Custom Jutsu Submission - III

Status
Not open for further replies.

Detective L

Active member
Legendary
Joined
Jan 10, 2013
Messages
19,342
Kin
2,224💸
Kumi
3,141💴
Trait Points
0⚔️
New Cycle: 07/02/2017 - 14/02/2017

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

Jokey

Active member
Supreme
Joined
Mar 7, 2009
Messages
21,646
Kin
113💸
Kumi
3💴
Trait Points
0⚔️
Awards
(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.
(Ebisu) - Yebisu
Type:
Weapon
Rank: S
Range: -
Chakra: 40 for Presence, 5 per turn
Damage: 80
Description: Ebisu is a semi-sentient 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. It is usable 3 times per battle, and 5 times per event. With a turn interval between uses.

This needs more reasoning around it, and explaining in a sense of how it works. Like this "bait" what's it made up of? Why can it absorb chakra? I mean we don't usually allow just broad absorbing, is it a fuuin seal? I mean it would make more sense if the bait was something that absorbed chakra from certain elements, then was used for an effect afterwards. Not on the same scale, but for example: Samehada absorbs chakra, then gives it to the user to heal, the more absorbed, the more he heals. I wouldn't allow a custom effect to this scale, but right now it's just absorbing for the sake of it. It says absorb 40 charka, which really is S rank, that's way too much with the other effects have in this weapon right now.

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 ability stems from the rod's semi-sentience, as it uses it sentience to cast the aforementioned effects. Presence is treated as a mix between paralysis genjutsu, killing intent, and kanashibari no jutsu. In order to counter the effects of presence, the target must release a full body chakra equivalent to B rank or above. Alternatively, they could damage themselves with damage sufficient to release them from B rank genjutsus. Due to how presence works, it could still be effective on Nekuras, whom are immune to most illusions. However, in their cases, the ranks needed in order to free themselves are lowered by one, meaning C rank chakra surge, or damage enough to break from C rank gen.

I just don't get this part. A bait on a fishing rod is near me and suddenly i'm under the effects that i'm too scared to move because i'm going to die. I hope you see what i mean with this one?


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.

If you want to double the effects, make sure it's range only, not double the power.

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. Ebisu's semi-sentience is only useful for Presence, where it's sentience allows the passive detection of targets and casting the effects of Presence.

Declined - see above.
 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
(Fūin geijutsu: Papetto no keiji) Sealing Arts: Revelation of The Puppet
Type: Supplementary
Rank: A
Range: NA
Chakra: NA (400 to each puppet)
Damage: NA
Description: A Fūinjutsu technique that involves the usage of both sealing tags and puppets. This technique involves using Fūinjutsu in order to seal and unseal abstract things which it has been shown capable of doing. Revelation of the Puppet works similar to the Dead Demon Consuming Seal and the Eight trigram Seals; where in both cases it was shown that it is capable of sealing things such as objects or people inside of other things. For example, Minato was capable of sealing a portion of himself inside of Naruto, and when the time was ready he was able to reveal himself inside of Naruto’s mental psyche.This is all to say that Fūinjutsu is not limited to what one is able to seen.Things such as emotions or physical pain are all capable of being sealed away in a manner. Due to how this seal functions it is crucial that the user states either in their biography or their initial post of a battle that they possess this seal. Along with the posting of this seal, the user must also post the puppets which they are starting the battle with.

On to the workings of this particular seal, Revelation of the Puppet is a sealing tag that will be placed on up to two puppets of the user. Inside of each sealing tag will be a plethora of chakra from the user that will be passively taken from the user upon starting a battle. All of that is to say that if the user has this seal on two puppet, which is the maximum amount of puppets that can possess it, then that means that the user will have 800 chakra points passively taken from their chakra reserves meaning that they will initiate a battle with 1000 chakra points, but that is only if their starting chakra was 1800. The main function of this particular seal will be to give the user a method of remotely controlling puppets without the need of chakra threads, and this form of puppet manipulation is one that transcends even the Ootsutsuki method of controlling puppets. Essentially, along with the chakra inside of the seal will be a part of the user's actual mental psyche. Therefore this seal will serve the purpose of dividing the user mind and essence in up to two different parts with a puppet being the medium and the host. In a way this seal works in a way similar to that of Sasori's core body, because in a sense he is able to move his body due to him possessing a core which is his chakra reservoir, but it isn't just because of the chakra located inside; it is also due to him possessing an actual mental psyche and emotions which enable him the ability to harness the chakra inside of his core allowing to move freely. Unique things about using this seal is how the puppets are capable of being inflicted into Genjutsu, and possess the sense of sight and hearing. Unlike The Ootsutsuki method of controlling where they only infuse puppets with chakra in order to control them remotely— this seal takes that a step further. Basically any puppet with the seal will be capable of acting just as Sasori would have, meaning they all can act on their own command, which would be the user's. If for some reason Sasori's body containing his core is destroyed; it would not lead to his ultimate death due to his mental psyche and essence still being alive in the other puppets. The chakra contained in each puppet is also able to be utilized as the user chooses for any techniques, but if for some reason a puppet runs out of chakra or the seal is destroyed then the user will be cut off from said puppet, but in the case of the destruction of the puppet or seal then the chakra returns to the user.​

Note: Only puppets that can be on the field are those possessed by this seal.
Note: Can only be taught by Sasori.
Note: Can only be used by a Sasori character.

Declined - Lol at the red. Ootsutsuki control puppets without chakra strings, you need to rely on controlling seals yet this is better than them, fam please. Anyway, you have a habit of writing tooooo much for something so simple, takes you like 8 lines of text before you get to the point of starting to say what this technique does. Anyway, DNR can't allow this.
 
Last edited by a moderator:

Matt

Legendary
Joined
Dec 24, 2012
Messages
12,200
Kin
827💸
Kumi
15,077💴
Trait Points
0⚔️
Awards
(Koton: Kyasutā Okubyō) - Steel Release: The Caster's Cowardice
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-5 per turn)
Damage: N/A
Description: The Caster's Cowardice revolves around the utilisation of steel grains which would be naked to the human eye leaving only those with sensory or some form of Doujutsu being capable of seeing it. The steel grains created from The Caster's Cowardice come directly from the user's own body or a pre-made source of steel that the user has created. The user breaks down the steel (Without hindering it's capabilities) and releases it creating a dome of steel grains which encompasses a large area from said steel source. The Caster's Cowardice can act as a deterent against Chakra Sensors. If the user is inside, due to such a large amount of the user's chakra being dispelled across such a large area it would be impossible for a Chakra Sensor to accurately pinpoint the user's location. The user, while this technique remains active can sense/feel whenever an entity enters the encased dome. This is because of the disturbence amongst the steel grains as one enters as it is a foreign chakra coming into contact with my own chakra.
Notes:
Can be used four times in total.
No Steel S-Rank or above on the turn it is made.

□ Declined. Naked to the human eye, allows you to hide from chakra sensors, all the way to Long range, shows a -5 per turn but doesn't say how long it stays, and filler restriction.. See what's wrong with this? Anyway, not allowing this. □


(Koton: Bāsākā Kyōki) - The Berserker's Madness
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The Berserker's Madness revolves around the utilisation of a large concentrated amount of steel from one individual. The user begins by focusing their Koton chakra into either a source of steel or the earth around them and creating 5 concentrated areas of chakra. The user then very quickly forms 5 solid pillars of Black Steel that have a diameter of 2 meters at first and is 5 meters tall. Once they have been created the user then releases them outwards. Once the pillars begin to move they begin to revolve around and around in a circle growing bigger in size as they do so. By the time the pillars reach the end of short range they would be 4 meters in diameter and by the time they reach the end of mid range they would be 7 meters in diameter. This is only if they are left undealt with and is to aid in making it difficult for a target to simply dodge out of the way. The speed the pillars move at are the same as a thrown Kunai. The user also has the choice of crushing the condensed amount of Black Steel into steel shards and also turn it back to a solid with a simple mental command. This would mean the target would need to destroy the entierty of the steel shards to fully stop the technique as it is capable in it's steel shards form to mold back together due to the large amount of steel shards. The user also has the capability of picking how many of the pillars can be broken into steel shards, the user isn't limited to all of them or just a single one.
Notes:
Can only be used three times per battle.
No steel S-Rank or above in the same turn
Turning the steel into shards and then back into solid would only cost one move in the user's three per turn even if both abilities are used in the same move.

□ Declined. I swear, these filler restrictions. And speed, first arrows shot from a compound bow, now thrown kunai? Wew. Changing the state of the pillars will not be allowed to be done with mental command and will cost a move, and also, forming all these pillars into steel shards, are they controlled in that state? Too vague. □


Senbonzakura / Thousand Cherry Blossoms
Type: Weapon
Rank: S
Range: N/A (Short - Long in other forms)
Chakra: N/A
Damage: N/A
Description: Senbonzakura, in its sealed state, has the appearance of a normal katana, with an open frame much like a four-pane window. It has a bronze guard, with lavender hilt-wrapping, and a white sheath. The weapon was created by Kaname Mugen, who sought to further stretch the boundaries and limits of Steel Release. During its creation, Kaname had used his own Fire and Earth chakra to assist in the forging process, and in an attempt to imbue the entire weapon with the qualities of Steel Release. It was successful. By using chakra to resonate within the blade, the weapon is able to be transformed into other forms and shapes, similarly to other existing Steel jutsu. However, this weapon is unique, because it is not a Steel technique in and of itself, but rather, a normal weapon which possesses the properties of a Steel technique. This weapon has 3 major forms; the sealed state which it is normally in and possessing no special abilities, Shikai (Meaning: First Release), and Bankai (Meaning: Final Release). Each form is more powerful than the last, and epitomises the extent of Kaname's mastery over Steel Release. Due to the nature of the blade, and how much control the user has over its form, it is virtually impossible to destroy, as the user can simply reform it or transform it, as per its abilities.

Shikai / Scatter: Senbonzakura

The Shikai state is triggered by resonating Koton chakra within the blade of the weapon (-30 chakra), whereby the blade of the weapon shall disperse into a thousands of shards of Steel, leaving only the sword's handle in the user's hand. The way the light reflects off the shards causes them to shine, causing them to resemble cherry blossoms that are as black as steel. By swinging the hilt of Senbonzakura, the user can control these shards and send them flying in any direction they wish, be it as a thousand individual shards, several hundreds of groups of shards, or as a large column of shards. It is entirely up to the user. While this control is passive, it requires chakra cost of -5 per turn to maintain, and lasts up to 4 turns. At any point, the user is able to revert the weapon to its sealed state (-30 chakra). Due to how finely shaped the shards are, they possess remarkable sharpness and durability, easily able to tear through flesh and defend against attacks of high strength (A-Rank), but the shards can only be used offensively or defensively at any given time, not both at once. Being hit by an attack of sufficient strength (S-Rank or higher techniques weak to Steel, B-Rank techniques strong to Steel) will cause the weapon to revert to its original state. Activating the Shikai state counts as a move, and the user cannot enter Bankai in the same turn Shikai is activated.

You must be registered for see images

Bankai / Senbonzakura Kageyoshi

The 3rd and final state of Senbonzakura, this form is far more powerful than the Shikai state. By dropping the weapon blade-first into the ground, the user will then manipulate the entire weapon using his Koton chakra (-40 chakra) to transform into countless millions of steel grains. The user will then manipulate these grains to rise from the ground as several towering sword blades to both his left and right in two rows. Then, the user will manipulate them further, causing the gigantic blades to scatter into an innumerable amount of shards. These shards are stronger than in the Shikai state due to more chakra being infused, being S-Rank in strength. Due to the insane amount of shards, they can be used both offensively and defensively at the same time. Unlike the Shikai, these shards are controlled mentally, and thus their movement patterns cannot be predicted as easily, but the chakra cost to control them increases (-10 per turn). When hit by an attack of sufficient strength (F-Rank techniques weak to Steel, A-Rank techniques strong to Steel), the blades will retreat to the user's position and remain within short-range of the user, being unusable outside of short-range for 1 turn. The user can revert the blade to its original state at any point in time (-40 chakra). The user is able to manipulate the blades in two ways, in the form of modes unique to the weapon's Bankai state. Activating these modes counts as a move, and cannot be done in the same turn the Bankai is activated. Due to the power of these 2 modes, after their use, the special abilities of Senbonzakura will be sealed for 3 turns, after which they can be used again.

You must be registered for see images

Senkei / Slaughterscape​


Through advanced manipulation of the shards, at a higher level than any other, the user will unite the shards into complete swords resembling the sealed state of Senbonzakura, numbering in the thousands. These swords will float in four rows above each other, circling the user and the enemy in a continuously moving, column-like array. At any point, the user is able to call swords to his hand and wield them in combat. Though visually menacing, this form is not designed for attacking from all sides at once. Instead, the shards condense and form extremely fine blades which boast cutting power above that of the weapon's previous forms. Each individual sword in Senkei is of S-Rank strength, and possesses all the inherent strengths and weaknesses of a Steel technique. Calling a sword from Senkei costs 20 chakra, the the user is able to manipulate up to 3 blades (including any blades called to the user) per turn. Calling a blade counts as a move. The user has the option to choose how wide or how tight they choose to form the swords, reaching all the way up to Mid range. The weapon's Senkei form will last for 3 turns before the weapon returns to the user in its sealed state.​

You must be registered for see images

Gōkei / Mawscape

In this form, the user will increase the number of shards immensely, making them innumerable in amount. The user will enclose the opponent within a spherical formation, with a diameter of 5 meters, surrounded by the Steel blades, ensuring little chance of escape. The user will then manipulate these blades to fly into the target from every possible angle, leaving no blind spots or protected areas. The immense number of blades will collapse on the enemy, resulting in their complete and utter destruction. The attack itself is F-Rank in power, and causes a large explosion which may damage the user if they are within short-range of the attack when it occurs. Upon completion, the weapon will return to its sealed state.​

You must be registered for see images

Notes

Shikai usable 4 times per battle with a 1 turn cooldown per use
Bankai usable 3 times per battle with a 2 turn cooldown per use
Forcing the blades into the sealed state by an attack or time constraint consumes no chakra
Senkei and Gokei each can only be used once per battle
No Steel above A-Rank in the same turn Senkei is used
No Steel above A-Rank in the same turn or the next if Gokei is used.
Can only be used/taught by Matt

Declined - too long
 
Last edited by a moderator:

Goetia

Active member
Supreme
Joined
Mar 12, 2014
Messages
34,486
Kin
3,218💸
Kumi
109,579💴
Trait Points
0⚔️
Genjutsu: Kanzen Saimin / Illusionary Arts: Complete Hypnosis
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-5 to create an image)
Damage: N/A
Description: Originally a power unique to the sword of Aizen Sōsuke, this technique is now usable without the need for the weapon. Using chakra, a Genjutsu will be cast on the opponent. However, there is no immediate effect upon it being cast. The Genjutsu will be in a dormant state of sorts, producing no effects on the opponent. Then, upon the user's will and with a minor cost of chakra, the Genjutsu will awaken, producing an illusionary image of the user, either out of thin air or by projecting their appearance onto another inanimate object in the environment. The appearance of the image can be altered to appear as another person. As such, the target can misinterpret another person's form, shape, mass, feel, and smell to be an enemy's by alteration of their five senses. Being an illusion entirely controlled by the user, it can move in any way imaginable (e.g. flight), but they cannot cause damage to the target due to only being an illusion. Alongside this usage, the user is able to alter their own form as well, but it is limited only to forms similar in size to the user (the user cannot appear as a speck of dust or a boss summon). Due to the images being illusions, the user can manipulate them to perform human-like actions in order to fool an enemy when attacked. When the image is hit by an attack, it will shatter and regain its original appearance if the image was put on another object, or the user can make it mimic a human reaction to fool the enemy for a few moments before it shatters. The user can also dispel images at any time, with the same shattering effect taking place if so. Unless broken, the Genjutsu will remain active indefinitely.

Notes

⇒ The user can create up to 4 images per usage
⇒ Creating an image costs a move
⇒ Individual images are C-Rank
⇒ Can only be used thrice per battle
⇒ Can only be used by Rᴜʀūsʜᴜ

Declined - you don't have a method of induction. You would need a handseal/flash of light/sound/motion of sorts to start the genjutsu, even if dormant. As this is dormant, a handseal would the be most suitable choice. Not only this but it seems like the cannon gen substitution.
 
Last edited by a moderator:

Erzo

Active member
Legendary
Joined
Jul 27, 2011
Messages
17,911
Kin
551💸
Kumi
1,094💴
Trait Points
0⚔️
Awards
Approval:

(Olm Kuchiyose no Jutsu: Ruso) Olm Summoning Technique: Ruso
Type: Defence/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ruso is the boss summoning of the Olms. In the violent ninja world, only the strong survived. Olms were blind, and although sensed through other means were generally disadvantaged against the more developed creatures. In order to survive, they looked towards their boss whose unique ability allowed them to do just that. His ability allowed him to bring about a fusion of animals as he took within himself other Olms - the number never never exceeding five - doing so allowed him to use abilities of the different animals to become one all powerful being. Unlike most other summonings which had 1 element, the collection of abilities allowed him to become sole defender of their region during many wars. Of course, like anything else, there were some heavy restrictions which came with abilities as unique as this. To begin with, summoning the boss in this state means that the user cannot have any of those animals on field beforehand. Once summoned with the animals fused within himself, the user would be unable to summon them again for 10 turns starting from that point. In addition, the boss himself cannot use any techniques whatsoever, other than the abilities he has gained from the other summonings. Moreover, the boss himself could not actually use the elemental jutsus himself without the aid of his ability, so he is only able to use one element per turn. Once summoned, he'd last four turns before he is forced to return to his homeland. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated.

Declined - Not going to lie, it doesn't really make sense. Only the strong survive but he can't really do anything by himself? You have no turn limit on him. SO he could just be around for ever, immunity to what? Basically you have what i can see as a host that just allows you to summon multiple elemental Olms at the same time, which i wouldn't allow. Also what would happen if he's hit? Would one of the multiple Olms summoned with him take the hit as a shield? So he has like 5 lives technically. You mention a fusion but not how it works or why it works? It's just so vague.
Approved:

I did put a turn limit in previous submission, but I'll bold so its visible.

(Olm Kuchiyose no Jutsu: Ruso) Olm Summoning Technique: Ruso
Type: Defence/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ruso is the boss summoning of the Olms. In the violent ninja world, only the strong survived. Olms were blind, and although sensed through other means were generally disadvantaged against the more developed creatures. In order to survive, they looked towards their boss whose unique ability allowed them to do just that. His ability allowed him to bring about a fusion of animals as he took within himself other Olms - the number never never exceeding five - doing so allowed him to use abilities of the different animals to become one all powerful being. Unlike most other summonings which had 1 element, the collection of abilities allowed him to become sole defender of their region during many wars. Of course, like anything else, there were some heavy restrictions which came with abilities as unique as this. To begin with, summoning the boss in this state means that the user cannot have any of those animals on field beforehand. Once summoned with the animals fused within himself, the user would be unable to summon them again for 10 turns starting from that point. In addition, the boss himself cannot use any techniques whatsoever, other than the abilities he has gained from the other summonings. Moreover, the boss himself could not actually use the elemental jutsus himself without the aid of his ability, so he is only able to use one element per turn. Once summoned, he'd last four turns before he is forced to return to his homeland. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. Must be summoned with all Olms already infused (and posted as reference), and cannot infuse other Olms into himself as the battle progresses. He himself can only withstand one hit from any S-rank, after which any ranked technique causes him to reverse summon back to safety. The fusion is similar to Ma and Pa's fusion to a summoners shoulders, but more advanced as the Olms fuse into each other creating one perfect animal the size of a human.

Declined - must of missed the turn limit with how wrong the cj was to start with. Anyway, this is basically made to allow you to make an OP boss, at most summons have 2 elements they can use proficiently, but with this, you gain 5 full elements on your boss, i can't allow this. DNR.
 
Last edited by a moderator:

Atrocitus

Active member
Elite
Joined
Aug 31, 2010
Messages
8,477
Kin
4💸
Kumi
3💴
Trait Points
0⚔️
(Ryū no Kagizume) - Dragon's Talon
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. Instead of amassing it into a punch or a kick the user simply uses their hands to crush objects exerting the fine chakra through their fingertips and palm in order to greatly increase their grip strength. This can be used to easily break bones, weapons, and even physical based ninjutsu such as earth techniques (following chakra strength and weaknesses). This technique has an alternate use in that it can be used to increase bite strength allowing the user to even bite through metal if the need arises.
Note: Can only be used by Tsunade, Sakura or Hashirama Senju biographies.
Note: Can only be used thrice per battle.

□ Declined. Although its a nice concept, it does clash with several already existing NB Taijutsu techniques, albeit this technique relies on the enhanced strength to get the desired result. □


(Chakura Chikara: Kendō ) - Chakra Enhanced Strength: Way of the Sword
Type: Supplementary
Rank: A
Range:Short
Chakra: (+25 to Weapon based techniques)
Damage: (+15 to Weapon based techniques)
Description:The user focuses chakra into their hands and feet using precise chakra control and releases it with pinpoint timing, which greatly enhances their strength. Instead of using Chakra enhanced strength just to increase their taijutsu the user can exert their chakra control through a weapon allowing them to increase the damage done. This allows the user to cut or smash through bone, earth, and even metal (following elemental strength and weaknesses) but because its used through a weapon the damage increase is not as much as if used to increase the users taijutsu. This technique follows the same principles as Chakra Enhanced Strength and so can be activated at the same time as the afforementioned technique but it does not last as long. Finally this can also be used with thrown weapons as the user's throwing strength is greatly increased.
Note: Can only be used by Tsunade, Sakura or Hashirama Senju biographies.
Note: Can only be used twice per battle.
Note: Last for only 4 turns.

□ Declined. Hm, this is another interesting concept, but you're going to have to shave off some of those times it lasts. Lasting 4 turns, and usable twice, with no restrictions in between means it can be used for 8 turns non-stop. I'm going to have to limit it to held weapons only, and separate activation as to the Enhanced Strength technique. □

(Goken: Soru) - Strong Fist: Shave
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Based on the "Body Flicker Technique", this taijutsu allows the user to use the burst of speed to turn one hit into multiple hits to the same spot. One kick would turn to three kicks within the same time span as one but each successive hit would be to the same place, meaning if the first kick is blocked all of them are. This requires great chakra control and cannot be used to dodge like it's parent technique but is rather used to multiply the damage done from a single hit. This technique can be used in the same timeframe with other taijutsu techniques (adding +20 to that techniques damage) as long as they use punches and/or kicks.
Note: Can be used twice per battle with a turn between uses.
Note: Only B-rank and under taijutsu the turn after this is used.

□ Declined. Speed enhancers like this are very unrefined, and would only cause disputes and body flicker itself isn't even used anymore. DNR. □
 
Last edited by a moderator:

Method

Active member
Elite
Joined
Feb 8, 2012
Messages
8,150
Kin
1💸
Kumi
3,000💴
Trait Points
0⚔️
Awards
- Changed a majority of the description so did not bold anything.

Raiton: Raiton Pureto|Lightning Release: Lightning Plate
Type: Offensive
Rank: A
Range: Short
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user begins by chanelling chakra into the ground beneath them, reaching up to a short range distance & roughly 15cm below the surface. They manipulate the chakra to form currents that break apart the earth & fill the gap by taking on the shape of a thick plate in the earth's place. The opponent, when stepping within a short range distance of the user, sets of a reaction from the plate as it brightly glows & releases a swarm of currents that spread through the ground & violently shock the opponent leaving them in a state of paralasis for a very brief moment. The opponent is left with minor burns & unable to manuever promptly for their next turn. Another application of this jutsu allows the user to manipulate the lightning & release it through their body as an offensive blast (in the form of a stream or projectile). The unique aspect of this is the body is used as a medium to draw the lightning from the ground & release it toward their target rather than creating it from their self, this however counts as a move when performing. While the plate is active, neither the opponent or user is able to performed A rank Earth jutsu or below, that would form underneath the user within the short range of them.
- The jutsu ends if the user moves outside of the plate
- Requires 10 chakra each turn to sustain
- Last a maximum of 2 turns
- Can be used 2 times

□ Update Approved. Edits made. □

Meiton: Kontorōruessensu| Dark Release: Controlling Essence
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: -
Description: The user first absorbs chakra equivalent to S rank through the required means of Dark release. The user begins to release a mass of chakra & then continues to manipulate it to form two small orbs both of which are a similar size to a Rasengan. The orbs are tightly molded to form a dense structure but carry no offensive or defensive abilities other than against freeform strikes or projectiles. The orbs are controlled by the user and are able to travel up to long range, moving at speeds that match projectiles, otherwise when not in the focus of the user, simply hover around the area. The orb's main unique abilities lay in controlling objects manipulated by a source of chakra by embedding themselves within the structure (either solid or energy based, though strengths & weaknesses apply). once placed within, the orbs release vein like roots that spread shortly out of the it & begin to take over the chakra source, converting it to Dark & grant control over the object, this includes the properties of the element, movements & even form; allowing the user to alter it's shape to suit their needs. Individually the orbs are A rank & the user is able to control both orbs separately, though if both orbs are used on a single object it allows control of a higher rank. For each turn the orbs are in effect, merged or not, the user is required to contribute 5 chakra each turn, though if the orbs do not merge with an object within 3 turns this technique ends. For energy based techniques the element forms into Dark, gaining both it's strengths & weaknesses.
- Merging with an object after the first turn of this jutsu is active counts as a move.
- The object in control is not required to count as a move.
- Can be used twice

Declined - Dark release absorbs through one seal and releases from another. The flames released have no absorbing qualities. You can make these orbs out of the blue flames and control them that way, but the second half of this jutsu would not suit.

Futon: |Wind Release: Winter's Chill: Northern Touch
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: An advanced Wind technique which is mainly effective against neutral or colder liquids & gel like substances. The user begins by clapping their hands while channelling their chakra, they continue to thrust or swipe either arm forward which creates a powerful gust of Wind that forms from which ever direction desired & covers a majority of the field. The wind is at it's coldest temperature, a chilling degree which even renders the surrounding atmosphere to cool down. Due to this whenever met with water or anything similar which carries little to no heat, the wind is able to freeze over the outer layer of the liquid, keeping it held in place. The ice that forms is unable to be manipulated by either side, though is active by the user's chakra, increasing it's endurance compared to normal, becoming stagnant the next turn.
- Cannot be used in heated environments such as desserts or while a fire technique is active.
- Can be used 3 times
- Taught by Method

Declined - this would clash with the effects of frost release/temperature release.
 
Last edited by a moderator:

Summer

Active member
Legendary
Joined
Sep 17, 2012
Messages
14,423
Kin
3💸
Kumi
24💴
Trait Points
0⚔️
Awards
Fuinjutsu Sunacchi - Sealing Arts Snatch
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage:
Description:
A double sealing tag jutsu that utilizes placing a tag onto the enemy and yourself. This tag has a kanji for RECOUNT on the tag. The other tag will have the Kanji for LINK applied to it. This recount tag will have a unique trait in that it allows the user to store chakra each turn. This will have a +50 chakra reserve holding for stored chakra. The way that the chakra is stored is through a unique barrier which forms around the users fists. Each time the person with the tag on them utilizes taijutsu or elemental jutsu from the hands, or takes some damage from taijutsu. It will recount chakra removing -10 chakra from the technique being used and store both the aspects into the seal. This is applied to every technique that the user initiates until 50 chakra points is stored.The aspect works similar to infinite multiple embraces but on a condensed smaller level. While it only effects the users hands it holds no restraints against any other body part releasing chakra. The person with this tag applied to them will still manage to perform jutsu and taijutsu with there hands. The only difference is a slight chakra based barrier film around them. Which will be tied to the seal.

Link- the tag with the kanji for LINK on it will have a tied aspect to the user wearing it. This aspect will tie the two tags together and utilize a transfer aspect to the user. Once the tag recieves the full aspect of the stored chakra. The user can once per turn applied this chakra to a jutsu be it elemental or Taijutsu. The user of link can either apply all the power to one jutsu or split the power up. The full power doesn't need to be used up. However the power cannot be used until the RECOUNT has been fully stored...

Restrictions:

+No other barriers can be activated during usage.

+ Cannot use above S rank while recount is storing chakra.

+Cannot use Fuin A rank or above in the same turn and following.

+ can only be taught by juha

Declined - it needs work, bit all over the place. I'd recommed you just go with tags that you wrap around your firsts that form barriers (kind of like boxers wrapping tape around their hands) if you want to absorb, but that link on them, i just don't see that seal linkage, it's jsut a touch weird.

Fuinjutsu Kijiji Aporo- Sealing Arts Cloth Of Apollo
Type: Supplementary/Summoning
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60 (+1 rank to fire)
Description:
Having a large looking scroll draped a crossed the back of the shinobi. This scroll will be utilized for a Sunagakure cloth type jutsu. The cloth will have a long scripture written a crossed the entire cloth which will be the basis for its abilities. This cloth was specifically created by the scorch users of Sunagakure. It was created with a type of Fire based silk woven by the fire silk worms of the forbidden forest of death.
*The cloth once activated with a single handsign will glow with an immense white light. The light from the cloth is super heated and will not effect the cloth making it burn or catch fire. The cloth can be used to wrap around the enemy or laid out across the battlefield in a 10 meter range( straight line 4 feet wide). It has to heat capabilities of scorch like qualities but with the difference of a shining bright white glow. The cloth upon being touched will melt skin and or even metal from the immense heat given off by it. Should you apply any type of fire jutsu to this cloth alongside it's already existing ability. That fire jutsu will be boosted to a +1 rank in power and damage without damaging the cloth. This cloth can handle heat up to S rank in strength and cannot be applied to forbidden rank fire jutsu.

Restrictions:
+ Can only be paired with S rank and below fire jutsu.
+effects of the cloth last for 2 turns.
+ can only use fire jutsu in the same turn as the cloth.
+ Cannot use above A rank fire jutsu in the following turn.
+Can only be taught by Juha

*

Declined - Should remove the mention of scorch and it being a a specific cloth as it's now at we. Using cloth to bind them is fine but where does the light come from? You can have fire properties, not scorch... make it clear how the cloth holds the heat though
Changes bolded it steals enemies chakra through touch. It leeches my chakra through everything else.

Fuinjutsu Sunacchi - Sealing Arts Snatch
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30 [-5 per turn]
Damage:
Description:
A double sealing tag jutsu that utilizes placing a tag onto both of your fists . These tags have a kanji for RECOUNT on the tag. upon activation of one handsign the tags will errect barriers around the fists of the user. these recount tags will have a unique trait in that it allows the user to store chakra each turn. This will have a +50 chakra reserve holding for stored chakra. The way that the chakra is stored is through a unique barrier which forms around the users fists. Each time the person with the tags on them utilizes taijutsu or elemental jutsu from the hands, or takes some damage from taijutsu. It will recount chakra removing -15 chakra from the technique/enemy/user being used and store both the aspects into the seal. This is applied to every technique that the user/enemy initiates until 50 chakra points is stored.The aspect works similar to infinite multiple embraces but on a condensed smaller level. While it only effects the users hands it holds no restraints against any other body part releasing chakra. The person with this tag applied to them will still manage to perform jutsu and taijutsu with there hands. The only difference is a slight chakra based barrier film around them. Which will be tied to the seal. Once the tag recieves the full aspect of the stored chakra. The user can once per turn applied this chakra to a jutsu be it elemental or Taijutsu. The full power doesn't need to be used up. However the power cannot be used until the RECOUNT has been fully stored...

Restrictions:

+No other barriers can be activated during usage.

+ Cannot use above S rank while recount is storing chakra.

+Cannot use Fuin A rank or above in the same turn and following.

+ Barriers remain active for 3 turns
+ can only be taught by juha

□ Declined. Seals placed on a person are restricted to Medical Nin with Sealing Mastery. □

Removed the specific cloth aspect and scorch relation. Clarified the glow of the cloth.

Fuinjutsu Kijiji Aporo- Sealing Arts Cloth Of Apollo
Type: Supplementary/Summoning
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: 60 (+1 rank to fire)
Description:
Having a large looking scroll draped a crossed the back of the shinobi. This scroll will be utilized for a cloth type jutsu. The cloth will have a long scripture written a crossed the entire cloth which will be the basis for its abilities. This cloth was specifically created by the fire users of Sunagakure.
The cloth once activated with a single handsign will glow with an immense Red/Orange flash of light, due largely impart to activating the fire based cloth The chakra dispersed into the cloth is super heated and will not effect the cloth making it burn or catch fire. The cloth can be used to wrap around the enemy or laid out across the battlefield in a 10 meter range( straight line 4 feet wide). It has to heat capabilities of A rank fire like qualities but with the difference of a shining bright Red/Orange glow. The cloth upon being touched will melt skin and or even metal from the immense heat given off by it. Should you apply any type of fire jutsu to this cloth alongside it's already existing ability. That fire jutsu will be boosted to a +1 rank in power and damage without damaging the cloth. This cloth can handle heat up to S rank in strength and cannot be applied to forbidden rank fire jutsu.

Restrictions:
+ Can only be paired with S rank and below fire jutsu.
+effects of the cloth last for 2 turns.
+ can only use fire jutsu in the same turn as the cloth.
+ Cannot use above A rank fire jutsu in the following turn.
+Can only be taught by Juha

□ Declined. Utilizing anything with Cloths is similar to both Mathias' Cloth CFS and also Erzo's Cloth Manipulation CFS. □

Approved here:


Magnhild
Type:Weapon
Rank: S rank
Range:short
Chakra:40
Damage:80
Description
This giant hammer was passed down from a woman named Nora Valkyrie. It is a long handled hammer with a big head and a long haft (handle) the length of 5 feet, and weighs in at 20lbs. The head of the hammer is round and flat on the front side and on the back side it comes to an hollowed out Spike like point . Seen as how this hammer is quite a big and heavier weapon then most it is normally stored in a scroll unless the user states at the beginning of battle that they are carrying it. Regular strikes or freeform in nature will have minimal damage dealing only up to B rank damage(40 Damage per strike) and will not require added chakra to fuel. These attacks however will be considerably slower without the extra propulsion speed. Magnhild has a unique kanji inscribed into the head of the hammer. This scripture reads REVOLT and it will be activate by two handsigns and will affect whenever an enemy uses one wind jutsu per turn. During this activation the head of the hammer will glow green and begin a suction type effect through the kanji. This will absorb one wind jutsu up to A rank and* add +20 to the hammers abilities.

Tempest strike
The user can channel S rank wind chakra into the head of the hammer, and use it to propel the backside of the hammer. This gives it a burst of speed that is harder to visually time an attack. Using the extra propelling force of S rank wind will also give this swing a crushing + 10 damage boost. This release of wind will help to propel the hammer swings and or rotational swings of the hammer.
The boosting speed is similar to that of a powerful wind burst released from its backside. Having a faster then normal swing will give extra momentum for life crushing blows.

Talley Hoooo!
*Due to the size of the hammer the user can place a foot on the head of the hammer, while it is upside down. The user holding the haft and standing on the head will be able to release the wind from the spike end. This will propel you through mid air combat by jetting you around on the hammer. As seen in the video the she was able to lift herself into the air or around mid air on the battlefield. This ability has enough propelling force to move you from short range to long. It all depends on the users description as to where they end up. Using Talley Hoooo will require A rank chakra to be used to propel you up to long range

Advent Dispersion
This form of Magnhild's special abilities is one that lies with the shaft of the hammer or hilt. Charging the shaft/hilt with wind chakra the user will stab the bottom of the shaft/hilt into the ground. Once the shaft/hilt makes contact with the ground or anything else solid it releases the wind chakra in a concussion type forward wave of wind. The wave is only 5 feet high and can only reach up to mid range. The blast is a solid S rank wave of wind that appears to be rolling like a wave of water towards its destination. Should the user strike the charged shaft/hilt into an enemy it will work like a concussion blast more focused into a single point pushing the enemy backwards. The wind will follow the enemy that is sent flying backwards.


Notes:
-every time an ability is used it uses a Jutsu slot.
-Tempest strike requires a full turn cool down between usage.
-Tempest strike gives the hammer a +10 damage boost to the S rank damage
-wind Talley hoooo can only be used twice in the same turn.
-wind Talley hoooo requires a full turn cool down after the two usages.
- Advent Dispersion can only be used three times per battle. Requires a two turn cool down between usages.
-No hammer abilities for 2 turns afterwards using Advent dispersion
- REVOLT once activated will last of three turns. After that it cannot be used in the same battle again.


Declined - silly Juha, re read my last check, needs to effect wind element. And that seal is too generic and been done before.
can only be used by Juha and those he allows.

Hashirama bio is in signature.

Fuinjutsu Mokuton Jumoko** Za Man /* Sealing arts Wood* Nativity Seeds
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage:
Description:
After years of training with his Specialties. The man known as Hashirama Senju developed a few unique abilities. He acquired the process of using three unique seeds which all contain a unique aspect for his fighting style. Having developed his own form of Fuinjutsu tactics that quite differed from that of his brother's style of Fuinjutsu. Having pre made two unique seeds full of vitality and life. They are prepped and stored in the shinobi's ninja pouch.

Yellow Lop seed:
This seed has an inscribed symbol on it which carries a sealing formula as the basis for forming this symbol. The seed carries the ability once thrown at anything with chakra. It will Crack and sprout vines which feed off of the enemies chakra like Multiple infinite embraces. The difference however is that the vines will simply attach to the enemy and won't bind there movements and will flex and allow easy movement. The down side is that the vines transfers the users chakra into the ground and converts it into wood chakra which lays dormant waiting to boost wood jutsu. This will empower any wood jutsu used from the ground with a +20 boost. The chakra taken from the enemy is 30 chakra points per turn. Useable once per battle, however it lasts 4 turns and once the turns are up the vines will wither and fall off.

Blue Enutroph:
This seed differs completly from the yellow seed as it is a storage device for chakra making it the size of an eyeball. It has a unique Kanji on it which states Fierce. The user of this seed having swallowed the seed before battle, and it will lay dormant inside the body. The user can self supply the seed with up to 30 chakra and once this seed is full it can be used. The seed has a unique sense being tied to the users body it will trigger when foreign chakra enters the users body. The seed will use the chakra in the seed. It will flush the foreign chakra out of the body once triggered. This ability can only be used once per battle and can only flush out B rank and below Genjutsu or foreign chakra. The seed can only be replenished once during battle and once before battle.


Restrictions:
-Yellow seed Lasts 4 turn.
- Cannot be paired with Senjutsu
- Cannot boost S rank and above
-Blue seed can can only be used twice per battle.
- Should the blue seed contain Sage mode chakra it will flush out A rank and below Genjutsu and foreign chakra.
- Can only use Nativity Seeds once per battle.
- can only be taught by Juha

Declined - the first concept i like - the second i can't allow.

Fuinjutsu* Shijū no Saimon/ Sealing Arts Shijū no Saimon
Type: Attack
Rank: A rank
Range: Short
Chakra: 30
Damage: 60 per elemental field
Description:
Clapping the users hands together they will send out wind chakra which takes the form of a green square barrier. This barrier acts like a wind wall on all 6 sides including top and bottom. By adding in two handsigns after the user can charge four Fuin tags which have elemental aspects tied to them.
These tags once they attach to the barrier on four sides by being attracted naturally to the wind barrier. They will attach to the center of each side of the barrier walls surround the sides of the barrier. From there the tags will glow and summon four elemental gates from the four sides of the barrier cube. These elemental gates are that of

Earth- should the enemy break free from this gate the enemy will have the gate activate it's defensive ability and use super added weight on the enemy. Making the enemy super heavy for the next 2 turns of battle. Slowing there movements down but adding power to physical exertion ie taijutsu. A rank earth strength

Water- should the enemy break free out of the water gate. The enemy will have a constant coat of water that surrounds there body for the next 2 turns. The water will be constantly running and moving circulating around the enemy. A Rank water strength

Fire- should the enemy break free out of the fire gate. The enemy will cause an explosion that is A rank in power and it will engulf the entire barrier. Which will in turn be powered even further by the wind barrier which will added strength to the fire that engulfs from the fire gate being broken.

Lightning- should the enemy break free out from the lightning gate. The enemy will feel needles of lightning pierce into there body from the gate being broken. This will have a paralyzing effect for 2 turns. Slowing the enemy's movements down by 2 ranks* and numbing the body for that duration as well.

Should the enemy try to break free from the wind barrier itself they will set off all the gates simultaneously do to cracking the main form of the Wind barrier.* The force will implode that barrier creating a massive blast of wind that is A rank in wind power.

Restrictions:

-Cannot use any other barriers in the same turn or next turn
- Cannot use above A rank elemental jutsu's while active.
- can only be taught by Juha

You must be registered for see images

Declined - it's just using fuuin to combine alot of existing aspects to be honest. Seals for added weight, a wind binding really, a tag that causes an explosion if they get out of the barrier, it's just a combination of existing things.



Fuinjutsu Mokuton Jumoko Za Man / Sealing arts Wood Nativity Seeds
Type: Supplementary
Rank: A rank
Range: Short
Chakra: 30
Damage:
Description:
After years of training with his Specialties. The man known as Hashirama Senju developed a few unique abilities. He acquired the process of using three unique seeds which all contain a unique aspect for his fighting style. Having developed his own form of Fuinjutsu tactics that quite differed from that of his brother's style of Fuinjutsu. Having pre made two unique seeds full of vitality and life. They are prepped and stored in the shinobi's ninja pouch.

Yellow Lop seed:
This seed has an inscribed symbol on it which carries a sealing formula as the basis for forming this symbol. The seed carries the ability once thrown at anything with chakra. It will Crack and sprout vines which feed off of the enemies chakra like Multiple infinite embraces. The difference however is that the vines will simply attach to the enemy and won't bind there movements and will flex and allow easy movement. The down side is that the vines transfers the users chakra into the ground and converts it into wood chakra which lays dormant waiting to boost wood jutsu. This will empower any wood jutsu used from the ground with a +20 boost. The chakra taken from the enemy is 30 chakra points per turn. Useable once per battle, however it lasts 4 turns and once the turns are up the vines will wither and fall off.

Blue Enutroph:
This being a small blue sapphire seed. It is consumed by the user and it has a sealing scripture on it that activates when the user takes any type of of impact related damage. The seed melding with the users body can feel impact from within the users body. This will passively channel A rank wood chakra to the impacted area and create a skewer type rod to exude from the user. This will work as a safety mechanism of sorts. The skewer is going to be able to grow into 5 feet in length and can even shoot from the impact point instantly after impact. The skewer however has enough force and power reach up to mid range when shot from the body.

Make sure you say it doesn't negate th edamage as you would have already been hit.

Red Eliatrope:
This seed will be different from the other seeds as it is a defensive seed with a unique ability. This seed has a kanji on it for POLLEN and must be dropped to the ground and stepped on to activate it's ability. Upon being crushed the seeds barrier will activate creating a barrier made out of hundreds of entwined vines. The unique aspect of this barrier is that upon forming instantly around the user the vines will bloom flowers. These flowers will bloom on the outside of the barrier of vines and release a paralyzing pollen dust from them onto the battlefield. The pollen will attach itself to chakra or anything exerting chakra during the full turn of being expelled.



Restrictions:
-Yellow seed Lasts 4 turn.
- Cannot be paired with Senjutsu
- Cannot boost S rank and above
-Blue seed ability can only be used twice per battle.
- Red seed can only be used once per battle. The pollen lingers for two turns
- Can only use Each Nativity Seed once per battle.
- can only be taught by Juha

Declined - see the note above, yellow see lasts 3 turns, only usable once, blue seen is ones only too, as you will have one of each seed, and need a drawback.
□ Pending. Leaving for Pervy/Vex. □
 
Last edited by a moderator:

Hell Autarch

Active member
Legendary
Joined
Apr 7, 2013
Messages
10,137
Kin
113💸
Kumi
64💴
Trait Points
0⚔️
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
You must be registered for see images
Declined - see above to start
New Submission
(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
Resubmitting. Changes in bold

(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.

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 Short Range from the garment 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.

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 garment 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 C 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 a single S Ranked technique once per battle or the power equating to an S rank technique, 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 instantly 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. This will last for 2 turns before falling to the ground and can be used once every 2 turns 3 times per battle.

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 C Ranked demonic tendrils , 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 B 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 up to 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. It will cost a move per tendril, and manipulating the tendrils cost a move per turn. Though the user can combine the tendrils to attack or defend with all at the same time for A rank power in total.

Note: In accordance with the Bombardier Beetle Summoning Contract, those that have signed the Contract and the Bombardier Beetles themselves are not affected by the secretions.
Note: Whilst the garment generally starts out in an active state, if the user so chooses, he may deactivate the garment and can reactivate it at any later stage costing a move to do so.
Note:
The user must have signed the Bombardier Beetle Summoning Contract
Note: Can only be worn by Hell Autarch
Note: Using all effects of the weapon cost a move per turn.
You must be registered for see images


Approved - made all the edits in red as i hate checking long jutsu.
Changes in bold

(Raiton: Anzū no Asento) - Lightning Release: The Ascent of Anzû
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a stream of lightning that surrounds the users body. The stream of lightning is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of lightning, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and numbness, the effect can be drastically increased when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body, forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user can use only Lightning techniques for as long as this technique remains active.

Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Lightning S Ranked or above the turn after deactivating this technique.
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch

Declined - stop updating.... seriously.

Submitting the above tech but in Fire Version

(Katon: Rushifā no Nekkyō) - Fire Release: Lacerations of Lucifer
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 to maintain after initial turn)
Damage Points: 80
Description: The user performs a single hand seal, generating a burst of ash that surrounds the users body. The stream of ash is subsequently shaped into thousands of high-density bird-like creatures, resembling hummingbirds. These creatures are entirely composed of ash, one inch in length, and possess an extended beak, which acts as 'stinger' for piercing purposes. These creatures, each possessing the capability to fly can be commanded by the user to attack the opponent using their beaks, though stings by these creatures cause only minor damage and first-degree burns, the effect can be drastically increased upto third-degree burns when they attack and successfully sting the opponent in large numbers. The user can alternatively command these creatures to cover up his entire body (does not harm the user), forming a layer over his body which can not only serve defensive purposes by utilizing the high density composition of these creatures, but can also be used offensively, in conjunction with Taijutsu, capitalizing on these creatures ability to sting upon the enemy upon contact. The manipulation of these creatures can be exploited to a high level, as they can be commanded to establish pincer formations, being used as a platform to 'fly', or a defensive wall; this being entirely dependent upon the user. These creatures can only disperse if they're destroyed, or if the user deactivates the technique. Once the technique is performed, it remains passively active and from the Basic 5 elements, the user can use only Fire techniques for as long as this technique remains active.

Note: A quarter of these creatures (B Rank) are enough to completely cover up the body of the user or the opponent.
Note: The user cannot use Fire S Ranked or above the turn after deactivating this technique.
Note: Can only be used twice per battle
Note: Can only be taught by Hell Autarch

□ Declined. Although not much is wrong with it, I don't like the passive changing of its uses, that will cost a move, and please for the love of God, and all other Gods that some may praise, change that filler restriction of no Fire S rank and above when the technique is deactivated. That is barely a restriction. Also, just to Mid range. □
 
Last edited by a moderator:

-Albel-

Legendary
Joined
Aug 17, 2011
Messages
11,523
Kin
9💸
Kumi
486💴
Trait Points
0⚔️
Awards
Ninjutsu: Serādoa - Ninja Arts: Cellar Door
Type: Supplementary/Offensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: A highly situational technique which requires the formation of one handseal; alternatively the user can just slam either hand or leg against the ground. Whenever a pit is provided in the battlefield (can also work for holes, craters, or anything below ground level), the user will do the above process and focus his chakra around said ground opening. In a quick fashion, a dense layer of chakra will span from the edges of the opening and cover the space, acting as a sort of a flat roof, lessening the chances of anything trapped in the pit to escape. The nature and color of this chakra layer is dependent on the elemental nature; the user can flavour it in the base five elements or any other personal element (bio-bound). The layer will adapt into said element's S/W, and take its primal attribute, such as it is going to harden itself whenever earth chakra is used, or it will be of aggressive wind nature whenever wind chakra is used and so on. Otherwise, the user can choose to use the raw chakra version and make it vulnerable to being destroyed by any same or higher rank of any element or attack.

Restricitons:
-Lasts for two turns unless destroyed
-Cannot use above A-rank Ninjutsu in the next turn
-Can only be taught by Albe

Declined - dnr, clashes with existing jutsu.
 
Last edited by a moderator:

Jᴀʏ

Underdog
Legendary
Joined
Jan 25, 2016
Messages
10,076
Kin
1,115💸
Kumi
881💴
Trait Points
52⚔️
(Senninka: Chokkan) - Sage Transformation: Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: Taek having realized he was a member of the Sage Transformation began to learn a plethora of techniques from his uncle. Soon thereafter Taek would realize there not many long range applications of his kekkei genkai, so he developed a basic yet incredibly useful technique. Taek would begin by channeling chakra to the heels of his feet, manipulating his flesh to create a surplus of tendrils to escape and tunnel into the earth, from there he's given a multitude of options. For one, the tendrils are capable of detecting and stopping techniques launched from below, they can also travel towards the opponent wrapping the tendrils around his leg or hardening the tendrils forming on large tendril to escape the ground and pierce the opponent from any direction. Taek begin to realize the complete freedom he had to manipulate said tendrils. Taek is capable of releasing these tendrils and controlling them remotely, meaning he doesn't have to stay in one place while controlling them. However the user is slower when controlling the tendrils, because the tendrils must move with him. The tendrils can be used for defense above ground as well, the user can simply raise the tendrils to block, cut or sever physical attacks launched at the user. There are six tendrils total, and they are collectively at S rank strength. The tendrils can fuse together and separate at the user's will. Each strike counts as a move per turn. If all 5 tendrils strike together it will be one jutsu with S rank power.

Note: Although Taek does not have to stay in one location while he's controlling the tendrils, he must stay on the ground while manipulating the tendrils. Maintaining this technique takes up one of the users 3 moves per turn.
Note: User moves at -2 lvl speed when using this technique.
Note: Can only be used twice, two turns between uses.
Note: Lasts 3 turns.

Note: User cannot use S rank techniques the next turn after this jutsu is activated.
Note: Can only be taught by Jᴀʏ.

Approved - made A LOT of edits.

(Senninka: Horusunome) - Sage Transformation: Eye of Horus
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The technique is an advanced form of the Living Spikes technique, a Sage Transformation Clan Member will manipulate his flesh to form a spike of sorts on his/her body. Now we've created a "Living Spike" at this point of the technique we can use the spike in order to enhance our taijutsu and help us defend ourselves in close range encounters, however it's not very useful at mid range. In order to correct this flaw the user will create two holes on each side of the spike, now when chakra is expelled the spike will move in accordance to the chakra expelled much like Living Wall Fist, however the chakra exerted moves the spike in a vertical plane not a horizontal one, the holes on each side push the spike counter clockwise at incredible speeds, from the right side the hole has been created so that chakra expelled will be directed downwards pushing that side of the spike upwards, while on the right side the hole has been structured so that chakra is expelled upwards pushing the spike downwards. So when the user expels chakra from these holes the chakra spins the spike rapidly, so rapidly in fact it's capable of creating a incredibly large vortex or a barrier of sorts, through sheer power and speed like the Leaf Dragon God technique. The technique can clash with elemental techniques equally, it can be used to defend and to attack as well.

Note: The area of which the spike is created is completely up to the user of this technique.
Note: The user can create at max four spikes but they are collectively at A rank strength.
Note: Can only be used four times per battle.
Note: Can only be taught by Jᴀʏ

Declined - so weirdly written. Are you just trying to say you release chakra from the sides of the spikes to make them rotate? lol

(Fuuton: Seirei) - Wind Release: Wolf's Cross
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will begin this technique by first creating four spears on every side of the opponent in front, behind, to the right and to the left. The spears are practically invisible upon their formation but as they approach the opponent something odd occurs, this technique is truly a testament to one's mastery over wind. The invisible spears of wind will upon reaching short range of the opponent begin to rapidly spin in the opposite direction of the spear to the other side of the opponent. Right spear spins counterclockwise, while the left spear spins clockwise. Same for the spears coming in front and behind the opponent. The spears to the side of the opponent due to their incredible spin and the equal force exerted between them will immediately trap the user between the vortex they create upon reaching short range from their midpoint: the opponent. They will trap the opponent between the incredible pressure, crushing them/him/her. Whilst also cutting them/him/her to ribbons within the vortex.

Note: Can only be used four times per battle.
Note: The spears upon reaching short range of the opponent will begin to become visible to non-doujutsu users and sensors.
Note: Can only be taught by Jᴀʏ

Declined - techniques exist that create weapons out of wind. Nothing really unique about this.

(Senninka: Horusunome) - Sage Transformation: Eye of Horus
Type: Defensive/Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The technique is an advanced form of the Living Spikes technique, a Sage Transformation Clan Member will manipulate his flesh to form a spike of sorts on his/her body. Now we've created a "Living Spike" at this point of the technique we can use the spike in order to enhance our taijutsu and help us defend ourselves in close range encounters, however it's not very useful at mid range. In order to correct this flaw the user will create two holes on each side of the spike, now when chakra is expelled the spike will move in accordance to the chakra expelled much like Living Wall Fist, however the chakra exerted spins the spike instead of in a linear direction. The chakra is exerted with the same chakra of a jet booster jump. So when the user expels chakra from these holes the chakra spins the spike rapidly, so rapidly in fact it's capable of creating a incredibly large vortex or a barrier of sorts, through sheer power and speed like the Leaf Dragon God technique. The technique can clash with elemental techniques equally, it can be used to defend and to attack as well.

Note: The area of which the spike is created is completely up to the user of this technique.
Note: The user can create at max four spikes but they are collectively at A rank strength, or the user can use this technique more twice within a turn to create two A rank spikes.
Note: Can only be used four times per battle.
Note: Can only be taught by Jᴀʏ

Declined: The first red is just filler, can't allow the second red, and that note, that just doens't make much sense. When you could literally just write:

Description: The use will create a spike on their body that they will release chakra from that begins to rotate like a drill. The chakra spins around the spike like a vortex reaching up to mid range. The user can make multiple spikes, but their power is collectively A rank.
Note: Useable 4 times
Note: Can only be used 4 times


I mean, from all that wording, that's all's it does xd


(Kemuri: Ninbasu) - Smoke Release: Nimbus
Type: Defensive/Offensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: A simple and multi-purpose technique, the user of this technique will begin by expelling smoke from their body, creating a small cloud shaped plume of smoke. The user can manipulate the density of this smoke from hard as steel to well smoke. The user controls the smoke telepathically so there are no need for hand motions, the user can step onto the cloud in order to hover above ground as well as fly into the air. The smoke can also be used for defensive and offensive purposes. The user can expand the plume of smoke in order to defend against enemy attacks at equal rank with consideration to elemental S/W, the smoke can also coat or cover a portion of the users body in order to augment their taijutsu attacks.

Note: Although the defensive and offensive capabilities of these techniques can be used at a maximum of four turns the flight ability can be sustained indefinitely.
Note: Can only be taught by Jᴀʏ

Declined - can you really step on smoke? I know we can walk on water but walking on smoke is too much.

(Raiton: Seirei) - Lightning Release: Wolf's Cross
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user will begin this technique by first creating four small orbs on every side of the opponent in front, behind, to the right and to the left. The orbs are practically invisible upon their formation but as they approach the opponent something odd occurs, this technique is truly a testament to one's mastery over lightning. The orbs of electricity all will upon reaching short range of the opponent begin to attract one another due to their opposite charge, infused within them by the user of this technique. The lightning used to create this technique is negligible but due to incredibly strong attraction the opponent will find himself trapped and immediately afterwards crushed by the small orbs and the pressure created by their attraction with one another. The left and right orb have varying charges, as do the front and back orbs.

Note: Can only be used four times per battle.
Note: The orbs upon reaching short range of the opponent will begin to become visible to non-doujutsu users and non-sensors.
Note: Can only be taught by Jᴀʏ

Declined - i don't get it. How can they be invisible, you don't mention that they form into lightning, nor what what range, just suddenly, they are trapped and crushed. Does lightning even crush?
 
Last edited by a moderator:

Vegeta

Active member
Supreme
Joined
Apr 14, 2012
Messages
36,544
Kin
1,047💸
Kumi
7,487💴
Trait Points
0⚔️
-Updating-
( Katon Kenjutsu - Shakunetsu no u~ēbu ) - Fire Style Sword technique - Scorching Wave
Type: Offensive/Defensive
Rank: A-S
Range: Short-Long
Chakra: N/A (Chakra used from related techniques applies)
Damage: 60-80
Description: After using Fire Release: Scorching Rage/Berserker/Demoniac the user can channel the katon chakra surrounding them onto their sword focusing the chakra onto the blade. The user can then do a simple crescent-shaped slash at the opponent along the lines of Slicing Crimson Wave but instead launches the concentrated fiery golden chakra into a slicing wave of fire short range in length and solid enough to cut, able to hit targets Long range away. Can also be used to defend/attack from attacks of equal rank or lower with-in reason following S/W. The blade's fiery aura would reflect the strength of which jutsu was active when used

-Notes-
- Lasts for the duration of which technique was active when used and ends when it would have, and would cost equal chakra to maintain and follows the same restrictions as the technique used before activation (Rage/Berserker/Demoniac)
- Must use Fire Release: Scorching Rage/Berserker/Demoniac to use
- If using S ranked version, the duration before Scorching Rage could be used again is increased by 1 turn
- If used for A rank, No fire jutsu above S rank in the following turn, if used for S rank, no fire jutsu above A rank in the following turn

Approved - made edits


-new-
( Hebiātsu - Kōshoku-kage no Ryū) Snake Sage Arts - Dragon of the Crimson Shadow
Type: Offensive/Defensive/Supplemental
Rank: S - Forbidden
Range: Short - Long (Created Short)
Chakra Cost: 40/50 (-10/15 to sustain)
Damage Points: 80/90
Description: The Apex of Snake Sage Mode and Katon Mastery, the Dragon of the Crimson Shadow is a technique only achievable by one who specializes not only in SSM but Katon as well, and can only be used when already in Sage mode. The user begins by making the Dragon seal molding Katon chakra thru out their body as they draw in masses of Natural energy from around themselves, mixing their ratio until a fiery senjutsu mixture is achieved. A red hue dark in color almost like dried blood appears around the user as the senjutsu chakra leaks from every point on the user, the burning energy shrouding him similar visually to a bijuu cloak but shaped like the face of a Dragon with the user between it's eyes. The intense heat emanated from this energy making the user appear blurry and wavy like looking at a hot road in the desert, and the Natural Energy flowing thru the body of the user already in Sage mode protecting them, healing them faster than it can harm them. Upon command, the Energy will expand outwards manipulating the solidness of the flames using great chakra control, to roughly the size of the Cannon water dragon technique, forming into the shape of a Chinese Dragon with the user engulfed in the fiery senjutsu chakra like a pet protecting it's master. Having a somewhat sentient mind similar to elemental clones, it is linked to the user thru their chakra and can be controlled/communicated with through mental commands of the user. When fully formed it encompasses short range around the user and mid range in height coiled, however, the beast when outstretched is up to 30 meters long from end to end. It has limited control of it's arms as far as usage as they are quite small, however they are solidified enough to make contact and be used for various purposes and have a short range reach. The Dragon is capable of firing off a stream of fire up to long range spreading outwards length and width wise like a flamethrower or shooting out a great Fireball solid enough to cause blunt impact damage before exploding in a maelstrom of flames, both usages counting as a move, and can also launch it's body quickly forwards striking like a Viper, piercing/burning anything it makes contact with baring S/W's. It is solidified enough to provide a defense against solid objects with-in reason and will burn and plow thru solid earth of the same rank or below.

-Notes-
- Must know Snake Sage Mode and have Fire Mastery to use
- S rank can be used 2x per battle lasting 3 turns, with a turn cool down in between usage
- Forbidden rank can be used 1x per battle, and lasts 2 turns instead of 3
- The user is restricted to Katon/Ninjutsu/Taijutsu/Genjutsu while active
- No Katon above A rank the same turn after use
~Looks like this when complete but crimson where the golden color is~
You must be registered for see images

Declined - so as i saw the image i thought of Goku's dragon punch which he beat broly and super 17 with, but it didn't come off that way. ANyway, i started to make edits but you need to pick a single rank, and if you use F rank, it will end your sage mode.
( Senpo - Kōshoku-kage no Ryū) Sage Arts - Dragon of the Crimson Shadow
Type: Offensive/Defensive/Supplemental
Rank: S
Range: Short - Long (Created Short)
Chakra Cost: 40(-10 to sustain)
Damage Points: 80
Description: The Dragon of the Crimson Shadow is a technique only achievable by one who specializes not only in SM but Katon as well, and can only be activated when already in Sage mode. The user begins by making the Dragon seal molding Katon chakra thru out their body as they draw in masses of Natural energy from around themselves, mixing their ratio until a fiery senjutsu mixture is achieved. A red hue dark in color almost like dried blood appears around the user as the senjutsu chakra leaks from every point on the user, the burning energy shrouding him similar visually to a bijuu cloak but shaped like the face of a Dragon with the user between it's eyes. The intense heat emanated from this energy making the user appear blurry and wavy like looking at a hot road in the desert, and the Natural Energy flowing thru the body of the user already in Sage mode protecting them, healing them faster than the heat could harm them. Upon command, the Energy will expand outwards manipulating the solidness of the flames using great chakra control forming the body of the Dragon growing up to roughly the size of a cannon moderate-sized giant snake summons,, forming into the shape of a Chinese Dragon with the user engulfed in the fiery senjutsu chakra like a pet protecting it's master. Having a somewhat sentient mind similar to elemental clones, it is linked to the user thru their chakra and can be controlled/communicated with through mental commands of the user. When fully formed it encompasses short range around the user and mid range in height coiled, however, the beast when outstretched is up to 30 meters long from end to end. It has limited control of it's arms as far as usage as they are quite small, however they are solidified enough to make contact and be used for various purposes and have a short range reach. The Dragon is capable of firing off a stream of fire up to long range spreading outwards length and width wise like a flamethrower or shooting out a great Fireball solid enough to cause blunt impact damage before exploding in a maelstrom of flames, both usages counting as a move, and can also launch it's body quickly forwards striking like a Viper, piercing/burning anything it makes contact with baring S/W's. It is solidified enough to provide a defense against solid objects with-in reason and will burn and plow thru solid earth of the same rank or below. Alternatively the user can use a melee attack with the face of the Dragon as the striking point and the body trailing behind, releasing the attack devouring the target into it's furnace like jaws being able to launch it long range, however using this attack will end this technique immediately after.

-Notes-
- Must be able to use Senjutsu and have Fire Mastery to use
- Using this will end Sage Mode 2 turns sooner per use.
- Can be used 2x per battle lasting 3 turns, with a turn cool down in between usage
- The user is restricted to Katon/Ninjutsu/Taijutsu/Genjutsu/Senjutsu while active
- While active takes up one of the users three moves per turn
- Releasing the stream of fire is S rank, counts as one of the three moves per turn, and can be used once per turn.
~Looks like this when complete but crimson where the golden color is~
You must be registered for see images

Approved - made edits, go kill an android/cyborg (tfs lol)
 
Last edited by a moderator:

Nagato..

Active member
Supreme
Joined
Sep 23, 2010
Messages
35,155
Kin
1💸
Kumi
2,500💴
Trait Points
0⚔️
Awards
(Senpō: Gogo no Kobura) - Sage Art: Afternoon Cobra
Type: Offensive
Rank: S
Range: Short- Long
Chakra: 40
Damage: 80
Description: Revered as one of the Ryuchi Caves secret techniques, it goes against many laws of the shinobi land. The wielder of Snake Sage Mode, pushes their Senjutsu manipulation to the max releasing an enormous amount of Natural Energy from their body while forming the dragon handseal that excites the environment around him causing an ethereal infused head of a Cobra to form in representation of the many Snake Sages that have come to pass. Unleashing it forwards at rapid speeds, the surrounding environment reacts adversely causing earth and plant life to deform/grow uncontrollably, water churns and move against their natural patterns and the air vibrates with a loud sound that resonates and deafening opponents making it appear as though the Cobra is rattling while it devastates the area letting out concentrated amounts of Senjutsu when it makes contact, turning organic and inorganic life to stone in the aftermath which eventually crumbles to dust..

Note: Must be in Snake Sage Mode
Note: Reduces Sage Mode by 2 turns
Note: Can only be used twice
Note: Can only be taught by Nagato..

Declined - so do you form a solid cobra head of sage chakra infront of you that you then release forwards? The sound wouldn't really work that way. Organic life to stone is too much, it needs work buddy. How does this work in rp terms? Against elements? earth or fire? etc... what if it hits a person?


(Genjutsu: Toki-Tobashi) - Illusionary Arts: Time Skip
Type: Supplementary/Offensive
Rank: S
Range: Short- Mid
Chakra: 40
Damage: 80
Description: is an illusionary technique where using the users body as a medium, it makes the user appear to have taken the steps to lunge at near instant speeds to enter close range to the target performing a single variation of basic taijutsu attacks such as a powerful uppercut to the stomach, a kick to the leg, & punch to the face. Afterwards they reappear at the position where the illusion initiated. Though they mentally feel the contact & pain as if theyre actually receiving these blows. In reality theyre physically fine, though over time this technique can cause serious mental damage to the opponent causing a state of deprivation, wearing down their bodys willingness to fight back. The deception most ninja will have is figuring out that it's their bodies natural response to react first with their eyes before thinking the full situation out. Most sensory ninja will be able to sense where the real ninja is if theyre not too distracted with the fake illusion of the user and the mental pain associated with the attacks.

Note: Lasts 4 turns
Note: Can only be used twice.
Note: If the target hasnt cancelled the illusion before the last turn/blow ends they will be unable to move for one turn.
Note: No Genjutsu for two turns afterwards.
Note: Once per turn the user delivers a single blow to the opponent.
Note: Must be taught by Nagato..

Declined - S rank is TOO much, and you don't have a medium of how you induce the gen? A sound, flash of light, handseal etc, nothing to trigger it.

From 1:10 to 2 minutes

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

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

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


(Suiton: Dasuika no Jutsu ) – Water Release: De-Hydrification technique
Rank: A
Type: Supplementary/Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description:The De-Hydrification Technique is a special technique, constructed by the Hōzuki Clan. It's thought to be on par with the Hydrification Technique. However, it's used for supplementary purposes rather than just negating attacks. It can also be used to supply the user with the amount of water needed to perform more advanced water release ninjutsu without the need of a water source and stay hydrated at all times. Instead of turning their entire body completely into liquid its partially transformed into a gelatin like state allowing the users of this technique to absorb the moisture in things they come in contact with. For example be water sources or techniques & the environment that are of equal or lesser value. This moisture is then absorbed by the Hōzuki clan member in order to keep them hydrated at all times and allow better usage of their specialty in water. The speed of moisture absorption depends on the skill of the user. Some users could turn healthy moist soil into dirt or small ponds empty leaving behind fish within instants. The only apparent weakness of this technique is that the user requires close proximity with the targeted objective in order to perform it. The drawing in of this technique is like that of a vacuum, making it possible to pull in water masses larger than the user, drawing it into their body, condensing it for future use. The can only absorb one technique at a time that must then be released through another jutsu before they can use this technique again.

Note: Must be a member of the Hozuki Clan
Note: Can only be used 4 times, two turns between uses
Note: Allows up to a A rank water usage with no water source after each successful usage.
Note: Must be taught by Nagato..

Approved - made edits
 
Last edited by a moderator:

pop123

Active member
Elite
Joined
Jun 2, 2010
Messages
6,034
Kin
0💸
Kumi
2,500💴
Trait Points
0⚔️
(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 chatacteristics 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 in conjunction with another Sand technique, acting as a follow-up technique albeit within the same timeframe
Note: Can be used five times per battle with a one turn break inbetween each use
Note: Can only be taught by pop123


Pending: kinda skeptical about its feasibility, but don't want to bungle a check.


(Enkidu) - Heavenly Binding Chains
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra: 20 - 40
Damage: 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
You must be registered for see images

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.

Resubmitting. Changes in bold
(Enkidu) - Heavenly Binding Chains
Type: Supplementary/Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40
Damage: 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 chains last only a single turn and automatically disperse in the users next turn. Moreover, once this technique has been performed, the user can only use Sand and it's composite natures (Earth and Wind) from the Basic 5 Elements in the same turn afterwards.
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 thrice per battle and the user may not use any S Rank or above Sand technique in the same turn afterwards.
Note: The portals must be made at least 3m from the target.
You must be registered for see images

Approved: edits annotated in pink.



(Māku no Nekuromansā) - Mark of the Necromancer
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Mark of the Necromancer is unique technique thats bring together both offensive, defensive and supplemental characteristics of Sand. The technique essentially works with the user coating his entire body with a layer of Sand that remains 'transparent' until the technique activates. The technique can then continue to remain in a dormant state (this technique passively lasts a total of 3 turns before it automatically ends regardless of whether it was activated or not during that period) until the user either forcefully activates it or if the user is about to get struck in which case it activates regardless of the users will. This automatically results in the Sand layer manifesting in the form of a particular creature that can be manipulated to defend the user or alternatively fight the opponent etc.. The creatures can reach up to heights of 14 meters and can attack with their respective traits. Physical attacks are useless against them as they will simply go through them with the exception of certain elements, following strengths and weaknesses. They can dissolve and reform or turn their bodies into blasts of sand to attack their targets or block incoming attacks. They can also scatter and compress into multiple sand bullets though doing so ends their existence. The creatures range from birds to insects to bats and reptiles.

Note: Only one creature can be created at any given time
Note: The scattering bullets and blasts count as a A-rank move.
Note: The user may not use Sand techniques above S-rank as long as this technique is active


Declined: keep the CJ as it is.
Aside from being transparent, the surface area of your body isn't anywhere near enough to produce 14m creatures.


New Submission
(Amaterasu no Yokei) - Blessings of Amaterasu

Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The "Blessings of Amaterasu" is a unique technique based on the - Polarized Sand Formation: Burning Sand Camouflage and is an advanced version of the original technique. It works on the same basis as the original technique, with the user infusing his chakra into the sand, making the sand grains polarize and bend light; essentially causing the sand grains to be invisible to the naked eye. This practically makes it so that any Sand manipulated by the user becomes completely invisible to friend and foe. It is however important to note that Doujutsu users are completely capable of viewing the Sand as the technique simply affects the naked eye, and does not block off chakra. Similarly, those that possess Chakra Sensory are also unaffected by the technique, being able to identify the location of the Sand.

Note: The technique costs a move slot upon activation though it remains passively active afterwards. Moreover, the user may only use Sand, it's composite natures and the users main specialty for the duration this technique is active.
Note: The technique can be used thrice per battle, lasting five turns each.
Note: The user cannot use any Sand technique above S Rank for the duration this is active.

□ Declined. Lessen the amount of time active. Five turns, three times, means it can be used for 15 turns consecutively. Make a breather between uses as well, and Mid range only. □
 
Last edited by a moderator:

Wakizashi

Active member
Legendary
Joined
Jan 7, 2012
Messages
17,647
Kin
124💸
Kumi
87💴
Trait Points
0⚔️
Raiton: Kaminari Bunsan|Lightning Release: Lightning Dispersion
Type: Supplementary/Offensive
Rank: D-S
Range: short-long
Chakra: 10-40
Damage: 20-80
Description: The user will release a full body surge of lightning causing his body to materialize into negatively charged lightning that is easily attracted to the protons in the sky as a quick bolt of lightning. Nimbus clouds will fill the sky full with the users negatively charged lightning before the user travels back to the desired location in the form of a bolt of lightning at the next moment. when the user lands short range of the opponent, the opponent will take shock damage equal strength of the rank used. D and C-rank versions travel short range from the original position, B and A-rank travel mid range, and S-rank travels long range. A-rank or higher does require a single handseal.
note: A-rank can only be used once per turn
note: S-rank useable only 4 times with a two turn cooldown and no lightning jutsu above B-rank can be used in the same turn.
note: must have lightning as your primary affinity.

Leaving for another mod. Dat Laxus.

♪ Declined, DNR: Similar to Frozenstein's Lightning Escape CJ. ♪
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,401💴
Trait Points
80⚔️
(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?

You must be registered for see images
Formulas Spreading as the Poison Does in the body
You must be registered for see images
Dropping CW:

Declined - see my colourful annotations above, and also, you should link your training where you learned and mastered poison release.
Resubmitting edits made in bold, removed some parts.

(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 upper hand as it would not break under these circumstances while in situations where another indestructible weapon may clash with it, it will simply do nothing but clash like normal . The blade is laced however with summoning seals along its outer structure - The blade is laced however with summoning seals along its outer structure - allowing for it to summon poison from it at the cost of -10 chakra per turn but not taking a move slot

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 effect is achieved through direct contact and using only the normal toxins and byproducts of the enemy's metabolism as source. The chakra will potentiate these toxins and multiply them, creating a cascading effect of increasing toxicity which can culminate in the enemy's death if he doesn't stop the spreading of the technique or receives treatment. The only difference between the two poisons is the coloration which Murasame itself changes 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.


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, acting similar to Chakra Transfer Technique. 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.


Pending - i'd like vex to check this as he checks all other medical customs.
You must be registered for see images
Formulas Spreading as the Poison Does in the body
You must be registered for see images
Dropping CW:
Completed Poison Here:

♪ Declined: Defending against A rank jutsu with just the blade? Wew make that cost a move. In freeform clashes, it should clash with any weapon the same way, regardless of denseness. The poison ability is fine, and I'm cool with it. However, I'm not going to approve that as well as the elemental infusion, and passive damage boost. Remove those, and the sword should be fine. ♪

(Bakuton: Ten no Geijutsu) – Explosion Release: Art of the Celestial
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A rather unique technique in the sense that compared to other Bakuton based or influenced techniques this technique is rather tame for its nature. It doesn’t focus on the damage output nor anything of an offensive sorts, as a matter of fact its more passive to it nature in which this technique allows the user to influence the color of their explosions. The concept is based on traditional fireworks, thus when exploding release a range of dark and bright coloration to them, in which this technique seeks out to do by allowing the user when utilizing a Bakuton technique to mimic this. This takes up no chakra and is rather personal choice of preferences based on the user ranging from blue, green, red , yellow , white , purple etc of all sorts of shades. This is a cosmetic ability and must be mention in the user’s bio in order for it to be applied to his Bakuton based techniques or mentioned at the beginning of a battle.

Declined - seriously? Like are you being serious? No chakra to change how a jutsu works? Don't bother filling out the template, that's cool. Anyway, no more passive shit, we have enough of this, instant declines from now on. And once again you have given no logical reasoning for the effect? WHat changes the color of the blast? For the most part you would need the cause of this to be something you infuse into what creates the blast, much like the powder in fireworks, but this would be CE pretty much, now apart from that the only other way would be through YY to change it to this extent. Anyway, DNR.
 
Last edited by a moderator:

Robot Boy

Active member
Legendary
Joined
Nov 6, 2011
Messages
10,044
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
training:

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

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


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

Resubmitting:

(Kuchiyose no Jutsu: Hone to indī) – Summoning Technique: Bone and Indy
Type:Summoning
Rank:S
Range:Short
Chakra:n/a (-40 for each)
Damage:n/a (20 from the first technique)
Description: Bone and Indy are twin ninken that resemble tan-colored wolves. They each carry swords in their mouths, which they carry in a holster strapped to the side and they quite skilled with them. They can along with four other ninken, ten at max, dash with a formation that is reminiscent to a large hand or dog paw in the background. After getting behind the target, the hounds will tackle and push the target back to the summoner, before maneuvering around the target once more to “catch” them in front of the summoner or an ally. This technique is mainly used on other summoning and using them as meat shields. The defense is dependent on the target’s rank, but even hounds are physically strong enough to move massive summonings. Signers of the contract can even act as substitutes to perform the collaboration technique as they too are trained by the ninken to match their physical strength and speed; however, they need to be Taijutsu specialists to take their training to next level . When using substitution, they can switch places with large bones rather than the traditional wooden log. These guys are 1.2 meters in height and are large enough to be ridden. (The summoner uses his or her chakra to stick to them, so that they don't fall off of them like the tree climbing technique.) Like Kakashi’s ninken, they can detect chakra through smell/their noses and track the “prints” left behind. With Bone, Indy, and the summoner, they will use their strong limbs to dash and slide past each other, one will create a straight line and the other two creating an X overlapping the straight line, creating a massive amount of dust behind them. The summoner will then make a hand-seal to shape and launch it the dense, dust-shaped phoenix at high-velocities and slamming it into the target, potentially crushing them in the process if there is something behind them like a wall etc.

-Can only be summoned once. Same applies if only one of them is summoned.
-Dust phoenix counts as an S-rank, that does 80 damage, and can only be used twice per battle.
-Dog Hand counts as a move and the number of times it can be used as defense, depends on the number users that can form a group of six.
-Lasts for four turns.

Leaving for Pekoms


Declined: the Dog Hand ability should be submitted as a separate CJ. If you were to limit it to only Bone and Indy, it'd be a different matter though. As it is, the maneuver goes beyond the animals associated with this particular summoning CJ since it includes those not delineated. In addition, it can't just be "dependent on the target’s rank." Another issue is their being "strong enough to move massive summonings," in spite of many such entities ranging from 25m to 100m in height.​


Dropping if approved:

( Calydonian suringushotto) – Calydonian Slingshot
Type:Weapon
Rank:B
Range:Short-Long
Chakra:n/a(-20 for light)
Damage:n/a
Description:Is a jet black and yellow, metallic slingshot. The slingshot has two rubber bands that can be stretched over the length of a person’s arm. At the base of the weapon, is a small cylinder-shaped metal attachment with a small lens. From there, the user can imbue chakra into it to emit a red chakra laser light to aid the user’s aim when firing their special pellets, “bullets” or balls. This light is of course harmless and the user can switch settings by switching the lens and depending on the lens the scope will react accordingly after receiving some of the user’s chakra. However, this only comes with two settings. The second setting, having a wide lens, emits a high-intense green-chakra light in order to see at night. The user can control the intensity of the light with their chakra and they can make the light zoom in and out (-10 = short-range, -15 = mid-range, -20 = long-range). The user can also make use of rocks if they happen to run out of ammo. The weapon was made to be able to handle the user’s strength so that it doesn’t break and allow their shots to pierce through tough material.

A red laser light doesn't fit the rp, unless maybe Nagato?

Lead Balls: These balls can be fired and channeled with chakra to expand for offensive and defensive purposes. They take up to five meters when they grow and when used for protection, the user must get into the air and shoot it at the ground. They can also be shot without chakra.

Change it from lead to chakra metal. Lead would be like having a c.e

Explosive Pellets: These pellets are made of pure fire chakra. These can be used to combine with wind jutsu to make the attack more destructive and powerful. By focusing extra fire chakra (-5), the user can the pellets shine brightly similarly to the fire release: fire wisp, enough to make them blind an opponent after shooting it into the air.

Firing the fire shots is fine, but you don't need to mention the wind as that makes it sound like you combine the two elements

Mud Pellets: These pellets are made of pure earth chakra. The user can fire several of these throughout the battlefield, aiming at the ground or shooting them into air to have them rain down and hit ground, before having them turn into small trails of mud to make the opponent slip.

Sticky Ball: The user will fire a projectile while charging chakra into it. The ball explodes into a cloud of smoke, releasing a sticky substance in order to immobilize the target. This is used to hold the target in place and prevent them from weaving signs.

What is the sticky substance?

Flammable Pellets: These pellets contain flammable substances in them and increase the spread/range of a fire jutsu. (Short to Mid, Mid-range to Long etc.)

What is the flamible substance? You can say it's the gas that has been seen used to enhance fire release.

Lightning Balls: A pellet that explodes into a burst of lightning, taking the form of a bullet with blades around it, horizontally. This pellet can be fired to also enhance an ally or clone’s water jutsu if the user doesn’t wish to use it by itself as an offensive move.

What size blast? How many blade? what size? details man

Fire Balls: A pellet that explodes and releases fire in the shape of a massive bullet with spikes. These pellets can be used to enhance earth and oil based attacks.

At this point you already have fire and have too many effects in one weapon if you keep going

Bullets: The user launches a barrage of bullets that resemble handballs that ricochet off nearby surfaces towards a target using their chakra. With this, the user can also form a barrier against incoming projectile attacks and have them intercepted by the continuously bouncing balls inbetween the surfaces of objects, such as walls (natural or made through chakra/technique) instead of pursuing a target. These balls individually leave behind a trail of chakra for a few seconds and are solid enough to block/deflect the incoming attack should the opponent find a gap in between the ricocheting balls to shoot their projectile.

I'd remove this last effect.

-Bullets can only be used once per battle and counts as a B-rank move.
-All except Bullets and Lightning Balls count as C-rank moves.
-Lightning Balls counts as a B-rank move.
-Bullets can only block projectiles of equal rank and below.

Declined - see above.
~Resubmitting with changes~

( Calydonian suringushotto) – Calydonian Slingshot
Type: Weapon
Rank: B
Range: Short-Long
Chakra: n/a(-20 for light)
Damage: n/a
Description: Is a jet black and yellow, metallic slingshot. The slingshot has two rubber bands that can be stretched over the length of a person’s arm. At the base of the weapon, is a small cylinder-shaped metal attachment with a small wide lens. From there, the user can imbue chakra into it to aid the user’s aim when firing their special pellets or balls. With the wide lens, it emits a high-intense green-chakra light in order to see at night. The user can control the intensity of the light with their chakra and they can make the light zoom in and out (-10 = short-range, -15 = mid-range, -20 = long-range). The user can also make use of rocks if they happen to run out of ammo. The weapon was made to be able to handle the user’s strength so that it doesn’t break and allow their shots to pierce through tough material.


Chakra Metal Balls: These balls can be fired and channeled with chakra to expand for offensive and defensive purposes. These pellets are 1 inch in diameter, when fired they have B rank power and will have strong offensive capabilities, of bruising and fracturing bones. Firing these pellets counts as a move per turn and can reach up to long range

Explosive Pellets: These pellets are made of pure fire chakra. By focusing extra fire chakra (-5), the user can the pellets shine brightly similarly to the fire release: fire wisp, enough to make them blind an opponent after shooting it into the air. The user will focus their katon chakra into the their weapon as they draw the sling back to form the fire pellet which they can release up to long range. It will explode on impact with a 5m blast radius much like an explosive tag, but with B rank power. This can be used once per turn.

Mud Pellets: These pellets are made of condensed Mud with a harder rock outer layer that forms in the sling from the users chakra. The user can fire this up to long range and on impact the pellet will burst like a balloon releasing a mass of condensed B rank mud that is enough to cover an area twice the size of a shinobi, binding them in a sticky layer. The user can also release their chakra to cause this to burst at any point, to create a mud like defense. This can be used once per turn. (B rank)

Flammable Pellets: These pellets contain flammable gas in them and increase the spread/range of a fire jutsu, adding +1 range to fire release techniques and increasing their power by one rank, when they collide in them. (Short to Mid, Mid-range to Long etc.) This can only be used 3 times per battle as these will be pellets prepared before the battle. Can only be used once per turn. (B rank)

Lightning Balls: The user will form a ball of condensed lightning into the sling that they will fire at will, on impact it will explode outwards like chidori chidori remei, with the power to destroy and shock at the same time. The user can cause this to explode at any point through chakra control. This will have A rank power, and can be used once per turn.

Note: Can only fire one pellet per turn
Note: All abilities count as a move per turn and will follow the chakra cost based on their power, eg. B rank = 20 chakra to use

Approved - made ALOT of edits.
 
Last edited by a moderator:

Zaphkiel

Seraph
Legendary
Joined
Mar 18, 2013
Messages
12,628
Kin
1,915💸
Kumi
1,618💴
Trait Points
0⚔️
Updating;

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.
You must be registered for see images

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.
You must be registered for see images

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.
You must be registered for see images

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.
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.
You must be registered for see images

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.
You must be registered for see images

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.
You must be registered for see images

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.

Approved.
 
Last edited by a moderator:

RuckenTM

Legendary
Joined
Mar 15, 2014
Messages
10,543
Kin
2,675💸
Kumi
2,113💴
Trait Points
54⚔️
(Bijon hijno-sōki, Jomeagakure no Jutsu) - Vision Recollection-Perusal, Key-Village Technique
Rank: S-class
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: A technique or Skill set, used by the user to simply make the basic handseals by subtly weaving the same seal signs with their eye(s) in place of regular handseals, to cast their own Jutsu. This skill doesn't however seem to be any faster or slower compared to regular handseal application speed, rather quite equal as to the user's skill.

Pt.2, Experts in Espionage; Upon being a Kage-ranked shinobi, they can further use this application of this jutsu like; "(Kenboushou Jutsu) - Loss of Memory Technique." The user can shut their eyelids to channel chakra into their brain, they can then forcibly delve into their mind to hinder the target that is currently reading their mind. By manipulating their memories they can give the target an endless stream of worthless information that overloads their enemies to vacate their mind fatigued. This would appear as the user's eye behind the target, watching them try to attain information or erase their mind.

Note:
This Jutsu must be posted on the user's biography, to allow that biography to wave handseals via it's eyes and must be allied with the Land of Keys/born.
The Experts in espionage, can only be used once per battle.

Declined... did you just try to replace handseals... with blinking? like... really? DNR



[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.



(Katon: Uchiha no Himitsu, Kibaku Fuda no Jutsu) - Fire Release: Uchiha style, Hidden Explosive Tags Technique
Type: Offensive, Supplementary
Rank: S-class
Range: Short-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), 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:

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.

[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.

(Shinigami no Kamisori en no Bōshi) — Death Reaper's 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 (A single move cost)
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 (Passive)
Embedded with/ fueled by the user's chakra,
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 at the user's will. Should someone besides the user forcibly try to keep hold of the hat, it will spin with infusions of the three elements it would've been embedded with before launch. 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, known as "hat-call-back".

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: 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:
 
Last edited by a moderator:
Status
Not open for further replies.
Top