamma, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.
-Usable 5 times per battle.

Declined - separate it into several jutsu or Reduce the usage

(Ninpou: Hime Hogo) - Ninja Arts: Goddess Protection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: After performing 3 additional hand seal the user would become capable of sharing the traits of any defensive technique with other people, objects, or techniques. The technique works by creating a duplicate of the defensive technique. The armours created on others would have half the power of the original defensive technique. The armours would last one turn less than the original technique. The user can apply this on himself, increasing the power of the defensive technique previously used. The increase is restricted to a +15 boost. The technique can only be used 2 times per battle with a turn interval between uses. The technique doesn't work on special techniques such as the Raikage's Lightning Armour or a Biju's chakra cloack.

✦ Declined, won't work on modes like Lightning Armor, EIG, or other chakra shrouds as you stated but also no to the self use. This will also weaken the original technique to spread it accordingly to the next person, I.e. if you gain +20 to Tai and share it with another, you both will have +10 damage to Tai. ✦
(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type:
Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn)
Damage: - (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked. The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into multiple copies of him. The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used four times per battle, lasting 3 turns.The user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc). The third manner, denoted Gamma, allows the user to apply some aspects of the technique to other shadow techniques. By doing so, it allows the technique to behave similar to Protection of the Na, as in, allowing the technique to immediately react to offences on it, and attack it in the same moment. This allow a shadow technique, that is normally restricted to attacking objects when the object is directly on the shadow, to attack an object when it gets past the shadow, thus giving it a means to stop airborne attacks. This can be used 3 times per battle and would last the original duration of the original technique.

In ability Alpha and Gamma, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.
-Usable 4 times per battle.

Declined - you still have it so, for example, Beta can be active for 12 turns in a match, 12 turns of constant defense when shadow jutsu take so much strain. Basically, you can spread out your shadow around you once for up to 4 turns for the first effect, after it ends that's it. Second one, you can activate it up to 4 times for a single turn. Just make that clear. And you make shadow jutsu so long <_< Could explain this in like 2 sentences <_<
 
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Aomine Daiki

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(Bakuton: Chōshinsei) – Explosion Release: Supernova
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is considered the daughter technique of Nova Shockwave and applies the same principles – the expansion of volume through shockwaves. Unlike Nova Shockwave, which creates specialized shockwaves which can reach longer ranges through concentration, Supernova focuses on the release of Explosive chakra throughout the user’s entire body in order to perform a perfectly spherical shockwave around the user’s position, up to short-range. This technique can be compared to the nature of Shinra Tensei itself in its nature and can be sustained for up to two turns during which the user is unable to perform other techniques. The shockwave produced specializes in brute, sheer physical damage and appears similar to an immense gust of wind, shaped into a sphere. Supernova can be used three times per battle and cannot be used in consecutive turns. When this technique is completed the user will be unable to use S-Rank or higher Explosion Release techniques in the same turn this technique is used.

Declined - how can you create a shockwave when you don't mention a blast to create it? If not it would literally just be shinra tensei or an offensive soundwave.

(Bakuton: Jigoku no Jōshō) – Explosion Release: Hell’s Ascent
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is considered the sibling technique of Explosion Release: Starfall. Like its sibling this technique involves the user forcefully opening a portal, much like Earth Release: Sticky Earth Drop. However, unlike its sibling this technique employs a portal which is created on a targeted surface and can reach a maximum radius of three meters. As a portal created on a targeted surface living targets as well as techniques are unable to fall through it, effectively rendering it as a harmless void on the battlefield; when users stand on it the portal will be as if they are standing on a sheet of thin glass. Starfall, which acts to rain the heavens down upon foes, opposes Hell’s Ascent, which acts to raise hell from the depths of the earth. When the portal is opened it will unleash a torrential storm of Explosive chakra much like the torrent used in Earth Release: Opening Earth Rising Excavation. The torrential storm of Explosive chakra is passively infused with the characteristics of the Mandate of Hell allowing the chakra, upon landing, to convert objects into concentrated Explosive chakra. The chakra remains inert, during excavation and after transformation preventing explosions to both user and opponent. These objects cannot include clothing and weapons on one’s person and cannot convert living humans. This technique simply acts to convert the terrain into a favorable energetic terrain. This technique can be used twice per battle and cannot be used in consecutive turns.

Declined - portals are used as a form of summoning, much like with the mud drop technique, it's something created and summoned. Otherwise, this is just a rip of ftg in a way to create blasts where you like without contact. It's just not logical, it's like unlocking a explosion from mid air.

(Bakuton: Taiyō Reihai) – Explosion Release: Solar Raiment
Type: Offensive, Defensive, Supplementary
Rank: B
Range: Short
Chakra: 20 (-5 per turn)
Damage: 40
Description: This technique is considered the lesser version of Vestments of Divine Imperials and, like its parent technique, involves the channeling of Explosive chakra throughout their entire body causing the user’s form to manifest the properties of pure Bakuton chakra. The result is the user’s body, not simply their skin, will turn into raw explosive energy. This manifests itself as a dark bloody crimson expanding throughout the user. This technique, in essence, causes the user’s body to transform into a living bomb. This technique provides certain inherent defenses, like its superior version, however these defenses are far lacking in comparison. Unlike Vestments of Divine Imperials this technique does not grant immunity to one’s own Explosion techniques but does grant their body the properties of a reactive armor. As such the reactive defense provided will cause opposing techniques, within elemental weaknesses and strengths, to strike the user’s body and produce a reactive natural explosion. The explosion produced acts as a natural defense enabling the user to neutralize invading forces, in accordance to its strength and weaknesses. Through the user’s incredible control they are able to decide at their volition whether objects which strike them will be met by an explosion or not. This only applies to interactions which the user has awareness of. Objects which strike the user unknowingly will naturally be met by an explosion of the set proportions whether according to the user’s will or not. This technique enables the user to defend against B-Ranks and below of neutral elements (C-Ranks and below for weaknesses, A-Ranks and below for strengths). If the user is struck by an attack weaker than their transformation, their explosive form will not weaken or decrease in power at all. If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to its original form and sustains the remaining damage (after the collision of techniques). Aside from this the user’s ability to weave hand seals, mold chakra, and otherwise all abilities prior to their conversion remain normal. However, while Vestments of Divine Imperials is active the user is only able to use Bakuton and the elements which compose it, their primary elemental affinity and any CEs based on these elements as well as non-elemental abilities. Solar Raiment lasts for four turns and can be used twice per battle. On the turn this technique expires the user is unable to produce Lightning, Earth, or Explosive techniques above S-Rank in the same turn. Additionally, upon expiration the user’s body is returned back to its normal biological state. Explosions which occur from the user’s body, voluntarily or not, happen passively but cost one of the user’s three moves per turn. Additionally, the user will be able to use all techniques which pertain to Vestments of Divine Imperials, such as Potentate Proclamation, its variants, and techniques like Imperial Authority, due to the nature of Solar Raiment being almost identical to Vestments of Divine Imperials.
 
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Pekoms

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note that much of it has been rewritten, so nothing is bolded.
Permission for the .

Terpsichora | Puppet Master′s Serenity
Type: Weapon
Rank: S
Range: N/A
Chakra: 40 (-15 per turn)
Damage: N/A
Description: During the Warring States Period, several Uzumaki clan members conspired to craft a weapon that would enable them to temporarily transcend their physical limitations while in combat. To achieve this endeavor, the clan members captured Zepar of the monkeys. In life he had claimed the title: Monkey of Spirit and Puppetry. Once the elderly monkey was in their custody, they robbed him of all his chakra and sealed it away within a mask forged from chakra metal, reinforced with adamantine ore. It was a dark process fully immersed in forbidden arts, which forsook one as sacrificial—and it worked. For Zepar hadn't been unmade, instead he'd became a parasitic and spectral entity with full retention of his memories and powers.

Once the mask is donned, the wearer's own chakra will be gradually leeched and trigger the mask's great power. First, a thin albeit dense shroud of Zepar's chakra will spread from it. It'll diffuse all over the wearer's entire body, congealing into a minimalist armor (B-rank). Then, the incorporeal upper body of Zepar manifests and proceeds to apply chakra threads unto the wearer. By this point in time the mask's wearer is, more or less, being controlled much like one of their own puppets. It is an artificial state with a limited duration that exists as the antithesis to all puppetry techniques. While Zepar's threads force the mask's wearer well beyond their natural physical threshold, their base speed is effectively doubled. In addition, they are bestowed an unnatural degree of flexibility and quite like ordinary puppets, levitation/flight. Even their Taijutsu techniques exceed the standard damage output (+20). Foes can still induce Genjutsu within the person being manipulated, but the illusions won't adversely affect them while Zepar retains control over their body. To cancel the mask's power prematurely, it must be removed/sealed. An alternative is exposure to a chakra draining technique. Afterwards, the wearer's Taijutsu and speed will suffer.

Note: The mask is only useable by Cracker Charlotte (a puppeteer).
Note: The mask is only useable twice per event (four-turn duration), but cannot be used in back-to-back fights.
Note: Zepar is nigh-imperceptible to those lacking Dōjutsu/sensory or Yin Release.
Note: The mask wearer's Taijutsu and speed will decrease by one rank and two levels, respectively (two turns)..



Summoning Technique: Baal | Kuchiyose no Jutsu: Baal
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Baal is an adult monkey with favorable standing in the uppermost echelon of his species' hierarchy. Amongst his brethren and contract signers, he's been bestowed the proud epithet: Monkey of Wrath and Heroes. In keeping with the title, his attitude is perhaps best described as being persistently irritable. He has always been very straight-laced, and often exudes unfriendly vibes towards those unfamiliar with some of his better qualities. Physically, he is quite tall (201cm) and muscular. Baal's strong body and tail are covered by turquoise-colored fur. For clothing, he prefers a navy blue suit with mesh armor underneath, over which he wears a sleeveless kimono shirt with cyan fur trimmings. It has a thunderbolt pattern with #1 on the back and is held closed by a blue sash.

Of particular note, he has an innate affinity for lightning and has become well-versed in many Raiton techniques. Ergo, Baal can perform all canon techniques in that particular field—each properly executed with one hand-seal. In spite of his battle-proven proficiency, he also possesses a quirk whereby his tail always emits static electricity, which passively numbs the body part(s) of anybody upon contact, should they be lacking an affinity for lightning. His physical strength is exceptional, and he can easily shatter bones if any freeform blows fully connect. Finally, he has the unique ability to passively transform into a nigh-indestructible gunbai that has its own set of abilities.

Note: Each and every ranked ability counts as a move.
Note: Summoner must've signed the Monkey contract.
Note: Baal is summonable once per battle and remains up to four turns in his monkey form.

Transformation: Adamantine Army Arrangement Fan | Henge: Kongō Gunbai-uchiwa
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Baal transforms into a gunbai characterized both by its hardness akin to diamond and at-will ability to extend and/or expand. In addition, Baal is able to act under his own volition and have any body part manifest along the gunbai. In doing so, an element of surprise and irregularity is added to attacks. The gunbai also retains Baal's affinity for lightning and ergo, provides its wielder with a small assortment of Raiton techniques at no cost.

The gunbai can emanate a blinding light at similar, albeit greater output than flash bombs (C-rank | short-range). A dense plasma-esque barrier can also be generated, for defensive purposes, along the bulk of its form (B-rank). To contain or entrap, the wielder can fling the gunbai into the air and construct an even more potent barrier with a large box-like shape. While the ground is still exposed, Baal looks down upon the target from atop the barrier's ceiling and can make openings to it, wherever. The length spanning one side to its opposite side is 10m (A-rank). When swinging the gunbai, innumerable granules of rock can simultaneously be lifted into the air by the motion and infused with Baal's chakra. Each granule will levitate and continue on in a directed route until halted by Baal. At Baal's discretion, the granules will commence with a barrage of electrical currents that damage and paralyze entities lacking an affinity for lightning when caught within the levitating cluster (A-rank | short-mid range).

Note: Only Baal can perform this transformation.
Note: Each and every ranked ability counts as a move. A-rank moves have a two-turn cooldown.
Note: The box-like barrier can last up to three turns. No other abilities of the gunbai can be used.
Note: Entire turns, in which Baal maintains this form, will not count towards the turns he can stay on the field.

✦ All Approved ✦
 
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Matt

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(Koton: Shiro Koushaku) – Steel Release: The White Prince
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 chakra per turn)
Damage: N/A
Description: The user will focus their koton chakra into the ground to create an armored knight known as the White Prince, who is roughly the size of an ordinary person. The knight’s body is composed of steel that is almost white in colour and possess a similar but superior level of sentience to that of the Stone Golems. Since it’s composed entirely of steel, the knight can use any steel technique that’s normally only usable during Glory of Galahad. The White Prince is capable of using S-Rank and below Steel as well as A-Rank Earth. His first ability pertains to techniques like Steel Release: Passion of Percival and similar abilities; essentially anything that "armours" the user's earth techniques in a layer of steel. Upon creation, the steel layer and the earth technique it's coating will be fused together passively. During this fusion process, the earth technique will be converted into steel and the fused technique's damage will equal the collective sum of their power. This will effectively change the Earth/Steel combo into a Steel Release jutsu.

His second and main ability is his capability to reshape his body without limit. He can do this partially or fully and can also modify his form to create any type of limb or additional body parts such as arms, legs, spiked protrusions, wings, tails, scales, etc. Partial reshaping can do something as minor as form a single limb into a weapon or even sharpen every "edge" of the body to equal that of a sword. Full reshaping the body can be used to form into animals, hybrids or humanoid creatures. This ability is passive but if it is used to avoid a technique (e.g. sprouting wings to take flight), then it will cost one of the user's three jutsu per turn.

Note: Lasts four turns and can only be used once per battle.
Note: No S rank Steel and above in the same turn the White Prince is made.
Note: All of the techniques performed by the White Prince count towards the user's jutsu per turn limit.

Approved - nice dracula

(Koton: Fukyuu Daitai) – Steel Release: Immortal Battalion
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique is a unique method of creating and using sentient creations made from Koton while the user's body is transformed into steel. It combines the creation process of sentient familiars with the fusion/merging of techniques exhibited in Kay and Agravain. Instead of creating familiars from the ground, sources of steel or however they're usually formed, the user can passively create them "inside" their body, with the sentient creation(s) being fused with the user's body upon creation. This fusion will work in the exact same way as Steel Release: Kindness of Kay. Any sentient creations used through this jutsu will instead last until Galahad ends rather than their original duration. For example, if a familiar usually lasts four turns but Galahad has two turns left, it will only last for two turns. The sentient creation can exit the user's body at any time and can act independently on the field but this will cost one of the user's three jutsu per turn. The main advantage bestowed by this technique is that, while merged with sentient creations such as the Knights created in Steel Release: Knights of the Round Table, the user will gain the abilities of the aforementioned technique while active. It should be noted that when the user fuses with a sentient creation through the use of this technique, it will count as a usage of the jutsu in question. If a particular technique can only be used once per battle, then it cannot be used again if performed through Immortal Battalion. Essentially the purpose of this jutsu is to expedite the creation and fusion process by combing them into one.

Note: Releasing a sentient creation counts as a move
Note: Can only be used thrice per battle and it cannot be used on consecutive turns
Note: The jutsu used through this should be posted for reference whenever this is used

Approved
 
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Korra.

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( Surī Mūnzu Neibā Shīru ) – Three Moons Nature Seal
Rank: A-Rank
Type: Supplementary
Range: Short (Self)
Chakra cost: 30
Damage points: N/A ( +10 to main affinity, + 5 to other affinities)
Description: This jutsu was developed by Korra to access a small amount of senchakra without having to go in Sage Mode. The user will create a seal that forms three crescent moons in the same way of a 3t sharingan. Each moon will be infused with three different elemental chakra, two of which will be the users two specialties with the third one of their choice. A circle that connects the three moons will be filled with senchakra that infuse with the elemental chakra. When the seal is activated the user will have access to a small amount of senchakra that powers the three elements the user chooses powering them with some senchakra. The amount of the senchakra that boost the elemental chakra of the user choosing will be have of what the boost the user would get in Sage Mode, that being +10 to main affinity instead of + 20 and + 5 to the other two elements instead of + 10. The user can either activated the seal before being in Sage Mode or after but if the user enters Sager Mode the seal boost will be negated.
Note: Must be taught by Korra
Note: Usable by Sage Mode users
Note: Must be placed on their user's bio
Note: Must state what 3 elements the user seals chakra into the seal with 2 of them having to be the user's main affinities
Note: When activated, the seal last for 4 turns
Looks like:

Declined - DNR - not gonna allow stuff like this, it's been tried before and at the same time a seal that uses natural energy is too similar to a curse mark.

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Bio with Snakes

(Hebiātsu: Sukēru Kakuchō Yoroi) - Snake Arts: Scale Expanding Armor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is an expansion of using snake scales in snake ninjutsu. The user will channel their chakra onto a projectile jutsu they just used and cover the jutsu in scales from Manda. The scales will be able to give the jutsu its used on a layer of defense. The scales can take up to 1 jutsu up to S rank. Once the scales with the jutsu collide with an upcoming jutsu they will shed and allow the jutsu they are covering to continuing on towards to intended target. This jutsu can only be attached to projectile like jutsus.
Note: Must know snake jutsu
Note: Must be taught by Korra
Note: Usable 5 times a match

Declined - if you cover a fireball in scales the scales would just be destroyed by the fire, same with the lightning? And the drawbacks are next to none with too many uses
(Hebiātsu: Sukēru Kakuchō Yoroi) - Snake Arts: Scale Expanding Armor
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This jutsu is an expansion of using snake scales in snake ninjutsu. The user will channel their chakra onto a projectile jutsu they just used and cover the jutsu in scales from Manda. The scales will be able to give the jutsu its used on a layer of defense. The scales can take up to 1 jutsu up to S rank. Once the scales with the jutsu collide with an upcoming jutsu they will shed and allow the jutsu they are covering to continuing on towards to intended target. This jutsu can only be attached to projectile like jutsus. This can only be used on phyiscal elements like Earth, Water, Sand, Bones, Steel, etc. Cannot be used on enegry elements as the scales would be destroyed before they could cover the jutsu.
Note: Must know snake jutsu
Note: Must be taught by Korra
Note: Usable 5 times a match with a 1 turn cool down between uses
Note: Cannot have Manda on the field while using this.

Declined - Manda is going to have no scales soon, then what? But 5 times? That's way too much for something that relies on a summons powers, and really if you used this twice you wouldn't be able to summon manda as you're drawing on his power already.
Bio with SSM


(Hebi Senpo: SMede~yūsa) - Snake Sage Arts: Medusa
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram than Snake sign and than channel their senchakra into the ground. Combining the aspects of the Inorganic Reincarnation Jutsu and Snake Summons, the user will form from the ground a Medusa looking creature that has actual snake summons coming out of her hair. The creature is made up of earth, wood, and any other non life substance from the ground manipulated by the Inorganic Reincarnation Jutsu, Snake scales and snakes. Medusa is as big as Hashirama's Wood Human Technique. Medusa can use the snakes (25 meters) from her hairs to attack opponents. Medusa can also form snakes from any where on its body. Medusa can also use the Inorganic Reincarnation Jutsu herself and manipulate non life substances on the field and on her body to change like her hands into objects like swords, hammers, etc. Medusa is immune to A ranks and below and can take up to one S rank jutsu. After taking a S rank jutsu the user can spend another 40 chakra to make repairs to Medusa. If the user has a snake summon they can have the summon merge with Medusa giving her access to the snake's abilities. The user can also sacrifice the snake summon it absorb to take another S rank jutsu.
Note: Must know Snake Sage Mode
Note: Must be taught by Korra
Note: Usable 2 times a battle
Note: While in use the user can only use 2 other jutsus in a move due to having to keep focus on Medusa

Declined - Cannon tech: "This technique allows the user to control things that have no life functions by gifting them with some of their own life force," wood in nature has it's own life force. And no to a statue using the cannon tech.

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Link to CW

(Kanjō-Tekina Jittai) - Emotional Entities
Type: Offensive/Defensive/Supplemenaty
Rank: S
Range: Short
Chakra: 40 ( -10 per turn to keep on field)
Damage: 80
Description: The Emotional Entities are sentient constructs of each emotion in Korra's power ring. Each emotion has its own Entity that represents the emotion. All the Entities have the powers of the shared abilities from the power ring as well the powers of their emotion. The entities also have unique powers that are only usable by them. The user will have to be in the emotion of the entity they want to form for at least 3 turns. Each Entity are stronger versions of their emotion constructs and are immune to A rank and below jutsus while being able to take up to 1 S rank jutsu. Each construct can levitate and can act on their own while also listening to the user. Each entity is the same size of Gamabunta.

Will/Ion: Ion is the entity for the Green Light of Will. He looks like a giant green whale. Ion has access to the powers of the green light from the power ring. Due to him having an increased Will Power he is able to increase the users will power and make them immune to A rank and below Gen and Mind Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind altering jutsu of S rank and below. Ion also has the power to posses opponents. Similar to Puppet Cursing Technique, Ion will get into short range of the opponent and using his will power merge into the opponent and use his will power to overpower them and take control of their body. Due to the connection with the green light of Ion and the Power Ring, the user will be able to help control the body. An S rank full body surge can cause Ion to loose control and be forced out of the opponents.

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Fear/Parallax: Parallax is an insect looking being that has the entire power of the yellow light. Parallax is the embodiment of Fear and has a killing intent the same rank of an official sage. Parallax is able to release a blinding bright yellow light from his body that causes the opponents to be paralysis until the light goes away. The light last for 3 turns and the user is immune due to him using the yellow light. Parallax can also use its little wings to release a B rank mid range gust of wind.

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Greed/Ophidian: Ophidian is the Entity of of Greed and the Orange Light. He is an orange looking snake with the Orange Lantern symbol on his forehead. Ophidian has all the powers of the orange light from the power ring. His scales are also chakra absorbing so when he wraps around an opponent he drains their chakra. The user being a user of the orange light is immune to the scales. Ophidian is able lay chakra construct snake eggs all over the field. The eggs are triggered when an opponents chakra gets near them. The eggs will release chakra construct chains that wrap around the opponent and drain their chakra. Ophidian can lay up to 15 eggs per use.

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Hope/Adara: Adara is the entity of Hope and is a bird looking construct. The user can fly on Adara and have Adara use it wings to release a B rank gust of wind that can reach mid range. Adara has access to the powers of the blue light from the power ring. Adara can already release his construct feathers across the terrain. The feathers will stay on the field for two turns. When the opponent gets in short range of a feather the feather will explode into water and form a water orb trapping the opponent inside it. Each feather use releases up to 10 feathers and needs a 1 turn cool down between uses.

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Rage/The Butcher: The Butcher is a bull like construct that is the entity of rage. He has access to the powers of the red light from the power ring. The Butcher is able to to charge at opponents and ram into them with the force of a S rank blunt force damage. When Butcher charges nothing can stop it as being the entity of Rage it can take up to S rank damage and break through S rank defenses when it charges.

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Love/Predator: The Predator is the entity of Love and has access to the Star Sapphire light from the power ring. The predator is teh fastest construct and can move at the same speed as a Kage Rank Ninja. The Predator can release a mist of construct at opponents. The mist will than form a crystal looking prison construct that traps the opponent. Predator can also boost the users Star Sapphire light powers and increase the rank of the Star Sapphire ability by one rank.

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Passion/Proselyte: Proselyte is the entity of Passion and is a star fish looking construct. Proselyte has the abilities of the Indigo light from the Power Ring. Proselyte is able to heal the user or allieis by touching them with one of his arms. This is limited to injuries from A rank jutsu and below. The healing is only to the extent of the medium injuries and medium injuries. If the user knows Medical Ninjutsu, Proselyte can touch the user and cut the cost of chakra for Med Stuff A rank and below Med Nin at 3/4 of the cost and S rank and Forbidden by half.

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Death/Nekron: Nekron is the entity of Death/Black Light of the Power Ring and is a Grim Reaper looking construct. Nekron has a scythe which he can use to slice opponents and break A rank and below defense jutsus. Nekron has access to the powers of the Black Light from the Power Ring. Nekron is able to copy the ability of the black light but instead of generating a ring he can either grab onto an opponent or hit them with his scythe. If the opponent is grabbed by Nekron or hit with his scythe the opponent feels pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent.

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Life/The Entity: The Entity is the strongest emotion entity the power ring can create and is the entity of the white light. The Entity has the powers of the white light from the power ring. The Entity is also able to copy powers of the other Emotion's Entity expect for Nekron. Once per battle The Entity is able release a bright white light the blinds opponents. The light also pushes the opponents to the ground making them feel a heavy pressure constantly restricting movements. The user will be immune to this due to them being in the White Lantern mode and using the white light power themselves.


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Note: Must taught by Korra.
Note: Must posse the Power Ring
Note: Must be in Emotion the Entity the user wishes to use for at least 3 turns
Note: Usable 3 times with a 2 turn cool down
Note: Even tho the White Lantern can use other lights it cannot summon other emotional entities.
Note: Any ability the Entities use counts towards one of users moves.

Declined - too long. By eyes hurt already.
 
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RuckenTM

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Smoke Permission on Biography: [ ]

(Katon-Kemuri no Jutsu: Murasakino) --- Fire Release-Smoke technique: Deep Purple
Rank:
C-class to Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-50 (+10 to depending when used on another jutsu)
Damage points: N/A
Description: Utilizing the elemental relative nature with excellent chakra control of fire release, supplementing it with smoke ninjutsu, which they make a distinct form of explosive ninjutsu. That appears and acts on a different scale than the regular smoke ninjutsu. Users of this style would have superhuman lungs, allowing them to stay underwater for an extended period of time without taking any breath. That allows them to be confident that there are second to none who could mix both ratios of chakra control to create such a volatile powerful ninjutsu. Being that this ninjutsu is based on smoke, the user can exhale immense quantities of toxic gases to poison his opponent and/ before enhancing their explosion ninjutsu.

Red clashes with izuna's clan. Second red clashes with med

Starts by using the fire style abilities, such as ash and gas chakra components through a smoke ninjutsu technique as they knead that chakra in a form such as blowing into a balloon. This smoke appearing white as a summoning’s smoke, it’s then manipulated into objects through the user’s mouths/ in palms of their hands, which they can infuse ash-gas quantities within to formulate explosive smoke. This can range from solid to a gas like state of the smoke with it, still exhibiting that mixed chakra formulation. Users can then produce or manipulate an existing amount of smoke, shaping it into various things such as grass, hoses, boat, rabbits, and dolls. They can change the size, color, toxic properties, and gas-scent depending on the amount of the smoke to make the created objects seem more realistic. Users can even change its consistency to the point to making them solid and unbreakable-alike creations that can be brought to life and controlled remotely. With a mental command, they can detonate and ignite the ash within the smoke, reacting with the hidden kept gas to explode by performing the seal of confrontation. The technique varies in strength, depending on how much chakra is put into the creation of this "living" smoke objects. Despite all this it’s still a smoke based jutsu, which can only be defused by a water jutsu/technique.

This ninjutsu can be used alongside existing smoke ninjutsu, ash and gas-related fire style jutsu/ninjutsu. Therefore depending on that jutsu, they’ll stream their chakra into that jutsu formulating that very jutsu to become a “Deep purple” art style ninjutsu release. This takes a very small timeframe.

Note: Can only be used by Smoke bios & Fire style Specialists.
Note: This smoke ninjutsu is scorching if trapped within its gas mist, capable of scorching the skin.
Note: User can only create up to three creations from this jutsu per every other turn. If forbidden art style is used, they can’t use this ninjutsu for the rest of the battle.
Note: This jutsu damage depends on jutsu Type, only when Offensive/Defensive style used correspond to chakra cost to regular damage ratio.

Declined asside from the notes above, you have way too much going on in one jutsu and too many components of fire at the same time with smoke
(Katon-Kemuri no Jutsu: Murasakin niato) --- Fire Release, Smoke technique: Deep Purple Art
Rank:
C-class to Forbidden
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-50 (+10 to depending when used on another jutsu)
Damage points: N/A
Description: Utilizing the elemental relative nature with excellent chakra control of fire release, supplementing it with smoke ninjutsu, which they make a distinct form of explosive ninjutsu. That appears and acts on a different scale than the regular smoke ninjutsu.That allows them to be confident that there are second to none who could mix both adv. ninjutsu ratios to match the chakra control to create such a volatile powerful ninjutsu. Being that this ninjutsu is based on smoke, the user can exhale immense quantities of suffocating gases to cause them to suffer from the lack of air or inability to breathe.

Starts by using the fire style abilities; gas chakra components through a smoke ninjutsu techniques as they knead that chakra in a form such as blowing into a balloon. This smoke appearing white as a summoning’s smoke, it’s then manipulated into objects through the user’s mouths/ in palms of their hands, which they can infuse gas chakra quantities within to formulate explosive smoke.

This can range from solid to a gas like state of the smoke with it, still exhibiting that mixed chakra formulation. Users can then produce or manipulate an existing amount of smoke, shaping it into various things such as grass, hoses, boat, rabbits, and dolls. They can change the size, color, toxic properties, and gas-scent depending on the amount of the smoke used to make the created objects seem more realistic.

Users can even change it's consistency to the point to making them solid and unbreakable-alike creations that can be brought to life and controlled remotely. With a mental command, they can detonate the katon chakra (gas) ninjutsu within the smoke, by performing the seal of confrontation. The technique varies in strength, depending on how much chakra is put into the creation of this "living" or not smoke objects. Despite all this, it’s still prominently based on smoke based jutsu, which can only be defused by a Suiton Ninjutsu.

This ninjutsu can be used alongside existing smoke ninjutsu, and or gas-related fire style jutsu/ninjutsu. Therefore depending on that jutsu, they’ll stream their chakra into that jutsu formulating that very jutsu to become a “Deep purple” art style ninjutsu release. This takes a very small timeframe.

Note: Can only be used by Smoke bios & Fire style Specialists.
Note: This smoke ninjutsu is scorching, if trapped within its gas mist as it's capable of scorching the skin off.
Note: User can only create up to three creations from this jutsu, per every other turn. If forbidden art style is used, they can’t use this ninjutsu for the rest of the battle.
Note: This jutsu damage depends on the jutsu Type, and only when Offensive/Defensive style is used, the jutsu will correspond to chakra cost as the regular damage ratio.

Leaving for Vex.

(Katon: Uchiha Himitsu Kibaku Fuda no Jutsu) - Fire Release: Uchiha Hidden Explosive Tags Technique
Type:
Offensive, Supplementary
Rank: S-class
Range: Mid (Long range-type explosion)
Chakra: 40
Damage: 80
Description: Of the most skillful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. To initiate the jutsu, users must first perform Ten handseals (Tiger → Rat → Bird → Rat → Ox → Snake → Dragon → Rat → Ox → Tiger), summoning a torrent of flames which can be manipulated and exhaled through the ring hole and index thumb, but momentarily unleashing a volley of kunais each single stringed tagged with many paper-bombs, and done with one hand. Manipulated as like, "(Katon: Hōsenka Tsumabeni) - Fire Release: Phoenix Sage Flower Nail Crimson" & "(Himitsu Kibaku Fuda no Jutsu) Hidden Explosive Tags Technique", the user combines the ability to stream chakra upon a multitude of paper tags through a medium for protection and while exhaling fire-infused chakra upon them for resistance. They thenrelease it as;
A) a thin yet powerful jet streamline, becoming incredibly fast also while being able to spread across the field very quickly with a multitude of paper-tagged kunais hidden through the gushing line of flames. This results (using their chakra to keep the paper tags sustained) in katon coated Kunais to emerge via flames (if not countered with a solid elemental interaction) afterward, resulting in an additional explosion there then after.

B) an invasive large fireball that spans in size height and length but slowly as it increases onward. Meanwhile, Paper-bomb tagged Kunais embedding within the flames allow this jutsu style to attain the destructive potential by making them capable of inflicting (upon mental command) combustion released scorching (as the kunais within simply flow circularly slowly to the rate of the flames, as if they're swimming through it) upon direct contact with either the intended victim or any other object caught within their trajectory.

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

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

Contact me about this, tired of rechecking it.

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

Abilities of the Razor Rimmed Hat

Chakra Blades
Due to the material the hat is made out of, this weapon is able to have chakra flowed through its entirely naturally. By naturally channeling their chakra into the hat, the user can perform certain techniques. Additionally, the blades on the brim of the hat are naturally reactive to chakra, and when chakra is infused, the razor edges will begin to spin rapidly, which creates a glowing buzz-saw like effect. The color of the glow will match the user's chakra. Due to the intense chakra control, the hat spin of the blades is on par with the specialized chakra/advanced ninjutsu. Besides that, the blades of the hat can also be only infused with the Basic 3 Elements. Which are;

Katon — When infused with Fire Chakra, the blades of the hat increase in heat allows moisture deprivation upon its location of spin (mid-range limit). It also adds the effect of causing intense burns on anything it makes contact with.

Raiton — When infused with Lightning Chakra, the blades of the hat increase in rotation allowing them to pull in targets upon close range. It also adds the effect of numbing anything it makes contact with.

Doton — When infused with Earth Chakra, the blades of the hat increase/decrease in weight upon the user's will. It also adds the effect of petrifying anything it makes contact with.

When applying elemental chakra, the strength of the blades encounters become affected by standard Strengths and Weaknesses.

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

Declined - the above is just weird, the hate is just a chakra hat not knowing shit about anything. You want it to come back have it as a effect that you pull it back with your chakra. And no to draining chakra. And costs, turn limits and drawbacks for the effects.

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

Depiction of the Razor Rimmed Hat: [ ]


[B](Katon: Uchiha no Himitsu, Kibaku Fuda no Jutsu) - Fire Release: Uchiha style, Hidden Explosive Tags Technique
Type:[/B][COLOR=#222222][FONT=Verdana] Offensive, Supplementary[/FONT][/COLOR]
[B]Rank:[/B][COLOR=#222222][FONT=Verdana] S-class[/FONT][/COLOR]
[B]Range:[/B][COLOR=#222222][FONT=Verdana] [B]Short[/B]-Mid (Long range-type explosion)[/FONT][/COLOR]
[B]Chakra:[/B][COLOR=#222222][FONT=Verdana] 40[/FONT][/COLOR]
[B]Damage:[/B][COLOR=#222222][FONT=Verdana] 80[/FONT][/COLOR]
[B]Description:[/B][COLOR=#222222][FONT=Verdana] Of the most skillful of fire style shinobi, who also exhibited mastery skill in bukijutsu had applied the talent in katon control to harness the renowned Uchiha clan's virtuoso. To initiate the jutsu, users must first perform Ten handseals (Tiger → Rat → Bird → Rat → Ox → Snake → Dragon → Rat → Ox → Tiger), [/FONT][/COLOR][COLOR=#222222][FONT=Verdana][B]they release the flames from their mouth, within the flames they'd release, weapons tagged w/o explosive tags are protected by katon chakra to do additional damage:[/B]
[/FONT][/COLOR]
[COLOR=#222222][FONT=Verdana]A) a thin yet powerful jet streamline, becoming incredibly fast also while being able to spread across the field very quickly with a multitude of paper-tagged kunais hidden through the gushing line of flames. This results (using their chakra to keep the paper tags sustained) in katon coated Kunais to emerge via flames (if not countered with a solid elemental interaction) afterward, resulting in an additional explosion there then after. [/FONT][/COLOR]

[COLOR=#222222][FONT=Verdana]B) an invasive large fireball that spans in size height and length but slowly as it increases onward. Meanwhile, Paper-bomb tagged Kunais embedding within the flames allow this jutsu style to attain the destructive potential by making them capable of inflicting (upon mental command) combustion released scorching (as the kunais within simply flow circularly slowly to the rate of the flames, as if they're swimming through it) upon direct contact with either the intended victim or any other object caught within their trajectory. [/FONT][/COLOR]

[COLOR=#222222][FONT=Verdana]Notice: Due to the chakra-based nature of the flames that embedded the kunais as they were surrounded by it, the aftermath will continue to burn even after impact, regardless of the flammability of the object that they ultimately collide with. While manipulated and exhaled as a thin yet incredibly fast jet of flames that races across the ground, its temperature will be such intensive that it will easily melt the ground as it travels and can reduce an enemy to ash, before its kunai explosion. [/FONT][/COLOR]

[COLOR=#222222][FONT=Verdana]Note: [/FONT][/COLOR]
[COLOR=#222222][FONT=Verdana]~ Can only be used twice per match. [/FONT][/COLOR]
[COLOR=#222222][FONT=Verdana]~ No S-rank or higher jutsu after this jutsu, until after 2 of the user's turns.[/FONT][/COLOR]
[COLOR=#222222][FONT=Verdana]~ User must be katon specialist.[/FONT][/COLOR]


Declined: failed to abide by the formatting restrictions.


[B][I](Shinigami no Kamisori en no Bōshi) — Death Reaper's Razor Rimmed Hat
[/I][/B][COLOR=#222222][FONT=Verdana]Type: Weapon[/FONT][/COLOR]
[COLOR=#222222][FONT=Verdana]Rank: [/FONT][/COLOR][B]N/a (A-class)[/B]
[COLOR=#222222][FONT=Verdana]Range: [/FONT][/COLOR][B]N/a (Short-Long)[/B]
[COLOR=#222222][FONT=Verdana]Chakra Cost: [/FONT][/COLOR][B]N/a (30)[/B]
[COLOR=#222222][FONT=Verdana]Damage Points: [/FONT][/COLOR][B]N/a [/B][B](60)[/B]
[COLOR=#222222][FONT=Verdana]Description: The Razor Rimmed Hat is a customized barber's bowl hat with a short spherical crown and elongated circular brim with bladed edges. The hat's material is incredibly strong, durable, and lightweight, being virtually indestructible and has a look and texture akin to leather. The entire hat is also very reactive to chakra, allowing different functionalities. As a result, the hat became a perfect weapon to fight with.[/FONT][/COLOR]

[COLOR=#222222][FONT=Verdana]Abilities of the Razor Rimmed Hat:[/FONT][/COLOR]

[I]Chakra Blades [B](A single move cost)[/B][/I]
[COLOR=#222222][FONT=Verdana]Due to the material the hat is made out of, this weapon is able to have chakra flowed through its entirely naturally. By naturally channeling their chakra into the hat, the user can perform certain techniques. Additionally, the blades on the brim of the hat are naturally reactive to chakra, and when chakra is infused, the razor edges will begin to spin rapidly, which creates a glowing buzz-saw like effect. The color of the glow will match the user's chakra. Due to the intense chakra control, the hat spin of the blades is on par with the [/FONT][/COLOR][B]specialized chakra/advanced ninjutsu.[/B][COLOR=#222222][FONT=Verdana] Besides that, the blades of the hat can also be [/FONT][/COLOR][B]only [/B][COLOR=#222222][FONT=Verdana]infused with the Basic [/FONT][/COLOR][B]3[/B][COLOR=#222222][FONT=Verdana] Elements. [/FONT][/COLOR][B]Which are; [/B]

[I]Katon[/I][COLOR=#222222][FONT=Verdana] — When infused with Fire Chakra, the blades of the hat [/FONT][/COLOR][B]increase in heat allows moisture deprivation upon its location of spin (mid-range limit). [/B][COLOR=#222222][FONT=Verdana]It also adds the effect of causing intense burns on anything it makes contact with.[/FONT][/COLOR]

[I]Raiton[/I][COLOR=#222222][FONT=Verdana] — When infused with Lightning Chakra, the blades of the hat [/FONT][/COLOR][B]increase in rotation allowing them to pull in targets upon close range[/B][COLOR=#222222][FONT=Verdana]. It also adds the effect of numbing anything it makes contact with.[/FONT][/COLOR]

[I]Doton[/I][COLOR=#222222][FONT=Verdana] — When infused with Earth Chakra, the blades of the hat[/FONT][/COLOR][B] increase/decrease in weight upon the user's will[/B][COLOR=#222222][FONT=Verdana]. It also adds the effect of petrifying anything it makes contact with.[/FONT][/COLOR]

[COLOR=#222222][FONT=Verdana]When applying elemental chakra, the strength of the blades encounters become affected by standard Strengths and Weaknesses.[/FONT][/COLOR]

[I]Hat Call Back [B](Passive)[/B][/I]
[B]Embedded [/B][COLOR=#222222][FONT=Verdana][B]with/ fueled by the user's chakra,[/B] the hat can naturally detect the chakra of the wearer, seeing it as a sort of homing beacon, wanting to go back to the wearer's head. If foreign chakra makes contact with the hat, whether through techniques or by another person, the hat reacts by having the blades spin rapidly, freeing itself from whatever made contact with it, before flying back to the user [B]at the user's will.[/B] Should someone besides the user forcibly try to keep hold of the hat, [B]it will spin with infusions of the three elements it would've been embedded with before launch. [/B]As a final ability, whenever the hat is thrown, the user is able to passively have it return to their side (like a boomarang) with a thought and/or hand gesture, [B]known as "hat-call-back"[/B].[/FONT][/COLOR]

[COLOR=#222222][FONT=Verdana]Note: Must be listed in the user's bio in order to utilize.[/FONT][/COLOR]
[COLOR=#222222][FONT=Verdana]Note: Can only usable by Bladed Hat Combat practitioners.[/FONT][/COLOR]
[COLOR=#222222][FONT=Verdana]Note: Only [/FONT][/COLOR][B]two [/B][COLOR=#222222][FONT=Verdana]elemental chakra infusions can be made at a time[/FONT].[/COLOR]
[COLOR=#222222][FONT=Verdana]Note: Can only infuse elemental chakra, if the user completed training in elemental nature.[/FONT][/COLOR]
[COLOR=#222222][FONT=Verdana]Note: Once an elemental chakra infusion is made into the hat, it remains until the hat returns to the wearer. [/FONT][/COLOR]

[COLOR=#222222][FONT=Verdana]Depiction of the Razor Rimmed Hat: [[/FONT][/COLOR][URL="http://static.tvtropes.org/pmwiki/pub/images/improbable-weapon-user_mortal-kombat_3036.png"]X[/URL][COLOR=#222222][FONT=Verdana]][/FONT][/COLOR] [/FONT][/COLOR]


Declined: failed to abide by the formatting restrictions.

By using the noparse BB code, it's evident that the coding was both excessive and flawed.

 
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Zaphkiel

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Type: Weapon
Rank: S
Range: Short-Long
Chakra: 40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and gold lance attached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the size of a briefcase in the shape of a rectangular cube just 2 feet in length and 1 in height. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation.


Offensive Form
This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud. This ability can only be used with the basic five elements.


Defensive Form
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks. What's unique in this form is that each elemental infusion actually changes how the IXA behave drastically. When channeled with Wind the defensive form gains a barrier of wind around it that extends from the weapon itself and continue in a sphere-like manner to cover the user from the top, sides, and back. Placing him in a bubble, so to say. With Fire the weapon grows a pair of flaming wings that span out an extra 2 meters on each side and 1 to the top. This is so that whenever the user faces wind techniques the wings would compensate for the broad AoE most wind techniques have, like that of (Futon: Atsugai) - Wind Release: Pressure Damage. With Lightning the IXA releases a wall from itself of undulating currents that are constantly crisscrossing over each other in a lattice. This is to dice any incoming earth projectiles into dust before it actually reaches the user. With Earth the IXA's metal design grows even blacker as it inches forward and forms an outward facing concave formation, like half a sphere turned so the inside faces the enemy/attack. This is to stop flowing water techniques and hold them like a bowl before sending the water back at the enemy/source. Water chakra simply shrouds the IXA in a sticky water film, allowing it brave even the most intense of flames while keeping the user unscathed. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.


Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act seemingly of its own volition. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. While it is at long range from the user he cannot have it attack/defend from there, but instead must spend that 20 chakra to call it to his position. At Mid ranged the user can have it perform free form maneuvers but it cannot take on its defensive or offensive forms, this takes additional 10 points of chakra every turn active. Once the weapon is within short ranged of him however, it is able to go into either defensive or offensive mode, as well as embrace the elemental infusions necessary and attack/defend accordingly (counting as separate moves and costing their respective chakra points). This short ranged controlling costs additional 5 points of chakra each turn to maintain. If the weapon leaves short ranged of the user whichever form that was active will end immediately as well as any chakra infusions presents. Remote activation in itself does not have a usage limit.


Upon being overwhelmed by an attack the IXA will immediately fold back into its smaller cuboid form and will remain unusable for a total of 3 turns. Although it is indestructible it does require time to reconstruct itself. After the 3 turns are up, unless Arima or another chakra source that had been allowed to use it reactivates it, it will stay in this cuboid form for as long as it must.


Note(s):
♎ Only usable by Arima Kishou biographies or those that he allow.
♎ Must start in it's cuboid form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior.

Iguza Ni ♎ IXA II
Type: Weapon
Rank: A/S
Range: Short-Long
Chakra: 30/40 (-X per turn)
Damage: N/A (60 for Offensive Form)
Description: The IXA (イグザ, Iguza) is a weapon wielded by none other than the infamous Claymore, Arima Kishou. It takes the form of a black and gold twisted sword attached to a gun-sword handle with a spiked pommel. Capable of piercing an opponent's soft muscle tissue as well as the bone easily--not to mention tough obstacles like walls, boulders, etc. With a modular, collapsible design, the IXA is able to be folded down to the shape of a rectangular cube that much resembles a briefcase or a gauntlet covering the user's preferred arm. However, with a supply of chakra, the innate gears and grooves in the weapon allow it to be unfolded to the length of a traditional katana, 80 cm. Because of its folding body, the IXA is capable of three modes; offensive, defensive, and remote activation.

Offensive Bias

This is where the IXA adopts a thin, rapier-like shape that is ideal for swift swings and effective thrusts. In this form the user is able to course his chakra through the weapon to have it exhibit the effects of the chosen chakra type. In the event that elemental chakra is channeled into the IXA it becomes surrounded in a spiraling shroud that represents the element, where Katon would see the IXA glow a bright fiery red while a shroud of flames spin around it. The same applies for the other elements excepting Suiton, which surrounds the IXA in a slight mist that hides the weapon's true length. This infusion is A ranked, costing 30 chakra, -10 per turn to maintain for a maximum of 3 turns, and counts as a move. The true purpose of the infusion is to aid the user's offensive bias, where the IXA flung like a javelin with its chakra shroud or simply swung about in a free form manner. The last perk of this mode is it's long ranged reach where the weapon opens in its center to form a sort of makeshift firing chamber. From this chamber, depending on the chakra infusion present in the weapon at that time, the IXA will fire a concentrated beam up to long ranged of it's position. This counts as a projectile type, A ranked attack (30 chakra cost/60 damage) following the S/W of whatever elemental chakra that was used. But by firing this beam the IXA spends its chakra shroud in the process and user would have to spend another move and 30 chakra points to renew the shroud. However, 3x per conflict, the IXA is able to produce much stronger beams (S ranked: 40 chakra cost/80 damage) to overwhelm the opponent but in doing so the Offensive Bias will go on a 1 turn cool down each time.
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Defensive Bias
This mode is where the sides of the IXA fan out like the frills of an animal to form a personal shield to the user 2m in length and 1 in height. In the sake of defense, this form takes an S ranked elemental infusion costing 40 chakra points and counting as a move. With this infusion the IXA becomes very formidable against otherwise overwhelming attacks. The IXA in addition to the shield, will grow a special barrier loaded with whatever chakra nature the user channeled. This barrier is spherical in shape and protects the user from attacks coming from above, below, as well as the sides. Each time the user channels a different chakra type into the IXA it counts as an S ranked infusion, costing 40 chakra and a move, it also costs -20 per turn to maintain. This defensive infusion can only be done 4x a match and lasts 2 turns at maximum with each use.
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Remote Activation
The third and final mode, remote activation as the name suggests allows the user to control the IXA from a distance with a sacrifice of chakra. So long as the weapon is within range (up to long) the user can spend a set amount of chakra to either call it to his position or have it act autonomously. At long ranged the user spends 20 chakra points to call it to his position, while at mid ranged he spends 10. At short ranged however the user spends a mere 5 chakra points. When in remote activation the weapon simply floats, held aloft through chakra control. It can then be sent flying the air and perform aerial maneuvers through either hand movements or just will. The weapon is still capable of entering in either Offensive or Defensive Bias but activating these through Remote Activation will require a move slot and an extra -10 from the user's chakra per turn to maintain in addition to the costs of each Bias. When not in use, i.e idle, the IXA takes -5 chakra per turn when in short range per turn, -10 in mid, and -15 in long. Remote activation in itself does not have a usage limit and doesn't take up space in the time frame.
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The IXA by itself carries an S ranked durability and upon being overwhelmed by an attack it will immediately fold back into its smaller cuboid/gauntlet form and will remain unusable for a total of 2 turns. Although it is indestructible it does require time to reconstruct itself. After the 2 turns are up, unless Arima or another chakra source that had been allowed to use it (someone who was taught) reactivates it, it will stay in this cuboid form for as long as it must.

Note(s):
♎ Only usable by Arima Kishou biographies or those that he allow.
♎ Must start in it's cuboid/gauntlet form, the IXA cannot start a match in offensive or defensive form unless it had been transformed prior.

Declined - the wording edits are fine, but with the S rank capabilities you gave it makes it too much for one one weapon. Keep the original.
 
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Ańbu Juniør

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Tekishaseizon | Survival of the Fittest
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: N.A
Damage Points: N/A
Description: For a Ninken, battlefields are even more perilous than for Shinobi. Incapable of accessing Ninjutsu or Genjutsu as their Inuzuka counterparts are, Ninken have always been hard-pressed to defend and protect themselves. Those who manage to brave the battlefield despite this however, all seemingly converge on similar ideals - adaptations born from the desire to not only survive, but to thrive. Ninken who achieved these ideals were dubbed The Awakened. Parallels can be drawn between the functioning of this technique and the existence of the Warhorse - cavalry existed as one of the strongest forces in ancient warfare despite horses naturally being inclined to docility, averse to crowds, vulnerable to loud noises and terrified of the scent of blood, yet they reigned supreme on battlefields - similarly an Awakened Ninken would not only overcome its natural weaknesses, but also enhance upon its natural strengths so as to optimize for the battlefield. An example of this would be that, while lesser Ninken would be susceptible to having their senses undermined through uses of foul smells or sharp noises, Awakened Ninken would be disciplined to such an extent that they would be virtually immune to such factors, as losing control of one's senses could easily spell death for a Ninken in the field of war. Meanwhile an example of enhancing a natural strength would be in the advancement of a Ninken’s fur. Fur exists as a powerful defensive tool in the natural world yet proves to be largely useless in the face of Ninjutsu, however as a solution to this Awakened Ninken have over time passively infused copious amounts of chakra into their fur to achieve a defensive effect which, while minor in the face of the powerful attacks that Shinobi are capable of unleashing, still affords some, perhaps life saving, protection. An Awakened Ninken’s chakra rich fur will possess an unparalleled thickness, almost as if it were woven, which, enhanced further by how absolutely saturated with chakra it is, will make use of the immense tensile strength that hair demonstrates and convert it to functional strength, thus a Ninken’s fur will adopt a neutrality to the elements, becoming flame retardant and a natural insulator to lightning, and rendering Ninken immune to all C Rank and below attacks as their fur now functions as the natural body armor nature intended it to be even in the face of Ninjutsu attacks. Their claws will be honed until they are sharper and stronger than even the most tempered steel blades, capable of slicing through C-rank and below jutsu (within logic and reason), and their senses, so strong and attuned to the natural world around them, will allow them to passively see through D rank and below illusions as such weak illusions will be incapable of blurring the reality perceived by their exceptional senses . Their synergy with their Shinobi counterparts will also increase, therefore during mergers, transformations, combinations and the like, neither they nor their Shinobi counterparts will be inhibited from using any jutsu that they could normally use (for instance, in forms where the combined entity lacks hands for handseals, tail wags can be used as a replacement), and Inuzuka shinobi will be capable of utilizing curse marks and the like without fear of adversely affecting their Ninken who, after braving battlefield after battlefield with their partners have developed complete synergy, almost becoming extensions of one another, and as a result will be immune to the adverse effects of jutsu that their Shinobi counterparts are immune to.

Notes:
- This is a passive technique, to be posted either in the user's bio or before the start of the fight. It does not use up chakra, nor is it activated, but is instead a beneficial change that occurs over time for experienced, or battle hardened Ninken and Inuzuka. (Requires the user to have had an Inuzuka bio for at least 5 months.)
- Due to greater synergy, less chakra is necessary to perform fusions or transformations with Awakened Ninken as transformations occur more naturally and freely on account of the immense connection that Awakened Ninken and Inuzuka experience. As a result transformation related techniques will have their chakra cost reduced by -20.
- Inuzuka bonded to Awakened Ninken will also undergo a slightly profound change, in that they will be capable of passively activating ‘Four Legged Technique’ (As in, it won’t cost a move, but will instead activate passively, just as the Sharingan and Byakugan can). This also applies to Fenrir’s Lesser Oblige, which for those who have learnt it serves as an advancement and perfection to ‘Four Legged Technique’. The effects of this technique are a rank greater for High Breeds.

Leaving for Detective L or Vex.

□ Declined. As much as I like the technique, the passive usage and combination with Fenrir's Oblige allows for too many passive boosts not apparent to those who have not thoroughly read those other techniques. This is also similar to High Breed made by Scaze, and that C rank just tells me that you are aiming to use very little chakra for something that can boost your power and the Ninken's power as well, this simply won't be allowed to work like that. □

Permission from Drackos to make a variation of Dragon Breath:

(Katon: Horusu no Keiji) Fire Release: Revelations of Horus
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: This technique follows a similar principle to that of Dragon’s Breath, in that it’s applications are largely defensive and its usage involves saturating the nearby air with chakra so as to produce an automatic response. As a result Revelations of Horus can be seen as a twin technique to Dragon’s Breath - it’s invocation and results are the same, in that it neutralizes incoming threats, but the methods in achieving the end differ. The chakra that the user releases to saturate the air, visible to only Doujutsu users, will remain dormant until its effects are triggered by an incoming enemy offense. When an incoming enemy offense, such as an enemy jutsu, enters within range of Revelations of Horus, it will immediately be consumed in a golden glow as it is subjected to intense aerodynamic heating. In this case however, where the speed of incoming techniques may be lacking to naturally produce the effects of aerodynamic heating, the user's fire chakra will instead suffice to artificially stimulate these effects. This is done as the fire chakra will serve to greatly enhance the aspect of ‘heat’, therefore the object's kinetic energy will convert to heat at an astronomically greater artificial rate than it would naturally, meanwhile the chakra itself promotes friction, which further aids in the production of heat. All in all, the ultimate effect of this jutsu would be that enemy attacks that enter into the vicinity of Horus will, just like a meteorite upon entering the atmosphere, burn up and disintegrate. Energy attacks would, under this influence of this technique, find themselves quickly snuffed out from existence, burning up before being disappearing entirely. Meanwhile, physical techniques will find themselves disintegrating into harmless vapor or ash, and then that disintegrating even further until absolutely nothing remains. In the case of lightning, the created heat will serve to short circuit the electrical current. In the case of opponents being caught in this technique, as the heat build up is not instant and is also relative to the incoming speed of the object they may have time to produce a defense, or as a even more simple way to counter this technique, stop moving so that its effects halt, excessively fast opponents however may struggle with this.

Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of neutralizing the equivalent of an S rank jutsu each turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that Revelations of Horus activates to neutralize an enemy jutsu the user can only utilize two other techniques, and this technique can only be used twice.
- While this technique is active the user cannot use wind, lightning, earth or water techniques above S rank.
- This technique saps -30 chakra per turn to sustain, and once it ends the user will be incapable of using it again for two turns. Similarly they won't be able to use fire techniques above A rank for that turn.
- The created 'barrier' of fire chakra extends short range from the user, and moves along with them.

Declined - sure, i'll approve something that lasts for 8 turns in total, wipes out everything into nothingness, including energy attacks, just by them entering into a certain range around you, like you're own atmostphere, i've learned the original technique, but jeeze this is another level. DNR.

(Katon: Moya No Besubiusu) Fire Release: Smog of Vesuvius
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: By spending twenty chakra the user will be capable of activating an ability that will allow them to alter future fire techniques that they create. Fire techniques altered by Smog of Vesuvius will produce an immense amount of thick, black smoke as they burn that will waft out in large, vision obscuring and light blocking plumes. The released smoke is purely fire based, being made up of fine particles of ash rendered inert by the users chakra, which will both haze the air and settle over structures in thick, powdery black layers. The ash, while fairly hot (but being of a completely pleasant temperature to the user), possesses no offensive capabilities of its own, and as a result largely exists for diversionary measures. For opponents the smoke will produce a distinct, acrid smell that can interfere with their olfactory senses - just as the smoke can inhibit their vision in a similar manner to Kirigakure’s mist (but potentially worse on account of the smokes dark color), however for the user (and their allies, such as summons and animal companions) the smoke will be purely scentless.

Notes:
- The user has to expend an additional 5 chakra when choosing to apply this effect to a fire technique.
- Smog of Vesuvius lasts for the rest of the battle once activated, or until deactivated, can only be used three times, and works with Fire and Fire KG/CE variants that could logically produce it (i.e lava).
- Those with a fire specialty can change the color of the smoke, but only along the grey-scale (so from white to black) or to shades of red/orange

Declined - seemed like a nice technique until i saw the red and it just confused me, fairly hot... but pleasant? WHat's this even mean?
 
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KeotsuEclipse

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(Keotsu no Ekuripusu) Keotsu's Eclipse
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra Cost: 150
Damage: 21 each x13
Description: Keotsu's Ultimate Technique, devised after years of battle. A technique devised to take use of every facet of his swordsmanship, this technique may be the most powerful Kenjutsu technique in existence. Keotsu will focus his chakra into his legendary blade, before striking the blades of the Infinite One-Sword Style that surround him, while he has the Infinite One-Sword Style technique Disorderly Line active. The result is that through the collision of the blades, Keotsu will cloak the blades in an aura of chakra - which will then go on to strike the rest of the blades surrounding him, enveloping every blade placed by the Infinite One-Sword Style in the same aura. The aura allows Keotsu momentary command of all the blades on the battlefield, adding the entirety of their number to his Disorderly Line technique for the duration of this technique. However, the aura surrounding the blades is far more complex than just a simple coating of chakra - as the aura can only be created through the powers of the Command Art series known as the "Prayers", all the blades enveloped in the aura are capable of being used as if Keotsu wielded them in hand, and are imbued with the power of the First Prayer and its refinements, and thus can dispel any technique that they may collide with that is within their power to do so. The complex network of chakra clad swords causes a recursive resonance with Keotsu's own chakra, causing bridges between the blades to form briefly of Keotsu's chakra - due to the rapid nature of the movement of the blades, along with the alternating and branching of the chakra surrounding them, anyone within the field of blades will have no means of escape from the prison of swords without a technique that can physically remove them from space and time. Keotsu's legendary blade is likewise augmented, with the resonance of his chakra causing his Command Arts known as Raijin Rising and Circling Water Slash to fuse into a singular technique capable of pulling in and dispelling or reflecting any technique that would be affected by any of the four tandem jutsu. Completing the technique, Keotsu will call forth the tremendous powers of his Final Prayer and focus them into his legendary sword, and by extension all of the blades of the Infinite One-Sword Style. Utilizing the nearly impenetrable prison of swords, who have the power to destroy mountains with each blade, Keotsu will then perform a variant of the Infinite One-Sword Style technique Addition, using twelve of the floating blades to attack the opponent all at once from every direction, and stunning them in any of the blades make contact, even if they are blocked somehow. Following this, using the legendary blade in hand, Keotsu will perform the Infinite-One Sword Style technique Gale Slash, and rush forward, delivering a final, decisive horizontal blow aimed at the enemies chest with is blade. Due to the nature of the prison of swords, and Gale Slash itself, Keotsu is capable of striking anyone within the prison of swords without being avoided. The power of the technique is twofold, being delivered half through the power of chakra augmentation, and half through just sheer physical power, making it a powerful technique against nearly any entity that has a corporal form. The utilization of such power is not without consequence, though. All of Keotsu's Command Arts will deactivate upon the completion of this technique, all the immense power focused within the blades of the Infinite One-Sword style will prove to be too much for ordinary steel, causing all the blades to disintegrate under the strain. Likewise, channeling the power of the Final Prayer in such a manner is so taxing that Keotsu's legendary blade will lose its power of shape-shifting for the remainder of the battle.
*Note: Useable once per battle. If the technique does not kill the opponent, Keotsu is left unable to continue fighting.
*Note: This technique is treated as if were of the following series of techniques: Infinite One-Sword Style, Command Art, Command Art: Prayer, Legendary Command Art. If any of the listed are unable to be used for any reason, then this technique cannot be used.
*Note: This technique requires that: the Infinite One-Sword Style set-up technique have been successfully used; the First Prayer in the Prayer series of Command Arts and its refinement Prison Gate Sword to have been successfully used and currently active; the Command Arts Raijin Rising and its refinement Circling Water Slash to have been successfully used and currently active; that the Final Prayer of the Prayer series of Command Arts, Heaven's Illumination Conquest, be able to be used at the time of casting; that the Infinite One-Sword Style technique Gale Slash be able to be used at the time of casting; and that Keotsu currently has his custom weapon in hand.
*Note: This technique consumes all three moves of a turn.
*Note: This technique increases and combines the powers of the First Prayer and its refinement Prison Gate Sword, and the Command Arts Raijin Rising and its refinement Circling Water Slash into a singular technique that is capable of neutralizing any technique of any kind that would be affected by any of those four techniques.
*Note: This technique delivers only thirteen strikes at a base 21 damage each that actually damage the opponent, and the damage is considered a 50:50 split of physical and energy damage.

Declined - in the first post the damage and chakra for a forbdiden rank technique is 50/90.
 
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Pervyy

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Thread closed for checking - I forgot to change the dates on the last marker, but it will be closed today for a couple of days. ^_^

Edit: Might be longer... you're making customs too long for the sake of it...
 
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