Custom Jutsu Submission - III

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Summer

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Fuinjutsu Kagami Kagami / Sealing arts Mirror Mirror
Type: Supplementary
Rank:A rank
Range: Short-Long
Chakra: 30
Damage:
Description:
Having a unique seal that is black in nature, and the seal kanji on top of it reads "Expunge". The kanji will glow bright with a white light once the seal is activated. This seal first requires to be placed anywhere on the battlefield. The way this seal works is that it is encased into any crystal source. Once inside crystal you will form two hand signs and clap your hands (which will not have to remain together). This will activate the seal inside the crystal using it as a medium or a jail cell of sorts to store energy. This form of jutsu will have the ability to naturally absorb natural energy and draw it into the crystal as a storage unit. The seal will make it so the energy cannot be used while inside the crystal form. It is like it is trapped in limbo of sorts unable to assist in battle. It has the ability to draw the natural energy even from someone in sage mode limiting any modes that utilize natural energy to three turns before be completely drawing out their natural energy. The crystal itself will take on a mirror like effect that makes it blend in with the natural habitat of the surroundings. Only types of sensory and doujutsu will be capable of deciphering the flow of the natural energy being drawn in. This will speed up too long range of the battlefield however it will take one full turn to reach this and achieve full effect. Once the techniques time is up the natural energy that is cacooned inside the crystal will detonate create a very potent 8 meter blast radius.


Restrictions:
- can only be used once per battle.
- lasts for four turns once it achieves its effect.
- Can only use one other seal during the use of this technique.
- Cannot be paired with any Forbidden ranked crystal jutsu.
- Can only be used by some form of crystal user.

□ Declined. While it seems interesting enough, its easily abused as well. Plus I don't think the Crystal would be able to maintain the masses of Natural Energy it has to drawn in, without becoming petrified itself. Cause remember, someone in Sage Mode is drawing in Natural Energy from the environment, and if you draw it from them, they are still constantly drawing in Natural Energy from their surroundings. Something that the crystal can't finish up, since its all around anyway. □


Hebi Kuchiyose Cubeleous- Snake Summoning Cubeleous*
Type: Supplementaty
Rank: S rank
Range: Short-long
Chakra: 40
Damage: 80
Description:
This snake is summoned through normal means of drawing blood and using a tattoo or hand signs. Once summoned Cubeleous instantly link up with any sage mode chakra on the field drawing in natural energy passively. If the user is in sage mode during summoning Cubeleous can instantly draw natural energy from the user. While he does draw natural energy his focus is through the geothermal heat of the ground. That is where most of his natural energy is drawn from. This helps to boost his capabilities for fire and heat natured techniques.This will strengthen the sensory perception and also strength of his natural affinity to fire. His fire jutsu will be his main arsenal being capable of using up to S rank jutsu through battle(canon or customs). But only one S rank fire jutsu per turn. Tyranus will remain on the field for 3 turns only being that he is a S rank summon. He is the same size as but a different color, while being jet black in color, and 15 feet long. His scales have a unique set of abilities in that they light up crimson when using fire chakra or jutsu. But they also Carry a deadly venom secretion under the scales. Once Cubeleous uses any fire jutsu the scales will passively release the venom but as it is heated from the scales and body it will seep out in gaseous form up to 10 meters around the summon. This venom/poison has the ability to finish muscle strength and speed of any body effected. Dropping all taijutsu by the effected person by 1 rank and speed by 3 points. The venom/poison is absorbed through the skin of anybody not in sage mode. Being a fire specialist he is capable of using fire concealment but on a higher level. He is capable of concealing his presence in fire A rank and below and is not effected by burns from fire B rank and below at all times
Being that Cubeleous can utilize natural energy it will make him as fast as an official sage without leg weights.


Restrictions:
+ poison/venom won't affect sage mode users due to skin change and senjutsu chakra. Also it won't affect medical ninja.
+Can only be summoned once per battle.
+Remains on the field for four turns.
+Using a fire jutsu takes up a turn. Venom/gas will be passively utilized during any fire jutsu. While concealment is active throughout the duration is the summoning and doesn't cost a move.
+ no other summons on the field at the same time or three turns after being dispersed.
+ can only be taught by juha

□ Pending. Leaving for Pekoms. □

Fuinjutsu Demokuratikku. Rebuse: Sealing arts Democratic Rebuse
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description:
This technique in two different ways, either through sealing formula or a barrier. First the user will make the tiger handseal and create a barrier to layer over an already existing barrier( like a film layering effect). The new layer of barrier would coat either the inside and outside, however, it would not destroy the barrier. Its works to seal any supplementary effect the barrier might have or be exuding, turning the barrier to a mere physical barrier with no more access to its supplementary effect. For example, when used on a barrier that absorbs chakra, the barrier would cage the effect not letting it take effect inside the barrier or outside. Turning the barrier to strictly a physical or non physical barrier with no other power than its physical durability.
The second way this can be used requires one to make contact with the barrier. Having made contact, the user marks the barrier with a seal which immediately merges with it and seals all its supplementary effect. Like the first, the seal would not destroy the barrier itself.
NOTE
Usable 3x per battle
The seal lasts as long as the barrier lasts or if destroyed. This means as long as the seal/barrier is still on the barrier, no other supplementary effect can be later applied.

□ Declined. Its too encompassing and vague, what do you mean by supplementary effects? All the effects of the barrier? Some barriers do more than one supplementary thing, does this mean every supplementary effect of the barrier is canceled out? Lastly, this technique is quite powerful too as it renders almost all barriers useless. □



Fuinjutsu Demokuratikku. Rebuse: Sealing arts Democratic Rebuse
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description:
This technique in two different ways, either through sealing
formula or a barrier. First the user will make the tiger
handseal and create a barrier to layer over an already
existing barrier( like a film layering effect). The new layer of
barrier would coat either the inside and outside, however, it
would not destroy the barrier. Its works to seal The primary
supplementary effect the barrier might have or be
exuding. Should the barrier have multiple effects, the seal would choose one as the primary effect with chakra absorption being the highest priority. This me
ans the technique would choose to seal any chakra absorption effect the barrier has above any other supplementary effects. If the barrier has no chakra absorption effect, then the technique feeds on any one of the other supplementary effects, making it its primary target. For example, a barrier that does not absorb chakra but has movement hindering effect, blinding effect through the exhaustion of mist into its confines, the seal or sometimes the user chooses the most notable or preferable effect, making it the primary target for the technique. For the user's mental input, he must be able to perceive what and what supplementary effects are in play before using the jutsu. If not the jutsu only chooses according to priority which are chakra absorption/restrain, movement hindering, blinding then others. Elaborately on its working principle,
when used on a barrier that absorbs
chakra, the barrier would cage the effect not letting it take
effect inside the barrier or outside. Turning the barrier to
strictly a physical or non physical barrier with no other
power than its physical durability. When chakra absorption/restrain is absent, it searches for any hindering effect, if any, seals it, if not, it moves to the next priority. At the end, only one supplementary effect is sealed.
The second way this can be used requires one to make
contact with the barrier. Having made contact, the user
marks the barrier with a seal which immediately merges
with it and seals one of its supplementary effect. Like the first,
the seal would not destroy the barrier itself.
NOTE
+Usable 3x per battle
+The seal lasts as long as the barrier lasts or if destroyed.
This means as long as the seal/barrier is still on the barrier,
the effect cannot be applied.


□ Declined. The technique is now contradictory. It says it will choose the Primary effect which is absorbing of chakra, but then you also say that, "or sometimes the user chooses the most notable or preferable effect, making it the primary target for the technique". So which is it now? Make it simpler, just choose the one effect, it aims to take on chakra absorbing barriers and make them neutral. Trying to take on all the different supplementary effects of barriers is too encompassing. □


Fuinjutsu Sennyo Hankei /Sealing arts Fairy Radius
Type: Supplementary
Rank: A rank
Range: Short-Mid
Chakra: 30
Damage: (+20 to solid substances)
Description:
Utilizing a seal placed on a kunai the tag has a Kanji for Strength on it. Once thrown and the kunai hits anything at all, the user will add two hand signs. The force of that hit along with the hand signs will activate an inscription that spreads out mid range from the kunai. This scripture will only encompass the ground however the effect of the radius is that it will release a chakra film from a light source off of the scripture radius. Anything solid that comes from the ground of that radius will have a chakra film added onto it. This will help solid substances to be less disadvantage against sound based attacks and pulse type attacks. It works by softening a layer of the jutsu in question and restructuring it slightly to make it have a slightly less denser buildup on the surface. While the scripture of light radius will add a small layer of chakra around the source at the same time as adjusting the structure of the solid (for instance earth would give a soft clay like presence). This will in turn help solid objects attain more versatility when battling. This can be applied from Justus made from the ground within the radius of light and or jutsu that pass over the radius of light. The jutsu effect will have a shine to them making things look super glossy when in fact it's only giving a shock absorbent type effect.

Restriction:
+ only usable twice per battle.
+ lasts two turns
+ must have two special kunai wrapped tags stated on bio
+ only B rank and below Fuin in the following three turns
+ the effect can only be applied to solid substances
+radius extends mid range from the kunai
+ can only be taught by juha

□ Declined, DNR. What you're aiming to achieve with this simply won't work the way you envision it. □

First weapon:

This will be my second.

Pendanto Sono Karite/ Pendant Of The Reaper
Type: Weapon
Rank: A rank
Range:short
Chakra: 30
Damage:
Description: This weapon is a necklace that was made by the monks of the fire temple. It has a pendant with a black gem in the middle. It has a scripture imbedded to it that will activate a self barrier of 2 meter radius around the user upon forming one hand sign. This barrier is a soft wind based barrier that has constant soft currents. The currents of wind will attach themselves to any jutsu within reason that is expelled from the user. This will add a coating of wind B rank in nature around each individual part of a jutsu that leaves the barrier. It adds like a film of wind that also works to hold things in place as well as add some extra spin and speed to things like kunai and shuriken. The barrier only affords limited protection. Being capable of deflecting C rank (will do 20 damage to enemy) and below taijutsu and C rank and below energy blasts. It affords no cutting affects though.
The barrier remains active for two turns and requires a two turn cool down between spans. The wind will stay attached to the jutsu until it makes contact with something.
Looks:
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Restrictions:
+ can only be used four times per battle
+ must follow strength and weakness guide.(cannot coat things like lightning or sound)
+ can only apply wind to a once per turn
+ can only be taught by Juha

□ Declined, the abilities of the weapon clashes with several existing customs. □
 
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Urda

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

~ Last 2 Turns (or until cancel)
~ Usable 3 Times per battle with two turns between uses
~ Only taught by Anubis

Approved

(Yōton/Fūton: Gomu Ken) - Lava/Wind Style: Rubber Ring Fist
Type: Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: Yōton: Gomu Ken is a combination ninjutsu that utilizes the Lava and Wind Element as a melee attack. Lava-chakra is channel into both fists of the user and is converted into a rubber-like cord that wraps around the fist. As the user strikes, wind-chakra is fused into the cords to enhance its destructive power while also dealing a repulsive force to send the enemy flying away.

~ Last 5 Turns (or until cancel)
~ Unable to perform S-rank Ninjutsu in the same turn this technique is active.
~ Only able to perform Lava Techniques and its components: Fire and Earth, while this technique is active.
~ Usable 3 Times per battle
~ Only taught by Anubis

Declined - deduce how long it lasts, it counts as two of your moves per turn to activate too
(Yōton/Fūton: Gomu Ken) - Lava/Wind Style: Rubber Ring Fist
Type: Attack
Rank: A
Range: Short
Chakra: 30
Damage: 60 (+10 due to Wind Boost)
Description: Yōton: Gomu Ken is a combination ninjutsu that utilizes the Lava and Wind Element to weaponized the limb of the user. The user focuses Lava-chakra into their dominate arm, cuasing it to bulk into the size of an adult gorilla and convert the skin into a rubber-like material with a thick rubber-like cord wrapping around the hand to the forearm. As the user strikes, wind-chakra is fused into the cords to enhance its destructive power while also dealing a repulsive force to send the enemy flying away.

~ Last 3 Turns (or until cancel)
~ Unable to perform S-rank Ninjutsu in the same turn this technique is active.
~ Only able to perform Lava Techniques and its components: Fire and Earth, while this technique is active.
~ Counts as 2 Moves per Three Jutsu Turn Limit
~ Usable 3 Times per battle with a 1 Turn Cool Down
~ Only taught by Anubis

□ Approved. □
 
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Pekoms

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Lightning Release: Dendrites | Raiton: Jujōtokki
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15 (+5 per turn)
Damage: N/A

Description: By placing one of their hands upon a solid surface, the puppeteer is able to project chakra threads within it that mimic the branched projections of a neuron. Each thread acts to propagate the electrical stimulation that is derived from stimuli within the targeted surface. In keeping with this, a sort of contact-type sensing is thus established. Once foreign chakra is in contact with a thread, a change to its electrical potential is induced, which then transmits to the puppeteer through a mental link of sorts. Up to several dozen threads can be made that will span short-range from their origin, then reach up to mid-range in the subsequent turn. Due to their lightning-type makeup, the threads inadvertently have the capacity to reduce or even negate low-ranked Doton techniques.

Note: Only useable by puppeteers. And the requisite physical contact is only momentarily.

Approved
 
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Vayne

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Permission to resubmit as my own;
(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

In addition to the above, the user is able to create other small animals and constructs from his for his use such as a 3D model of a building or the face of wanted criminal. The potential uses are limitless but as stated before they carry no true damage or rank and are easily destroyed by free form actions.

Note: Must be stated in the user's biography
Note: Costs -5 chaka per turn for each construct to be maintained beyond the turn it is performed.

Declined - it's a great idea and i like it. But say you have this as an Ink source in the form of a tattoo, once you use that tattoo's ink up, you wont be able to use it again for another use of this. So it still needs some form of limit.

(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is cold. Doton channeled Black Ink becomes heavy, dense even, to the point where it can arrest momentum and restrict opponents with crushing force. Purple Ink numbs whatever it touches due to lightning coursing through and Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs. This technique can be used as a standalone to create weapons, animals, and constructs of ink using prepared scrolls or it can be passively applied (but still costing a move) to an Ink technique for added damage.

Note(s):
- Standalone variant can only be done once every two turns
- Passive applying variant can only be done once every two turns.

Declined - water wouldn't cool ink down, it would just water it down. Adding earth to it that's just weird, you can make it dense through chakra control. Lightning through ink i feel wouldn't work. And wind through ink would probably destroy your own art work.



(Kage: Toukai No Fuzen) - Shadow Arts: Extirpation of Sin
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Due to the very nature of shadows they can exist/be inside any non-opaque construct. . Naturally, this would only work on techniques that the user's shadow appear in, such as a water technique originating from beneath the user. Using this fact the user can use his shadow to attack and destroy structures from the inside out. Depending on the user’s need two main ways of using the technique exist. In the first the user would expand his shadow inside the structure while solidifying it. Depending on what the user desires the shadow can completely break down the structures into nothingness, separate them, or simply render them useless. The second manner of usage is to manipulate the shadow to begin spreading inside and outside the structure. The shadow would intricately bind the structure and maintain its shape. However, the moment the shadow’s bind on the structure is stopped/interrupted, the previous structure would be rendered useless. This usage allows the user to take control of the constructs and move them as they desire. For example if used on a crystal fist technique the user would attack the target with the broken down crystals that are held together and surrounded by the users shadow. The beauty of this usage is that it adds more danger to the opponent, albeit in the form of a D ranked 'blast' of the material that the countered technique was composed off. The technique is usable three times per battle. The second manner of usage
can be maintained for a cost of 10 chakra points per turn.

Leaving for NK/Lok
(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

In addition to the above, the user is able to create other small animals and constructs from his for his use such as a 3D model of a building or the face of wanted criminal. The potential uses are limitless but as stated before they carry no true damage or rank and are easily destroyed by free form actions.

Note: Must be stated in the user's biography or beginning of the battle
Note: Costs -5 chaka per turn for each construct to be maintained beyond the turn it is performed.
Note: Up to 4 tattoos can be made in one go, after which the technique must be reapplied if the user wishes.

□ Declined. The technique is fine, but the @bold there, nah. The creations themselves need a specified limit as well as the technique, and the last note also needs to go about making constructs and buildings, that can already be done with one of the Ian's Ink techniques now. □

(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique.. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists
+ one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through.
Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, whihch in turn affects the target. and Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using prepared scrolls or it can be passively applied (but still costing a move) to an Ink technique for added damage.

Note(s):
- Standalone variant can only be done once every two turns
- Passive applying variant can only be done once every two turns
-The user can imbue the ink technique with more than one element once every three turns, although elements strong/weak to eachother can not be infused at the same time. The damage increase remains at +20 to the ink technique.

□ Declined, no passive applying and can't be coupled with other Ink based boosts. And give the technique a certain amount of times it can be used. □

(Kage/Doton/Ninpou: Asteria) - Shadow Arts/Earth Release/Ninja Arts: Asteria
Type:
Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30 (-10per turn)
Damage: +20
Description: Asteria is a technique made in order to combat a Nara’s vulnerability towards light. When using a physical shadow technique, the user would simultaneously, in the same timeframe, imbue the attack with properties of the super added weight rock technique, increasing it’s weight as a result. The weight increase results in the shadow technique moving slower, however allowing it to deal more brute force damage. However the main function of the technique comes due to Einstein’s law of general relativity, which is 'basically' that light curves around heavier objects. As such, light sources would need to be more potent/powerful than normal to ward of the shadows. Specifically one more rank than normally required. This technique also employs elements of hiding with camouflage in order to further drive home it’s effectiveness, not relying solely on the weight increase of the technique. This technique can be used three times per battle, five times per event, lasting three turns at a go. Once the technique is countered/stopped the user must wait a turn before reusing it.

□ Declined, first of all, a bit sketchy. I am aware of the science behind it, but your restrictions leave much to be desired. Five times an event, lasting three turns, that's 15 turns of +20 to your techniques with only a turn break in between. See how that can be a problem? Also, no Long range, make it Mid. □
 
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Atrocitus

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Mokuton: Bushō no buki | Wood Release: Warlord's Armaments
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (+20 to Wood Human technique)
Description: Based on the ability for a wood user to mold wood into many different forms for various applications this technique focuses on improving the "Wood Human" jutsu. The user will first perform the snake handseal (this can be strung onto the parent jutsu changing its structure as it forms which means this technique will be in the same time-frame) causing the Wood Human to reform into a form of the users choosing. This form cannot be more than 1.5 times the size of the original form and must at least retain some humanoid features (ex. A centaur form has four legs but still retains a humanoid upper body). The forms it can take a limited to the user's imagination but must still be possible within the realm of the Narutoverse.This technique will also boost the density of the wood used which gives a +20 increase to the Wood Human technique (this is shown by a formation of wood armor on the Wood Human).

Note: Can only be used twice per battle with three turns between uses
Note: Does not stack with other boosting abilities apart from Wood Sage Mode and Wood Dragon buffs.
Note: No wood jutsu over A rank next turn.

□ Declined. No to Long range, as well as the boost seems nonsensical. So you change the shape and it gains a boost. Can't be stacked with any boosts besides Wood Sage Mode. □
Lol just realised that it doesn't even need to be long range as you have to maintain direct contact with the Wood Human so Long range is irrelevant.

Edits in bold as per usual.
____________________________

Mokuton: Bushō no buki | Wood Release: Warlord's Armaments
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+20 to Wood Human technique)
Description: Based on the ability for a wood user to mold wood into many different forms for various applications this technique focuses on improving the "Wood Human" jutsu. The user will first perform the snake handseal (this can be strung onto the parent jutsu changing its structure as it forms which means this technique will be in the same time-frame) causing the Wood Human to reform into a form of the users choosing. This form cannot be more than 1.5 times the size of the original form and must at least retain some humanoid features (ex. A centaur form has four legs but still retains a humanoid upper body). The forms it can take are limited to the user's imagination but must still be possible within the realm of the Narutoverse. This technique will also restructure the density of the wood into a more combat orientated form (shown by the formation of samurai/tengu armour across it's body) used which gives a +20 increase to the Wood Human technique.

Note: Can only be used twice per battle with three turns between uses
Note: Does not stack with other boosting abilities apart from Wood Sage Mode.
Note: No wood jutsu over A rank next turn.

□ Approved. □

Mokuton: Shūsui | Wood Release: Clear Autumn Water
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: By working on the weaknesses of Wood against the other elements Hashirama devised a way for him to remove the elemental weaknesses of Lightning or Lightning based elements. The user will perform one handseal and by having contact with the medium or the wood jutsu itself he will cause a "skintight" layer of dense wood devoid of any moisture to form on the outside of the previously used wood technique. This layer will protect the wood jutsu from the damaging effects of lightning as it has a much harder time to conduct through the wood as the lightning can't use the moisture normally found in wood. It will not increase the power of the wood jutsu, just remove it's elemental weakness towards lightning based elements but due to the dryness of the wood it will now be weak to fire based elements. Finally even though the wood forms a layer, the two techniques are considered one technique after formation.

Note: Can only be used thrice per battle.
Note: Cannot be used with Forbidden ranked techniques.


Declined: moisture, or a lack thereof, has little to no role in Mokuton's weakness to Raiton.



Meteorikku Bāsuto | Meteoric Burst
Type: Offensive/Supplementary
Rank: S
Range: Short
Chakra: N/A
Damage: 80 (damage caps at 100 before any boosts)
Description: Considered to be one of the most dangerous and powerful taijutsu moves in existence this technique takes advantage of the power of stacking momentum. It begins with the user taking of in to a full sprint enhancing his speed by pushing his body to the very limits. This translates to an increase of 1.5x with his running speeds. Once this is done the user will continue running each turn sacrificing one move per turn at the start of each turn as long as he keeps moving. The key to this technique is to not stop running for any reason. Each turn the user continues to run he can strike the opposition with free form or simply choose to run either way his speed increases by an additional 0.5x on top of the initial boost. Each strike in free form landed in this mode will cause 20 damage instead of the original 10 damage. Should the user stop moving for whatever reason he will lose his momentum. The technique itself culminates in the momentum of the user being pushed in to a single powerful strike of pure wind pressure much like the leaf dragon god technique. This strike begins at 80 damage and gains an additional five damage each turn capping out at the same damage level as the specialist elemental jutsu (100). Due to the method of powering up the gains are considered separate from boosting jutsu meaning the technique can be influenced by other boosts such as sage mode. The strike itself is incredibly powerful even after just the initial turn being capable of crushing bones and organs with ease and can be delivered to a location and in a style of the users choice it doesn't need to be a punch. It can be delivered with any of the eight traditional limbs for striking such as the knees, elbows, fists or feet making it a very versatile technique overall.

Note: Performing this technique will tear the users muscles quite badly lowering their speed by 3 levels after being completed or ending.
Note: While maintaining the technique only two jutsu can be performed each turn with this technique counting as being activated each turn of the users at the beginning of their turn.
Note: No jutsu above A rank on the turn after completion and no A rank and above taijutsu for three turns after completion.
Note: Finally this technique can only be used twice per battle.
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□ Declined, DNR. □
 
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Goetia

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Resubbing these:

Resubbing and updating with changes in bold. Removed creation range limit in 3rd jutsu.

Bakudō #79. Kuyō Shibari / Way of Binding #79. Nine Sun Bind
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Drawing chakra from their circulatory system, the user will flow it through one of the Dark marks on their hand. Then, raising their arm and bending it at the elbow, holding it before their chest with the palm facing the opponent, the user will create 9 interconnected orbs of Dark chakra around the opponent within close proximity. These orbs exhibit rather strong suction power, which, due to being from 9 different directions of the opponent, will prevent them from moving to a great extent. Small and minor movements and accomplishable, but nothing more. These orbs will all absorb the target’s chakra over time at a steady rate, equivalent to -60 points per turn. The orbs can be broken if their threshold for absorption is exceeded, according to the S&W scheme of elemental interactions (F-Ranks for elements weak to Dark, B-Ranks strong to Dark). Due to the orbs all being connected between each other, each orb is considered A-Rank in strength as it is all one structure, rather than 9 individual ones. Any technique used to destroy the orbs that are within their capabilities of absorption will be nullified, due to the chakra being sucked from it.

⇒ Technique lasts during whole turn of use
⇒ Orbs must be created within short-range of target
⇒ Usable 4 times

Declined - see last check.

Hadō #92. Kaiten Burēdo / Way of Destruction #92. Revolving Blade
Type: Offensive / Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: Gathering Dark chakra from their reserves, or by manipulating pre-existing Dark chakra on the field, the user will summon a series of blades composed of solid Dark chakra flames around their being, which remain anywhere within short-range around the user. These blades will remain stationary around the user, but upon mental command, can be triggered to spin violently around the user at an extremely fast rate, allowing nothing to breach its circumference. The spinning swords will encompass a maximum range of 5 meters around the user whilst spinning constantly, to prevent enemies from getting close and attack from afar whilst limiting close quarters engagement, and will follow the user if they begin to move around the field. Each of these blades can be mentally manipulated freely by the user, allowing single swords to break off from the pattern in order to defend from smaller projectile attacks. Furthermore, the blades can be flung at the opponent at high speeds individually, in groups or as an entire collective. Unless the swords have been destroyed, the user is capable of manipulating them from anywhere on the field, either returning them to their state of surrounding the user, or swarming the enemy with them. Another usage of this technique is to, when a sword(s) is near the opponent, detonate the weapon, releasing a short-range explosion of Dark flames which are equivalent to B-Rank in strength, causing concussive and burn damage.

⇒ Lasts for 3 turns
⇒ Usable 3 times

Declined - S rank with no actual drawbacks.

Hadō #95. Tenebris Aeterna / Way of Destruction #95. Darkness Forever
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: This technique revolves around utilising the powers of Dark for pure destructive purposes. The user will channel an extreme amount of Dark chakra in order to fuel the technique, and create a single portal of Dark chakra or a large scale amount of smaller ones. They will release the chakra from their dark mark and it will shape into the portal(s) upon release. From this portal(s), the user will summon various smaller masses of Dark chakra, using shape manipulations to give them the shape and basic physical features of weaponry, e.g. swords, shuriken, kunai, lances etc., but still retaining the signature blue hue of Dark chakra. Upon mental command from the user, the chakra weapons will surge forth from the portals extremely quickly, as if numerous arrows fired from bows. The dark chakra exhibits solid-like tangibility (similar to Fire Release: Dragon Flame Release Song Technique). Once the weapons strike the target, the natural properties of Dark chakra will begin to take effect, absorbing chakra from the target if there is any to be found, following the strengths and weaknesses of Dark Release. If the user so chooses, they can detonate an individual chakra weapon, which will set off a chain reaction with the other chakra weapons, culminating in a large explosion.

⇒ The weapons will fire until the end of the turn used
⇒ Can only be used twice per battle

Declined - S rank with no drawbacks. This would be the blue flames released, so it wouldn't absorb. Not only this, but to do so would require you to absorb techniques beforehand to release techniques. I accidently forgot to add this into another dark cj i approved and got reported, so need to make it clear in ALL dark cjs now.

Bakudō #79. Kuyō Shibari / Way of Binding #79. Nine Sun Bind
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: Drawing chakra from their circulatory system, the user will flow it through one of the Dark marks on their hand. Then, raising their arm and bending it at the elbow, holding it before their chest with the palm facing the opponent, the user will create 9 interconnected orbs of solid Dark chakra around the opponent within close proximity. These orbs exhibit rather strong suction power, which, due to being from 9 different directions of the opponent, will prevent them from moving to a great extent. Small and minor movements and still easily accomplishable, such as seals but something such as movement of limbs would take a much greater effort than usual and thus be quite sluggish. These orbs will all absorb the target’s chakra over time at a steady rate, equivalent to -60 points per turn. The orbs can be broken if their threshold for absorption is exceeded, according to the S&W scheme of elemental interactions (F-Ranks for elements weak to Dark, B-Ranks strong to Dark). Due to the orbs all being connected between each other, each orb is considered A-Rank in strength as it is all one structure, rather than 9 individual ones. Any technique used to destroy the orbs that are within their capabilities of absorption will be nullified, due to the chakra being sucked from it.

⇒ Technique lasts during whole turn of use
⇒ Orbs must be created within short-range of target
⇒ Usable 4 times

□ Declined. So you have 9 A ranks in a A rank technique? Also, you say the user can form hand seals but can't move their limbs ????? Don't you need to bring your hands together, your arms up, to form hand seals? □

Hadō #92. Kaiten Burēdo / Way of Destruction #92. Revolving Blade
Type: Offensive / Defensive
Rank: S
Range: Short - Mid range
Chakra: 40 (-10 per turn)
Damage: 80
Description: Gathering Dark chakra from their reserves, or by manipulating pre-existing Dark chakra on the field, the user will summon a series of blades composed of solid Dark chakra around their being, which remain anywhere within short-range around the user. These blades will remain stationary around the user, but upon mental command, can be triggered to spin violently around the user at an extremely fast rate, allowing nothing to breach its circumference. The spinning swords will encompass a maximum range of 5 meters around the user whilst spinning constantly, to prevent enemies from getting close and attack from afar whilst limiting close quarters engagement, and will follow the user if they begin to move around the field. Each of these blades can be mentally manipulated freely by the user, allowing single swords to break off from the pattern in order to defend from smaller projectile attacks. Furthermore, the blades can be flung at the opponent at high speeds individually, in groups or as an entire collective. Unless the swords have been destroyed, the user is capable of manipulating them from anywhere on the field, either returning them to their state of surrounding the user, or swarming the enemy with them. Another usage of this technique is to, when a sword(s) is near the opponent, detonate the weapon, releasing a short-range explosion of Dark flames which are equivalent to B-Rank in strength, causing concussive and burn damage.

⇒ No Dark techniques above A-Rank can be used whilst this technique is active
⇒ Lasts 2 turns
⇒ Usable 2 times

□ Approved. Edits made. □

Hadō #95. Tenebris Aeterna / Way of Destruction #95. Darkness Forever
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: This technique revolves around utilising the powers of Dark for pure destructive purposes. The user will channel an extreme amount of Dark chakra in order to fuel the technique, and create a single portal of Dark chakra or a large scale amount of smaller ones. They will release the chakra from their dark mark and it will shape into the portal(s) upon release. From this portal(s), the user will summon various smaller masses of Dark chakra, using shape manipulations to give them the shape and basic physical features of weaponry, e.g. swords, shuriken, kunai, lances etc., but still retaining the signature blue hue of Dark chakra. Upon mental command from the user, the chakra weapons will surge forth from the portals extremely quickly, as if numerous arrows fired from bows. The dark chakra exhibits solid-like tangibility (similar to Fire Release: Dragon Flame Release Song Technique). Once the weapons strike the target, the natural properties of Dark chakra will begin to take effect, absorbing chakra from the target if there is any to be found, following the strengths and weaknesses of Dark Release. If the user so chooses, they can detonate an individual chakra weapon (costs a move), which will set off a chain reaction with the other chakra weapons, culminating in a large explosion.

⇒ The weapons will fire until the end of the turn used
⇒ Can only be used twice per battle

□ Approved. Of course only usable after absorbtion has occured. □
 
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Panthalassa

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( Ninjutsu: Mufun ) Ninja Arts: Anemophily

Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: The user will unfold a scroll, in a procedure similar to Earth Release: Mud Wolves, and summon a great mist of chakra. This technique can be seen as the precursor to the Hidden Mist, except the user unleashes a great concentration of raw chakra by supressing the nature conversion procedure. Naturally, this raw chakra mist is transparent, as it would require nature conversion to have any physicality, but will still distort some light when it is releasing into the battle, preventing it from being completely invisible, and it's glaringly visible to doujutsu and chakra sensors. This basic mist is dependant on the scroll, so while it will be maintained for as long as the scroll is unfolded, it will vanish as soon as the scroll is damaged. It has only 2 properties, the first is that it behaves similarly to the Water Release: Polination technique in function. The second is that the user can exert his chakra onto the mist to run it through the nature conversion procedure. Except when converted through Water Chakra, or Water-Only advanced Elements, it will lose it's first property and acquire the element's properties, including damage proportional to it's rank.

Note: The range and power of the mist is proportional to the chakra used. D ranks can only grow to a maximum of Short-Range, while it is required to be higher than B rank to be able to grow higher than Mid-Range.
Note: When converting into an Element, the mist will only last the turn it is converted, before dispersing, except when turned into Only-Water based elements, which will last 2 turns before dispersing.
Note: Can only be used twice with an S rank strength, 4 times with an A rank strength and requires 3 turns between usages. Requires 2 turns between B rank usages.

Polination Reference:

□ Approved, edits made. □

( Ninjutsu: Henshoku ) Ninja Arts: Plasticity

Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will, after forming 3 handseals, manipulate natural mist or mist created by the user or his summons to give it nature conversion properties. In essence, the user will impose his chakra onto the mechanics of ninjutsu, to reverse and re-convert a technique onto a different nature. For example, when used against a fireball that penetrates through the mist, it will reverse into raw chakra and then, if the user wishes, it will turn into a different element that the user knows. In essence, the user will strike his chakra onto the incoming ninjutsu converting the technique into a same rank basic ninjutsu and then into a same rank elemental ninjutsu of a different nature. This technique works against A rank elemental ninjutsu. It can be used against up to 4 A ranks, and can convert any number of lower ranked techniques. The user will imprint one mechanic into the mist, and for the whole turn it will convert any technique to that element. Each turn the mist is in play will cost 10 chakra, and the user can change the element ( This is stated at the end of the turn, so that it's effect will last the next turn ), though it will need to take the place of a jutsu per turn to change it.

The user can convert his own techniques, samewise, he can use the same restrictions to perform just the reversal part, turning every elemental ninjutsu into Basic Ninjutsu, instead of reconverting, or just the conversion part instead of reversing ( for Basic Ninjutsu techniques ). The user can also use the restriction of the previous rank depending on the nature of the vessel mist. A Water mist allows a primary specialist to obtain more conversions ( 2 additional A rank conversions ) , while a primary Ninjutsu specialist, or a user of just one Basic Elemental Nature can obtain the same benefits from a Raw Chakra Mist.
Remote techniques, where the conversion happens not within the body but outside the body, are particularily susceptible to this technique. If the targets are within the mist, their techniques will be converted near immediately because this technique will counter them in their genesis, where raw chakra is in the process of being converted and the user merely guides this to what he wishes instead. So a projectile that forms in the gut will be an Internal Conversion, while applying your chakra to create a pillar will be an External Conversion, and thus count, for the purpose of this technique, as one rank lower.

Note: Regardless of how many times this technique can function,which is up to 4 turns for an A rank and B rank and below unlimited, it is attached to a vessel mist. This will turn natural mist into Basic Ninjutsu Mist, S rank. Mist sources that come from techniques will have their proper ranks, regardless of being lower than S. This means that, even if Plasticity can affect 2 A ranks, without strenghtning the vessel, it will merely break after one conversion.
Note: This technique will function for a maximum of 4 turns within a mist. It will break once it spends all it's conversion power or the mist is dispersed, or at the user's will and can only be used 2 times.

♢ Approved ♢


( Ninjutsu: Sebone ) Ninja Arts: Osteogenesis

Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20 ( +20 per turn )
Damage Points: N/A
Description: Osteogenesis is a technique that pertains to strengthen and regenerate active techniques, while also increasing their duration. This can only be applied to non-damaging techniques, or defensive techniques. The user will infuse 20 chakra onto a technique, per turn. For as long as the user has chakra, the supplementary or defensive technique will always have a buffer of 20 chakra, unless it is struck with damage superior to th 40 damage buffer, regardless of it being a single technique or more. For example, if applied to a B rank, it will have a "life" of 40 damage, plus 40 damage. The rank of the technique remains unaltered, but it's life will be more durable. This allows one to defend from 80 damage ( An S rank ), and remain for the next turn, where it will be replenish by 40 damage. Over a number of turns, the "life" of the technique can be replenished to the base max ( which in this case is 80 ) or be struck with superior damage at any regenerative stage. Elemental S&W will still apply, and are translated as a +20 damage or a -20 damage if they're a weakness or a strength. In the previous example, if the technique was a weakness and an S rank, it would drain 80 damage but then the +20 damage would break the defense, in this case both would be neutralized, and the effects of Osteogenesis would end.

Note: This technique can be applied to any rank, but only to a single technique. It can be used 2 times in battle, can only be applied to S ranks only twice per battle. It lasts as long as the user has chakra, though it will count as a move every 2 turns. This will also increase the duration of the vessel technique for as long as it has "life" or the user runs out of chakra. The user can disrupt this technique at any point.
Note: Can't be applied onto Forbidden Rank techniques, nor be taught to anyone.
Note: If there is a way to turn a technique into a damaging one, it will break Osteogenesis.

□ Approved, edits made. □
 
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Priest

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Fuin Genjutsu: Rūmu - Sealing Illusionary Arts: Room
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40 (-5 per turn to maintain barrier)
Damage: N/A
Description:
The user would create a large barrier dome that covers a wide range, up to 30meters. The barrier is an intangible barrier with slight blue hue that would soon diffuse into an invisible one once its made. The barrier is a medium for a series of illusions that are triggered through hand/weapon gestures so far the user and the target(s) in questions are within the barrier. This means the genjutsu is not cast until hand/weapons gestures are made even when the opponents are within the barrier. Albeit not a dormant genjutsu, the barrier acting as a conduit, responds to specific gestures from the user within the barrier thus putting those within the barrier in an illusion corresponding to the gesture.

Amputate
By swinging one's sword, reminiscing a slash or several slashes from anywhere within the barrier, even when not close to the target, The "amputate" illusion effect is triggered. After the slash, the opponent see themselves all cut up in slices. The number of slices and body parts cut depends on the way the slashing motion is executed. A horizontal would make the target see himself cut in half horizontally across the middle section. 2 horizontal slashes would make him see himself in 3 separate slices, while the separation of body part happens in tandem with the slashes as if the target is cut up close. Several random slashes would make the opponent see himself cut up in many pieces. However, the slashes are only slightly painful, the separation looks real albeit being an illusion, they are not lethal, nor would blood escape from the separate parts as the separate parts looks as if they are clothed in a thin and invisible barrier coat. The target would still able to see himself and if he is able to bring his body parts back together, they meld back as if nothing has happened. However, it is difficult to bring back body parts within the illusion depending on which body parts are dissembled and how far apart the separated body parts are from each other.

Shambles
By doing a swapping gesture with the hands, fingers, the "shambles" illusion is triggered. This is an illusion where physical and non physical matter are swapped, or switch places. Depending on the user's imagination, the opponents may see two things within the terrain switch places, two of his body part switch places e.g: the head switch places with the right hind limb. He may even perceive the user switch places with another object or matter within the terrain albeit this isn't true its just an illusion. Switching physical matter is completely harmless even if the target's body parts switch places, however it give room for great distraction, misdirection and stealth. For a non physical swap, there need to be more than one target within the barrier, so by doing a swapping gesture at both parties, an illusion of personality switch occurs. For example, Ninja A = hozuki, Ninja B = Aburame, switching their personality gives them an illusion switch in abilities. Its like Ninja A seeing himself in Ninja B's body thus has no idea how to control bugs. Ninja B see himself in Ninja A's body thus has no idea how to use hozuki clan abilities. However, they are still aware of all their basic abilities, the personality switch only affects KGs, Clan and Special abilities, except ofcourse they have a special ability that both of them know. Likewise, a ninja's personality can be switched with his summoning if its present within the barrier. All this, the user seen switching places or physical and non-physical swap, are but an illusion and not harmful in any manner albeit only the personality swap limit the target to the basic ability of the body its swapped into.

Mes
By doing a forward palm thrust towards the target, the illusion "mes" is triggered(only on the target the palm thrust is aimed at). The target would see that regardless of the distance between him and the user, they are instantly hit by the force of the palm thrust and has caused one of their delicate organs to painfully eject from their body from the other side of their body. They would see the attack had left a cubed shape hole at the part of the body struck while the organ expelled is encased in a glass-like cube. The expulsion of the organ however, is harmless but painful and would for a second, make the target's vision hazy, with aim of making them think they are fatigued. Like amputate, the gaping hole made on the targets body is also not bloody and is clothed in a glass-like barrier. However unlike amputate, the target is unable to re-attach the organ even by slotting it back into the hole. With the organ out, if the target did not release himself from the illusion, his fatigue would multiply greatly as time goes on within the illusion and at the end of the 2nd turn, he'll pass out in real life due to immense mental fatigue.

Takt
The final gesture is one that is done by moving the index and middle finger in any direction. By doing this, the illuison "takt" is triggered. The target would see objects or themselves being moved telekinetically towards any direction at speeds depending on the speed at which the fingers are moved. If used to lift the target, the target would see and feel themselves being off the ground or wherever they might be and according to where the fingers are directed. Depending on the kind of movement the user wants, Takt can be sustained during which no other jutsus can be made, as the fingers would need to continue the movement gesture to sustain the movement. If its just to lift and drop, it can be used to throw that target in a particular direction and thus, needs no sustenance. This however, is but an illusion as the target had not left his previous position.

NOTE
Room Barrier last for 4 turns per use and can only be used 2x per battle with 2 turns inbewteen usage
The barrier itself is only an A-rank non physical barrier while the genjutsu is S-rank
Each illusion variant can only be used 1x per turn during each usage of Room barrier
Using any illusion variant counts as one move per turn. At most 2 variants can be layered(3 if a genjutsu specialist), both counting as one move. For example, Mes and Shambles can be layered so that once the organ is expelled using mes, the user can at the same time, use shambles to swap the organ with another object to increase the range at which the organ is from the target. The gestures would need to be done concurrently to make this work.
No A-rank an above fuinjutsu and genjutsu the turn the barrier ends.

~DNR~
Too much wrong with it to explain succinctly
 
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Typhon

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Approved Contract:

(Kuchiyose no Jutsu: Yashima no Hage-Tanuki) - Summoning Technique: Tanhage
Type: Summoning
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: Tanhage, also known as Yashima no Hage-Tanuki, is the patriarch of the Tanuki clan and the unrivaled leader. He is one of the three famous Tanuki along with his brother and sister. As the clan leader he is quite old and appears so. He hunches over and has a light brown beard. He wears a sky blue robe and carries an old wooden cane. Despite being hunched over he is still quite large, standing at about twice the height of the average human. Tanhage is a master of the Tanuki arts, being the most skilled in their art of transformation as well as their famed scrotal arts. His mastery of the scrotal arts allows him to manipulate the physical properties, size and shape of his scrotum to a very high level. Using this ability he is able to create an incredible range of shapes, tools, weapons, etc. using nothing more than his scrotum. While this isn't unheard of among the Tanuki, it is what they are famous for after all, Tanhage was able to develop it even further by combining it with their skill for transformations. Using this he is able to create very life-like imitations of many things, say for instance a tiger, or a boat, using his scrotum. By controlling the density of his scrotum as well as the shape and appearance he is able to build impressive constructs that can be used as powerful defenses or attacks.
-Can create C-S rank constructs.
-Can create one F-rank construct, but immediately leaves after using.
-C-A rank constructs have a short-mid range.
-S-F rank constructs have a short-long range.
-Each usage counts as move.
-Can be summoned once per battle.
-Lasts for up to five turns.


Declined: this ranks in at #2 on my discomfort list for CJ checks. Anyways, the chief issue with this tanuki's "scrotal arts" is size manipulation.. I feel that it theoretically overlaps with the Partial Multi-Size Technique. And no to F-rank constructs.


Approved Contract:

Decided to just split the scrotal arts off on its own as a unique ability for Tanuki in general. I changed the size limits to be based on just being big in general and elasticity rather than size manipulation

(Tanukiton: Innouton) - Tanuki Arts: Scrotal Arts
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra: 15-40
Damage: 30-80
Description: If there was one defining feature of the Tanuki species, it would be the unusual and discomforting size and manipulation of their scrotal sacs. Long before the Tanuki became involved with ninja, they used these arts for a number of tasks as well as with their trickery of humans. The scrotal sacs of the Tanuki are renowned for being much larger than their body size would suggest. The sheer size of these sacs made it typical for them to be slung over a Tanuki's shoulder or tied around their waist during their normal daily activities. Along with the unusual size, their sacs are incredibly elastic, allowing for them to stretch and increase their surface area. After becoming an animal contract for ninja, the Tanuki weaponized their famed scrotal arts. They learned to further manipulate the shape of their scrotum while using chakra to harden the skin to create constructs that could be used in battle. These constructs were fairly crude, but could be used as shields or weapons. This ability was restricted to the male Tanuki, and their skill with it is dependent on the summon's own rank, being capable of using the scrotal arts up to that same rank.
-Can only be used by male Tanuki.
-Each summon can use this up to their own rank.
-S-rank can only be used once per summon.


Approved: edits annotated in pink.


(Kuchiyose no Jutsu: Yashima no Hage-Tanuki) - Summoning Technique: Tanhage
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Tanhage, also known as Yashima no Hage-Tanuki, is the patriarch of the Tanuki clan and the unrivaled leader. He is one of the three famous Tanuki along with his brother and sister. As the clan leader he is quite old and appears so. He hunches over and has a light brown beard. He wears a sky blue robe and carries an old wooden cane. Despite being hunched over he is still quite large, standing at about twice the height of the average human. Tanhage is a master of the Tanuki arts, being the most skilled in their art of transformation as well as their famed scrotal arts. As is common with Tanuki, his scrotal sac continued to grow throughout his life. It is a sign of his leadership in the clan that his scrotum is much larger than any other Tanuki, and his skill in manipulating its shape is far superior to his clan mates. Whereas other Tanuki may wear their scrotum slung over their shoulder, Tanhage must wear it balled up into a backpack of sorts. This excessive size allows him to use the Scrotal Arts at increased distances, so mid-range up from short and long-range up from mid. Using this ability he is able to create an incredible range of shapes, tools, weapons, etc. using nothing more than his scrotum. While this isn't unheard of among the Tanuki, it is what they are famous for after all, Tanhage was able to develop it even further by combining it with their skill for transformations. Using this he is able to create very life-like imitations of many things, say for instance a tiger, or a boat, using his scrotum. By controlling the density of his scrotum as well as the shape and appearance he is able to build impressive constructs that can be used as powerful defenses or attacks. Beyond his proficiency in the Scrotal Arts, he is also exceptionally skilled in earth style, being able to use it up to S-rank. Within his usage of the earth element, he was able to incorporate 3 of the techniques into his scrotal arts. By adding earth chakra to his scrotal arts he can combo it with the earth spear, added weight, and light weight techniques.
-Can only be summoned once per battle.
-Scrotal Arts follows the same restrictions as the technique aside from the above mentioned exceptions.
-Disperses after four turns.


Approved: edits annotated in pink.

 
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(Gurīdo ∞ Eien no Kiga) Greed ∞ The Eternal Hunger
Type: Weapon
Rank: Forbidden
Range: Short - Long (Depending on Greed's shape)
Chakra: N/A - 50 (Devour) 20 (Regeneration) 10 (Shapeshifting)
Damage: N/A (40 whilst Assimilated) (10 damage every turn)
Description: Greed, also known as "(Kamītā) God Eater", is a weaponized Symbiote, a sentient type of organism that seeks out and bonds with a host organism in order to survive, and thrive. Unlike most symbiotic entities Greed is a "Mutualistic" Symbiote, a type of symbiote that survives through a host organism, while providing the host some manner of benefit with it's presence, unlike others which are typically "Parasitic" Symbiotes, which only bring pain, suffering and/ or death with their presence. As one might expect, Greed has an insatiable appetite, and the unfortunate habit of eating just about anything that comes within range, indiscriminating between friend or foe, trash or treasure, etc. All he knows is his own eternal hunger, and the desire to be free from it. While this is most prevalent personality trait, Greed is also brutal, arrogant, disrespectful, sadistic, deceptive, and much, much more, all thanks to his begrudging dependency on other organisms for his survival.

Greed's ravenous hunger goes hand in hand with his ability to analyze, retain and replicate the appearance, texture, properties, etc of any solid material he devours, regardless of whether it is natural, man-made, created via Chakra, etc, similar to the Ninjutsu . As stated, this ability only works on solids, meaning liquids, gasses, energies, etc cannot be devoured and replicated using this ability, as they lack physical substance for Greed to consume and assimilate. Examples include a wide and varied range from basic earthen materials like dirt and hard earth, to denser materials, like rocks, metals and crystals, and organic materials, such as wood. In the case of materials devoid of chakra, devouring them costs no Chakra and is a passive action. In the case of materials created via Chakra, the user must expend Chakra equivalent to the Rank of the material Greed wants to devour and this will cost a move. Greed can only replicate the properties from a single material at any given time, in addition to his base state. The ability to assimilate the properties of a material into his form is a passive one, and requires no Chakra from the user to achieve, but is limited to only one change per turn.

In his base state Greed possesses an immunity to B-Ranks and below, and requires at least an A-Rank to damage him, and another to destroy him, or one S-Rank, etc. While Greed is injured in his base state, he can quickly regenerate injured/ destroyed parts within that same turn, at the cost of being being unable to assimilate/ replicate the properties of a material. In other words, while Greed is regenerating, he cannot devour materials to analyze their properties, change his shape, or enter his assimilated state, as he is solely focussed on regenerating from the damage he has sustained.

In his assimilated state, Greed's durability is increased to Forbidden Rank, and requires at least one S-Rank to damage him, and another to destroy him, or one Forbidden Rank, etc. While Greed is injured in his Assimilated state, he can regenerate injured/ destroyed parts over the course of the next turn, during which time he is still susceptible to a fatal attack. Finally, thanks to the increase in his durability, physical attacks that utilize Greed whilst assimilated also receive a substantial increase, dealing 20 more damage, such as Taijutsu, or Kenjutsu if Greed changes his shape into that of a blade.​

In addition to his "assimilation" ability, Greed also has complete and total control over the shape and general functions of his form, allowing him to change his forms shape and functions to suit his needs, usually covering the majority of his form into as many mouths as he can. This "Shapeshifting" relies on a mass-conversion system, allowing Greed to mould himself into shapes and forms equivalent to, or less than, the total amount of mass he has consumed. This can allow Greed to shape his form in many ways, moulding himself into the shape of various weapons, like a blade to facilitate the usage of Kenjutsu, or a whip-like appendage to engage in ranged strikes, while his assimilation ability allows Greed to change the general properties and appearance of these shapes into various materials, making his strikes both versatile, and deadly.

Through both of these abilities Greed is implanted into users Biography's hands/ arms via Medical Ninjutsu, requiring a Medical Ninja to oversee the merging of the two. This is performed within the NarutoBase Hospital to ensure that Greed's consumption and replication of the user's hand/ arm is as close to the original as possible, and, using their knowledge of the inner workings of the body, ensure functions like the flow of blood, as well as the connection between Greed and the user's Tenketsu, the flow of the user's Chakra into Greed, and other biological functions, such as the connection between nerves, etc, are as functional as possible. This allows both the user and Greed to share their senses, experiences, allows direct mental communication between the two, etc, while also allowing the user to weave seals using Greed as a proxy, and supply Greed with Chakra for his abilities, or for Greed to forcefully drain Chakra from his host. Greed can also devour small portions of the body and with every inch of the user devoured comes excruciating pain, equivalent to the pain inflicted by biting your tongue off.

While the user has some leeway in their manipulation of Greed, such as utilizing him to perform hand seals for their Jutsu, Greed is still his own organism, and thus is capable of both independent movement, thought, actions, etc, regardless of input from his host. This means that, should the host may be incapacitated, or unable to act in some manner, it doesn't necessarily apply to Greed. For example, in the case of a Genjutsu directed at the host, although they and Greed share the same Chakra flow, because Greed has his own mind, senses, etc, he would be unaffected unless the Genjutsu affects multiple targets.

Note: The acquisition of unique or specific materials must be performed in an Official Fight where Greed consumes the specified material, and the user emerges victorious, or escapes the battle. Additionally, the user must compile a list of all materials Greed has devoured, with the links to the appropriate battles, within their Custom Jutsu thread.
Note: Can only be used by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Pending. Leaving for NK. □

‡ Approved ‡ Made edits.




(Fūton: Chokusen to Yajirushi no Pasu) Wind Release: Straight and Arrow Path
Type: Offensive/ Supplementary
Rank: B-Rank
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user starts by infusing Wind Release Chakra into a projectile weapon, typically a Bow and Arrow, but other forms of weapons that fire projectiles are applicable, such as blowguns, crossbows, etc. As they infuse their chosen weapon with the Chakra, they become completely shrouded in a light swirling vortex with a faint green hue. The user then launches the projectile, deliberately aiming off-target as a means of faking-out their true quarry, as the shroud channels from the weapon into the fired projectile. As the infused projectile flies through the air at an incredible speed, twice the user's running speed, thanks to the shroud of Wind reducing wind resistance for the projectile, once it reaches a certain point, usually as it is about to fly past the intended target, the user surges their Chakra, activating the shroud's second effect. The majority of the shroud's presence becomes accumulated at one central point along the shaft/ body/ etc of the projectile, and immediately releases three bursts of Wind, first to halt/ slow the projectile down, second to change its trajectory, then finally fire the projectile in that direction at top speed. The sudden change in the projectiles trajectory, and the process used to achieve this change, is virtually instant, making it very difficult to track without some form of Chakra Sensory or Dōjutsu, and harder still to defend against, simply due to the tricky nature of the shot. Finally, the user can apply the shroud to multiple projectiles, such as knocking multiple arrows on a bow simultaneously, but with each additional projectile the power of this Jutsu is distributed equally amongst them, to a max of 4 projectiles with 10 power each. Easily utilized for swift and silent takedowns during covert ops, this technique is also very handy for simply outright shooting the user's targets with a blindingly fast, Chakra infused projectile, and was used by a lone Guardian, and legendary Hero of Justice, who only appeared when the world was drenched in warfare, and on the brink of annihilation.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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□ Declined. Its fine, though no Long range, and also, twice the user's speed? Nah. Also, amount of times it can be used. □




(Godai Kihon Seishitsu: Seimei no Sasayaki) Five Basic Natures: Whisper of Life
Type: Supplementary
Rank: E-Rank - C-Rank
Range: N/A
Chakra: N/A - 15
Damage: N/A
Description: Created by an isolated young girl, who had a deep connection to the Water Element. Over the course of her adolescent years she infused her Chakra into the ocean, and other various bodies of water around her, which responded to her overwhelming loneliness, and developed it's own semblance of sentience. This Jutsu allows the user to create a sentient familiar for Elements they specialize in, similar to other sentience-based Elemental Ninjutsu, but on a much deeper level thanks to the connection one forms with their specialized and favourite Element(s). These familiar are not limited to basic awareness of their surroundings, in fact they can develop a personality, emotions, desires, etc, all apart from and unbound by any external influence, including the user. In this regard they are lesser than other kinds of sentient Jutsu, as they aren't created with any direct purposes in mind. This is where sentient Jutsu like "(Doton: Doro Ookami) - Earth Release: Mud Wolves" have an advantage, as they have a specific duty and the means to achieve it, and continue until they fulfil that purpose, run out of Chakra, or are destroyed. This techniques creates a more "general" kind of familiar, only capable of basic interactions, such as speech, and basic manipulation of their own form, giving themselves an appearance that suits their needs and/or desires. By taking a small amount of Chakra from the user, these familiars can manifest themselves from the user's form itself, either manifesting as part of their person, or as a separate entity which accompanies them, the size of which depends on the amount of Chakra they expend. Alternatively, if there is an existing source of that familiars Element, they can manifest themselves from/ within that source. Both of these forms of manifestation are passive, being activated by the familiar themselves, the only difference being if there is no natural source available, the familiar expends a small amount of the user's Chakra.

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Declined: too much overlap with Yang Release: Change into Hell.

 
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Delta

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(Raiton: Hebi Maisō) Lightning Release: Snake Burial
Type: Offensive
Rank: S rank
Range: Mid range
Chakra: 40
Damage: 80
Description: The user will begin by forming 2 handseals and channeling Raiton chakra into their leg. Once the handseals are completed, the user will stomp their foot. As they do this, they will channel their chakra into three separate points around the battlefield. The first will be directly in front of the user, the second and third will be at an equal distance away from the opponent to the left and right, forming a triangle of chakra with the opponent being in the center. Once the chakra forms, the lightning will form into three large five meter long snakes. The snakes then travel along the ground from all three locations towards the opponent. Once the snake get into range, the two back snakes will coil around the opponents legs and arms binding them and delivering paralyzing electrical shocks to the opponent while the third will lunge at the opponent acting like a lightning spear and impaling the opponent. The three snakes act on their own, and don't require chakra to fuel them, therefore, once activated, the snakes will lock onto the opponent and wont stop pursing until they either kill them or the opponent moves out of range. Each snake can reach fifteen meters in every direction from the summoned location, and all three snakes can launch themselves up to fifteen meters into the air, meaning to dodge this technique the opponent needs to enter long range away from the original position of activation or move into long range from the ground. If the opponent enters outside of the snakes target range, all three snakes will automatically disperse.

Restrictions:
Can only be used twice per battle with a two turn cool down in between usages.
Once the technique is activated, the user can use other jutsu as the technique is self fueling and doesn't require the user to focus on it.
The snakes maximum range is 15m in each direction from the point of activation.
The technique will stay activated for a maximum of 2 turns before the snakes will disperse.

□ Approved. Remember each Snake is just B rank. □
 
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-Albel-

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New Submission:

(Meiton: Chō yūshūna kōgeki) Dark Release: Super Excellent Attack!
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: A technique designed to help dark users out during battles. When the user goes to perform a dark jutsu and has one dark fuel handy they will offer up said fuel while performing a single hand-seal in addition to any the current move they are about to use has. This would count as part of the jutsu they are about to perform meaning it would happen in the same time-frame. When the user offers this dark fuel and performs this extra seal the fuel offered will be added to the technique in use and will increase either the over all size of the jutsu or the range it can reach. Meaning if the jutsu in use can only reach up to mid range it would now be able to go into long range, and if the jutsu in use is small in nature it would become that of medium sized. The user can freely choose which one he would like to increase either the size or the range, but can only choose one can not have the size or ranged increased twice at the same time. Meaning one can not offer up two dark fuels and increase a small scale dark jutsu to a large size. This cannot be used on already exists dark jutsus, must be used at the same time one is performing to use one.

Declined - although it says dark, the principle of adding chakra to increase size and range of jutsu is a generic one that's been done alot. Rock expansion, earth expansion being two that both i can use just for earth, my other expanisions ad chakra to increase size, and there are other jutsu to increase range. Not only this but from the wording this could be used on genjutsu, to increase the range which is auto decline.

(Meiton: Chō yūshūna kōgeki) Dark Release: Super Excellent Attack!
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: A technique designed to help dark users out during battles. When the user goes to perform dark jutsus only and has one dark fuel handy they will offer up said fuel while performing a single hand-seal in addition to the move they are about to use has. This would count as part of the jutsu they are about to perform meaning it would happen in the same time-frame. When the user offers this dark fuel and performs this extra seal the fuel offered will be added to the technique in use and will empower it,increasing either the over all size of the jutsu or the range it can reach. Meaning if the jutsu in use can only reach up to mid range it would now be able to go into long range, and if the jutsu in use is small in nature it would become that of medium sized. The user can freely choose which one he would like to increase either the size or the range, but can only choose one can not have the size or ranged increased twice at the same time. Meaning one can not offer up two dark fuels and increase a small scale dark jutsu to a large size. This cannot be used on already existing dark jutsus.

□ Declined, DNR. Not allowing changes in range for pre-set techniques, this caused chaos before *Flashes back to Scorps roast* *Shudders* □

Can't quote the
Updating:

(Metion: Doragon Otakebi) Dark Release: Dragon's Roar
Type: Defensive/Offensive
Rank: S-Rank
Range: Short(Defensive), Short-Long(Offensive)
Chakra: 40 (-15 per turn; -40 to opponent if contact is made)
Damage: 80
Description: The user will begin releasing a large amount of dark chakra from the markings on both palms to where it surrounds the user in the form of a self sustaining purple transparent barrier that covers the users frame or can have it extend to the end of short range in the shape of a dragon's head. The barrier follows dark's absorption strength and weaknesses meaning it can absorb F-rank and lower from jutsus weak to dark, same rank and lower for those neutral to dark, and A-rank and lower for those strong against it. Being that the barrier absorbs chakra it can also sap chakra from enemies who come into contact with it(-40 chakra) When the barrier has absorb the maximum it can take from either jutsus it is strong(F), neutral(S), or weak(A) against the barrier will glow a light blue in color and then shoot towards the desired target in the form of a large dragon head made of light blue flames. With simple hand gestures the user can control the head as it moves towards its target. Being made of dark chakra and made of light blue flames as well as the force behind it, it is capable of causing deadly 3rd degree burns all over the body as well as sever internal damage such as broken bones and ruptured organs. If the user makes the barrier bigger than his frame and moves around the barrier will follow, keeping the user at the center.
- Can only be taught by Albel
- Can only be used twice and must wait two turns before using it again
- No other absorption based dark jutsus in the same turn this is made

□ Declined, keep the original. You also removed how long the barrier lasts >_>. □

New Submission:

(Meiton - Dorakonikku Doraibu) Dark Release - Dragonic Drive
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 every turn to sustain)
Damage: N/A (+20 to Taijutsu)
Description: An ability to help increase the ability of dark users in close combat. The user will begin by activating one or more of the dark marks and will begin releasing dark chakra from it. From there the dark chakra will coat the area where the mark(s) are located, and take the shape of the part it covers. For example, if the user does this with the mark on his left palm the dark chakra released will surround the entire left hand, taking the shape of it similar to how a glove would fit on a hand. The dark chakra that has been release is connected to the dark markings which it constantly drains the users chakra to stay active. Because of the destructive properties of pure dark chakra any Taijutsu based attacks used with this will receive an increase in damage, but not only that but because it is dark chakra and it being connected with the markings, the user is able to absorb jutsus that mainly cover the body such as lightning armor if they are to make contact with it, of course following dark's strengths & weaknesses.

- Lasts two turns
- Can only be uses twice per fight
- Has a one turn cool-down in between uses

□ Approved. □
 
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Jᴀʏ

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(Senninka: Ashurapointo) - Sage Transformation: Asura Point
Type: Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 to sustain)
Damage: N/A
Description: A purely supplementary transformation within the Four Point Transformation Series. Through the user's latent ability to absorb nature energy in order to manipulate ones own body, this technique refers to the user's ability to manifest pseudo appendages on their body, instead of weapons. These limbs range from arms to legs, to even eyes, noses and ears. The user's ability to manifest these appendages have varying effects on their fighting ability. Manifesting pseudo arms allows the user to be more proficient in areas of fighting such as kenjutsu or taijutsu as they have access to more limbs, it can also prove useful in ninjutsu as these pseudo limbs are capable of forming hand-seals required for jutsu. Leaving the user the option to launch kunai or other tools while they perform ninjutsu. Manifesting certain parts of the body that input sensory information is another part of this technique dubbed "Dead Sense" manifesting eyes throughout one's body to give themselves 360 degree vision, manifesting ears allow the user to hear sounds masked by others, and manifesting noses allow the user to heighten their sense of smell. No matter the amount of these appendages this technique will only ever boost the user's tracking speed by x2.

Note: Can only be taught by Jᴀʏ
Note: One turn cool-down before re-use
Note: Activation of this technique is instant
Note: This technique lasts four turns, unless the user decides to deactivate it or undergo a different transformation.

□ Pending. Leaving for Vex/NK. □

‡ Approved ‡ Removed the usage limit since this is a B-Rank and lengthened the duration. However something like this has no reason to be instant or used in the same TF (unless paired with other ST techniques).

(Senninka: Kanzen ni Atarashīmono) - Sage Transformation: Something Entirely New
Type: Supplementary
Rank: C
Range: Self
Chakra Cost: 10
Damage: N/A
Description: A Sage Transformation clansmen simply modifies their muscle, nerve and bone structure allowing them to be as tall, or as short as muscular or as fat as they want to be gaining or losing height, weight, muscle mass as well as the other bodily structures required. This is similar in regards to how Juugo changed his height, weight and bodily structure by absorbing new cells or releasing his own cells and works on fundamentally the same principle. This technique is passive in it's usage and unlike most Sage Transformation techniques once completed it doesn't require chakra or energy to sustain and maintain and becomes permanent until the technique is used again. It can be used to changed the Sage Transformation clansmens appearance at a rudimentary level by changing their bone, muscle and skin structure allowing them to take on the appearance of others. While undergoing the transformation their body glows a mix between red and black as shown when Jugo uses Sage Transformation to change his cell structure but turns the color of natural flesh after completion, instead of the usual Sage Transformation gray. By changing their height the Sage Transformation user may be able to avoid certain techniques with a line of effect such as fireballs, thrown kunai etc. They can be as short as a new born baby (roughly 20 inches) with the bodily structure of an adult, or as tall as three meters with the weight to match these forms.

Note: Can only be used three times per battle or war conflict.

□ Pending. Leaving for Vex/NK. □

‡ Approved ‡ Nice technique, I like what you're doing with the field.

(Fuuton/Kenjutsu: Manjifurai) - Wind Release/Sword Technique: Manji Fly
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will channel Futon chakra into his sword, and spin it by the lanyard at it's hilt. The blast of wind is capable of propelling the user in any direction he hopes to go in, left, right, forwards, backwards, up and down. The user must spin the sword in the direction the user wishes to go, and the blast of wind will pull the user in this direction, kind of like a helicopter. The user of this technique can steady the amount of wind chakra fueled into the technique to keep themselves steady while in mid-air. The user is able to move at their running speed while utilizing the wind propulsion. The wind however can be used for much more than just flying, the wind can be released by spinning the sword to release a spherical blast of wind. Due to the incredible rapid sword movement, and the blast of futon that's released it is capable of cutting through earth (B rank within reason), blasting away water (B rank within reason), overpowering other wind techniques (same rank and below, within reason), and it is also effective against B rank and below fire techniques. The blast of wind is also sharp and capable of cutting apart people should the user use this technique as an attack.

Note: Can only be taught by Jᴀʏ
Note: Can be used to attain, and maintain flight.
Note: Other techniques can't be used whilst this is active.
Note: Sword used to perform the technique must have a lanyard, or sash of some sort.
Note: Can only be used 4 times.

□ Approved. Edits made. Shout out Yoshimitsu. □
-removed lanyard part
(Fuuton/Kenjutsu: Manjifurai) - Wind Release/Sword Technique: Manji Fly

Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: The user will channel Futon chakra into his sword, and spin it. The blast of wind is capable of propelling the user in any direction he hopes to go in, left, right, forwards, backwards, up and down. The user must spin the sword in the direction the user wishes to go, and the blast of wind will pull the user in this direction, kind of like a helicopter. The user of this technique can steady the amount of wind chakra fueled into the technique to keep themselves steady while in mid-air. The user is able to move at their running speed while utilizing the wind propulsion. The wind however can be used for much more than just flying, the wind can be released by spinning the sword to release a spherical blast of wind. Due to the incredible rapid sword movement, and the blast of futon that's released it is capable of cutting through earth (B rank), blasting away water (B rank), overpowering other wind techniques (same rank and below, within reason), and it is also effective against B rank and below fire techniques. The blast of wind is also sharp and capable of cutting apart people should the user use this technique as an attack.

Note: Can only be taught by Jᴀʏ
Note: Can be used to attain, and maintain flight.
Note: Other techniques can't be used whilst this is active.
Note: Can only be used 4 times.
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□ Approved. □
 
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Troi

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(Daen no Sukēru) ☪ Scales of Ellipses ☪
Type: Offensive/Supplementary
Rank: S
Range: Short/Short-Medium
Chakra: 40
Damage: 80
Description: The Scales of Ellipses are a prized Barracuda summoner's technique. Used as a necklace or doubled over as a bracelet, this piece of jewelry is comprised of twenty barracuda scales. Although small, each of these barracuda scales can become enlarged the size of regular shuriken at the user's will. The scales, in regular form and shuriken form can be thrown very precisely and reach from short to medium range. The jewelry itself is, of course, short range and on the user themselves. The unique part from these scales aside from their enlargement capabilities, is that they are infused with sound chakra at all times and can carry out destructive or hindering sound waves. When thrown or making contact with something. These sound waves, however, only reach short range from itself but are S rank in power, able to deal extensive damage to the target or targeted area. The user gets twenty of these per battle and they are non-replenishable. Using five of these together after enlargement, the user can combine and use these as chakrum with the same capabilities as a scale itself, capable of kenjutsu techniques and weapon-based attacks and after being thrown are capable of coming back to the user.

Note: Each action with these scales cost a technique per turn
Note: Must have signed the Barracuda contract to utilize
Note: Must be stated in the user's bio and/or pre-battle
Note: Can only be taught by Moxxi

□ Pending. Leaving for Pekoms. □


Declined: there's a distinct difference between the two types of sound waves you've mentioned.
Either way, all the effects still need to be elaborated upon much more than they are, at present.


(Kuchiyose no Jutsu: Kami Kingubarakūda o Daen Katachi ni Suru) ☪ Summoning Technique: Ellipses the God King Barracuda ☪
Type: Supplementary
Rank: S
Range: Short/Short-Long
Chakra: 40
Damage: N/A
Description: Ellipses, the God King Barracuda is a boss of the Barracuda contract. Able to be summoned with water as stated in the original contract, he is one of, if not the biggest Barracuda in existence in the ninja world. He caps at a whopping fifteen feet long, and three feet wide. When swimming or on his stomach, he is about four feet tall. He is red in color, much like a red salmon, with bright jade eyes. With his swimming capabilities to be known as the best in the sea, able to swim at the rank of a Kage, his teeth are massive, resembling that of a sabertooth. His bite, mixed with destructive sound release, is famed to break through any solid object from wood to metal he is capable of wrapping his mouth around. His scales are razor sharp, making him able to whip around his aggressors or tail whip a target, leaving deep and horrific gashes on the flesh. Having a water affinity, he is able to perform any A rank or below water technique and when opening his massive mouth, he is able to inhale and swallow any B rank and below technique. His scales cannot be pierced through means of kenjutsu or weapon based attacks, as they are his armor, fit for a King. Once summoned with the water, he is able to channel and dig underground, creating waterways for the summoner to utilize. His primary technique named Arashinome (Eye of the Storm) is when he swims at top speed in a perfect circle. This creates a water and wind vortex, sucking all enemies in the vicinity into it, aiming to drown them and cut them up and it reaches from short to long range. If they are not dead by the time they make contact with the water/windnado, God King Ellipses will aim to feed himself and eat the victims whole while keeping the nado alive. Chopping down his jaws, he is able to send out constant B rank destructive or hindering sound waves short to medium range.

Note: Can indefinitely bite down to send out sound waves, however, will not be capable of doing anything else while doing so
Note: Can only use Eye of the Storm twice per battle and does not effect the user or their allies
Note: Must be a signer of the Barracuda contract
Note: Only stays on the field for four turns
Note: Can only be taught by Moxxi

□ Pending. Leaving for Pekoms. □


Declined: pick either Ototon or Suiton abilities, not both. And the scales' full immunity to Ken/Bukijutsu is too much.

 
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Corazon

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( Akimichi Geijutsu: Reddohottochiri! ) – Akimichi Arts: Red Hot Chilis!
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15 ( -5 per turn )
Damage Points: N/A
Description: A passive Akimichi ability, where the user will through the rapid conversion of calories into chakra, release a large amount of steam from their person, or limb. Once any type of transformation takes place ( change in shape, into a larger shape of a hand for example ), the user will passively release steam from the changed body part en masse ( unleashing it outward in a 360 degree radius ). Although passive, this steam does no damage to the opponent, and merely acts as an aesthetic but also serves as an obstruction of the opponents' vision. This remains active throughout once activated, and since it carries no offensive capability, can be used in the same time frame of the initial technique.

Note: Can only be used twice and once activated, remains active until the user stops it himself.
Note: Although the steam acts as to obstruct vision, the enlarged limbs are too large to properly hidden. Only smaller tools such as kunai/shuriken would be properly hidden from sight.

♪ Approved: Note, the steam is not imbued with any measure of chakra. ♪

( Fūinjutsu: Kengen Inin ) – Sealing Technique: Mandate of Authority
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A ( +20 chakra cost to applied technique )
Damage Points: N/A
Description: The Mandate of Authority is a unique sealing technique in that it is not a standalone seal; it is actually a supplement applied to a seal, or an adjustment to sealing script, passively applied to other seals. This technique is loosely based on the Contract Seal and works to emulate the effects of the aforementioned technique. The Contract Seal disperses summons of the target by disrupting the summoning link between summoner and user; this in effect causes the summon to disperse back to its realm. The Mandate of Authority applies a twist of this seal, albeit weaker than the Contract Seal. Through an infusion of chakra the applied seal or sealing script will cause the summoners summoned creatures to collapse and become immobilized as the Mandate begins to influence and corrupt the link between summoner and summoned creature. The summoned creature will have its chakra drained and granted to the user at a rate of 70 chakra per turn; this chakra is then granted to the user. The summoned creatures will be unable to mold their own chakra while this seal is active. The Mandate of Authority’s corrupting influence can be stopped by destroying the sealing tag which it is applied to.

Note: This technique can be used twice per battle and can only be used once every two turns.

□ Declined, a seal passively applied to other seals? Ambiguous wording, the seal applied to the other has to be physical first of all, and even then, can only work within a specific range of the summoning. □

( Fūinjutsu: Ken'i e no jūjun ) – Sealing Technique: Obedience to Authority
Type: Defensive, Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A ( +10 chakra cost to applied technique )
Damage Points: N/A
Description: Obedience to Authority is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals attached to restraining techniques, or techniques which are restraining in nature. This technique is loosely based on the Lightning Blade Creation technique and works to emulate the summoning of barriers in the shapes of chains to restrain targets. Through an infusion of chakra the applied seal or sealing script will cause barriers in the shape of chains to emerge and wrap around the target’s body tightly. Barriers throughout the series have been shown to be highly malleable; thus the barriers take on the shape of generic chains with a translucent coloration. The chains will enhance and fortify the restraints they are applied to and effectively increase its defensive durability by one rank in strength, or an effective 20 damage. For example, when applied to a Wood technique which has a sealing tag applied to it these chains will fortify the restraining Wood technique by one rank in strength.

Note: This technique can be used four times per battle and cannot be used in consecutive turns.

□ Declined, DNR. □
 
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21 Savage

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Approved Summoning Contract :
Harrier Kuchyosei: Sangó Olukoso - Harrier Summoning: Sangó Olukoso
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Sangó Olukoso is referred to as a prodigy in the art of fire release of which over the years he has gained fame and reputation within the Harrier Birds kingdom. After a slight offence, he was banished from the birds world never to return again but he was taken in by the first summoner of the contract to become his personal pet and friend whom would aid him in battle and the like. Sango is a bird of average size not bigger than the size of a regular bird that stands at top it's masters shoulders all the time except when stated otherwise also being capable of using the transformation technique of which allows him to take any form he wishes which lasts at the bird's will meaning he could transform and change back at will, an ability that does not take up a slot out of the user's three moves. Among his basic abilities is an average specialty in fire release being able use only up to B rank fire techniques including those that do not require hand seals and with the help of his owner, he is able to siphon a portion of his owner's chakra so as to allow its technique to deal double damage which can be done four times a battle. Also capable of flight as it can move at high speeds while in air able to mimic the speed of his owner so as to create the perfect team work scene and avoid drowsiness. It is unable to carry anyone on its back but at some time he can be used to send messages around discreetly.
✱ Must be stated in the user's bio and/or at the beginning of the battle.
✱ Available to only the contract owner as his personal pet summon and not the signers of the contract.


Declined: stop with all the speed mimicry, I don't want to see it on other birds. Raikage-level speed isn't to be mimicked. And think of something else, rather than siphoning chakra in order to boost B-rank Katon to S-rank damage. Lastly, no to the transformation, unless Sangó Olukoso's field is basic Ninjutsu—too many contracts already have stuff involving it.


Harrier Kuchyosei: Alaafin Oyo- Harrier Summoning: Alaafin Oyo
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The Alaafin of Oyo is one of the greatest specialist of different arts of the Harrier Kingdom. He is known to be very rude, arrogant and disrespectful to those he sees as peasants and low to his pedigree essentially tagging them as a lower life form that does not deserve the gift of life. Irrespective of his personality, he is a close range specialist excelling in man to man combats with his pair of double edged swords always found on both sides of his waist. Fully donned in a traditional samurai attire from head to toe and standing as tall as two times the body size and weight of his summoner with his blades crafted to befit his size. Being able to use standard Kenjutsu and most samurai techniques up to S-rank, this makes him an elite summon available to only a chosen few of the contract. For his close range proficiency, Alaafin has an incredible pace both in the air and on land reaching 1.5× the base speed of a Sage-rank bios, when he takes flight in the air and moves at high speeds a large cocoon of wind passively forms around his entity to protect him from B-rank and below techniques making him more formidable while moving.

✱ He can also last a maximum of four turns.
✱ Each ranked ability counts as a move when used.


Approved: edits annotated in pink.

Harrier Kuchyosei: Sangó Olukoso - Harrier Summoning: Sangó Olukoso
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Sangó Olukoso is referred to as a prodigy in the art of fire release of which over the years he has gained fame and reputation within the Harrier Birds kingdom. After a slight offence, he was banished from the birds world never to return again but he was taken in by the first summoner of the contract to become his personal pet and friend whom would aid him in battle and the like. Sango is a bird of average size not bigger than the size of a regular bird that stands at top it's masters shoulders all the time except when stated otherwise. He was formerly a murderer which explains his blood shot eyes and killing instincts he possesses. Among his basic abilities is an average specialty in fire release being able use only up to B rank fire techniques including those that require hand seals. Also capable of flight as it can move at high speeds though it is unable to carry anyone on its back but at some time he can be used to send messages around discreetly.
✱ Must be stated in the user's bio and/or at the beginning of the battle.
✱ Available to only the contract owner as his personal pet summon and not the signers of the contract.


Approved: the bird can have a unique trait, just not one so nonsensical as the ability to "see blood streams."


( Harrier Kuchyosei: - Harrier Summoning: The Five Guardians of Man
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40 (each)
Damage Points: varies
Description: The Five Guardians are an highly respected group of higher harrier attackers of the kingdom. They consist of specialists, assassins, murderers, teachers etc all of which had forgone their past lives and are noe dedicated permanently to the signers of their contract. Being a set of intelligent birds, they tend to act of their own sometimes without the order of the summoner although they can not all be summoned at once, only a maximum of two can be on a battle field at the same time.
Orunmila
He is the leader of the group, a post he earned due to his immense size and height as he rivals even the Toad Boss on its hind legs which is a result of him being over fed reaching up to 30m in height and 8m in width. Orunmila is completely red in colour with an exception of his feet that are yellow and brown thick, strong talons and beak. To call him to a battle, the summoner has to swipe his cut thumb over his tattoo after which he is summoned from above to any location on the battle field carrying a devastating damage rank of S rank and a huge crater in its wake upon impact with the ground. Apart from its damage prowess, he hates being summoned and when he is summoned an aura of anger emanates from his being that intimidates any body except the summoner leaving them stiff, cold and in awe at the mere sight of his huge size. This is a kind of deviation from the Killing Intent technique and is S rank and can only be used once per battle. He's able to take a single S rank technique and tank the damage once per battle after which he disperses unable to be summoned again.
Esu Laalu, ogirioko
Brother to Orunmila and second in command of the order, absolutely black in color except for his talons and beak which are golden, he is a much smaller version of his brother though he also has a couple of treachery up his sleeves. Being highly deceitful and treacherous, he is a master of deception being able to use illusionary techniques apart from his own personal illusion up to A rank including those his summoner knows within the same rank limit. He devised his special illusion where he tricks the enemy to seeing illusionary copies of himself (up to 3) at any location and able to use any technique to make the illusion seem absolutely real while the bird does absolutely nothing. For example, after placing the enemy in the illusion they would see 3 other copies around them that spits a giant water bullet each aimed to consume them deceiving the enemy to countering the illusionary bullets and remain open to the "real" techniques. This illusion is S rank and can only be used twice with a maximum of two turns interval between each usage. Poseidon lasts a maximum of four turns before dispersing.
Olokun
Also known as the messenger harrier of the group, notoriously known for delivering messages at inhuman speed and a master at covert operations and assassination. He is completely yellow with three strands of feathers falling from his head to cover his forehead. Over the years, he had gained an alias due to the innumerable completed jobs - "Death's Servant"
With a single hand seal he is summoned to the battle field though he would be concealed by the clouds so as to maintain his stealth. Having no chakra he is unable to be sensed by any chakra perception technique except by the natural senses available to man. He has a simple ability where he locks on to a target like a missile and launches towards said target at an insane speed carrying a destructive force of an S rank while moving at 3x the summoner's base speed. He can lock on to anything he wishes and at mere impact such thing gets destroys, he excels at this technique but due to the stress it exerts he is only able to do this twice per battle with at least two turns cool down within each use. Lasts a max of four turns.
Obatala
To be candid, he is the most lethal of all summons known as the "suicide bomber" of the squad, extremely versatile with his explosive clone technique. He is white in color though his appearance negates his acts completely. The only special attribute he possesses is the ability to create a clone of himself that would have been filled with a thousand sheets of paper bombs that would detonate at his will and command eradicating everything and everyone within a 5m radius not barring the user if caught within. When summoned, he can appears anywhere on the field except 5m around the target though his clone can inflict on the target's space nevertheless. The explosion occurs and takes the damage capabilities of an S rank that can only be used twice per battle with a compulsory two turn cool down for each use. Also the clone can only be created twice too while the summon lasts for max of four turns.
Osún
The only female of the group, though considered as a weaker vessel she happens to be quite deadly with her own set of special abilities. Having a feather color of cyan, she is a master of water release with the ability of encasing anyone, anything in a large bubble of water that she then compresses with a second into a tiny ball eradicating what ever happens to be inside. Also she serves as a permanent source of water for the summoner's water technique as she can fuse/create a water source for the user by either turning into a source or summoning a source (passively). When she turns into a source, the technique the summoner uses her for gains sentience since she would be the one in control and the damage increases by a +15 to any rank of water she is used for. Lasts for four turns.
ж All summons are two times the size of normal humans unless stated otherwise
ж All birds of this group are capable of using the Harrier Birds Summoning arts as a complement to their respective her distinctive abilities.
ж Only two can be active at one time and each summon can only be called forth to once per battle.

□ Both Pending. Leaving for Pekoms. □


Declined: partition this into multiple CJ.
I'm fine with multi-animal summonings, but not when their abilities are so diversified and each is S-rank.


( Sandaime' Torikeshi funōna chūmon M ) - ( Sandaime' Irrevocable Order M )
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After bringing his hands together to make the snake hand seal the user begins to mold chakra into the air around him which causes black lightning to spark around his body as the lightning will then arc off his body and shape itself around him into small electrical spheres no bigger than a tennis ball before expanding to the size of a softball. The user is able to create up to a total of fifteen of these spheres
around him before manipulating them to fly through the air anywhere in a fifteen meter radius. The spheres will fly forth and when he designates a target, can shoot a bolt of lightning equal to a B-
rank jutsu. Each sphere can launch a total of 3 lightning bolts before dispersing though if the spheres are
struck prior to the three attacks, the sphere will detonate and erupt into an A-Rank strength storm of electricity with a 5 meter radius causing a large electrical explosion around the area. The user can instead detonate the spheres at will, all based on his choice.
ж Lasts a maximum of four turns and can only be used once per battle

□ Declined. Limit this correctly, no Long range. Up to 15 spheres, where each sphere can fire a B rank strike up to three times each? See where the issue is? And no to four turns lasting. □
 
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Method

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Esupa | Esper
Type: Weapon
Rank: S
Range: Short
Chakra: +10 Chakra each turn
Damage: -
Description: Esper is a battle suit which was created specifically for those with an ability to utilise the Dark Symbols which allow the user to perform Dark release techniques. It is designed to fit tightly against the user as it embeds itself with their skin & connects to the body through various receptors located across it which latch onto the user's nerves, creating a bond between the two. This bond extends as far as the user being able to feel the same as what the suit would & vice versa. The suit creates a connection to not only the body but also with the user's chakra network, acting as an empty vessel that is able to fill with the user's chakra thus becoming an extension of their chakra network. Alongside the suit is a glove that was specifically design to fit around the user's dark symbol, allowing them to perform Dark related techniques without any hindrance while also linking the glove itself with the symbol. This connection would require a constant feed of 10 chakra each turn to manipulate the space within the symbol that is accessible to dark users through their techniques. While connected to both the user's chakra network & the dark symbol, it does not passively link the two together; the suit acts as a gateway between the two.
The suit's overall appearance can be seen below, fitted with a flexible type of metal coating which is not indestructible, but is able to withstand projectiles such as kunai & shuriken. It is carved with a diamond slot in the middle of the chest area, filled with a bright purple gem with no significant known purpose.

Diabolic: A unique but simple capability of the suit which activates through detection of foreign chakra that enters it's vessel. As the vessel within the suit is treated as an extension to the user's own network & has a connection to the Dark symbol, the suit is able to absorb foreign chakra that enters either it or the user's own chakra stream, acting as a medium for the user's dark symbol. With a bond created between the suit & user, it is able to recognise the user's chakra signature thus accordingly funnels external sources that do not sync with the user. The suit then continues to absorb the foreign chakra through itself & toward the Glove, activating the symbol. This would ultimately leave the user un-phased by the effects of foreign chakra. With the additional chakra absorbed by the symbol(equal to the rank of what was absorbed), it is manipulated & capable of being used to performed Dark related techniques available to the user.This ability can only be used twice & is treated as an A rank ability; requiring 20 chakra each absorption, & can absorb up to Forbidden ranked chakra due to Dark's S&W.

Lunatic: Though not as unique as it's counterpart's ability, the external defence works on the same principles, but rather uses the suit as a medium for the dark symbol & other absorption techniques, acting as nothing more than an extension for them. The suit itself is able to feel chakra that comes into contact with it, from the neck down to the soles of the footwear & due to the connection between user & suit, they're also able to feel the chakra just as the suit does. On contact with any part of the suit regardless of the user's knowledge, it performs a type of automated defence ability which begins to absorb the chakra just as contact is made, functioning through the user's dark symbol. This however, requires the user to post an absorption ability; the most common being "Inhaling Maw", thus counting as one of three moves each turn.
Just as "Inhaling Maw" the user can utilise the suit to absorb techniques within a short range distance due to it's ability to act as an extension for the dark symbol, the difference of this is the absorption is not just limited to the symbol but the entire suit, again the user must post an absorption ability; the most common being "Inhaling Maw", requiring 1 of 3 moves each turn. The abilities of the External Defence must also follow Dark's S&W, an example being it's ineffectiveness to absorb chakra from opposing Earth release techniques & Water techniques of B rank & above.
Notes
- The user is unable to control foreign chakra it absorbs internally, thus leaves them unable to activate abilities such as Sage Mode or Curse Marks.
- Only accessible to Method
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Declined - You will need to state that it wont work on genjutsu above B rank, even if they are chakra, they are a different form and i don't believe you can absorb F rank gen, also note that you would have to deduce the gen to absorb it.

Esupa | Esper
Type: Weapon
Rank: S
Range: Short
Chakra: +10 Chakra each turn
Damage: -
Description: Esper is a battle suit which was created specifically for those with an ability to utilise the Dark Symbols which allow the user to perform Dark release techniques. It is designed to fit tightly against the user as it embeds itself with their skin & connects to the body through various receptors located across it which latch onto the user's nerves, creating a bond between the two. This bond extends as far as the user being able to feel the same as what the suit would & vice versa. The suit creates a connection to not only the body but also with the user's chakra network, acting as an empty vessel that is able to fill with the user's chakra thus becoming an extension of their chakra network. Alongside the suit is a glove that was specifically design to fit around the user's dark symbol, allowing them to perform Dark related techniques without any hindrance while also linking the glove itself with the symbol. This connection would require a constant feed of 10 chakra each turn to manipulate the space within the symbol that is accessible to dark users through their techniques. While connected to both the user's chakra network & the dark symbol, it does not passively link the two together; the suit acts as a gateway between the two.
The suit's overall appearance can be seen below, fitted with a flexible type of metal coating which is not indestructible, but is able to withstand projectiles such as kunai & shuriken. It is carved with a diamond slot in the middle of the chest area, filled with a bright purple gem with no significant known purpose.

Diabolic: A unique but simple capability of the suit which activates through detection of foreign chakra that enters it's vessel. As the vessel within the suit is treated as an extension to the user's own network & has a connection to the Dark symbol, the suit is able to absorb foreign chakra that enters either it or the user's own chakra stream, acting as a medium for the user's dark symbol. With a bond created between the suit & user, it is able to recognise the user's chakra signature thus accordingly funnels external sources that do not sync with the user. The suit then continues to absorb the foreign chakra through itself & toward the Glove, activating the symbol. This would ultimately leave the user un-phased by the effects of foreign chakra. With the additional chakra absorbed by the symbol(equal to the rank of what was absorbed), it is manipulated & capable of being used to performed Dark related techniques available to the user.This ability can only be used twice & is treated as an S rank ability; requiring 30 chakra each absorption, & can absorb up to A chakra which enters the suit or user, requiring 1 of 3 moves. With a connection between the suit & user, he is able to detect when chakra enters his body, this is possible due to the suit being able to recognise the difference between the user's chakra & that which is foreign. Though this is passive, each time requires a cost of 5 chakra, as an activation of the suit to alert the user.

Lunatic: Though not as unique as it's counterpart's ability, the external defence works on the same principles, but rather uses the suit as a medium for the dark symbol & other absorption techniques, acting as nothing more than an extension for them. The suit itself is able to feel chakra that comes into contact with it, from the neck down to the soles of the footwear & due to the connection between user & suit, they're also able to feel the chakra just as the suit does. On contact with any part of the suit regardless of the user's knowledge, it performs a type of automated defence ability which begins to absorb the chakra just as contact is made, functioning through the user's dark symbol. This however, requires the user to post an absorption ability; the most common being "Inhaling Maw", thus counting as one of three moves each turn.
Just as "Inhaling Maw" the user can utilise the suit to absorb techniques within a short range distance due to it's ability to act as an extension for the dark symbol, the difference of this is the absorption is not just limited to the symbol but the entire suit, again the user must post an absorption ability; the most common being "Inhaling Maw", requiring 1 of 3 moves each turn. The abilities of the External Defence must also follow Dark's S&W, an example being it's ineffectiveness to absorb chakra from opposing Earth release techniques & Water techniques of B rank & above.
Notes
- The user is unable to control foreign chakra it absorbs internally, thus leaves them unable to activate abilities such as Sage Mode or Curse Marks.
- Only accessible to Method
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□ Pending. Leaving for Vex/NK. □

‡ Declined ‡ The first ability is similar to a custom Ryujin has while the second feels like it would require the use of Fuuinjutsu to work. If the suit waits until foreign chakra comes into contact with it to initiate an absorption, you would already be dead in most cases.

Meiton: Yami e no ikō| Dark Release: The Transition to Darkness
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: -
Description: This technique is a release ability & as such requires the user to have absorbed chakra beforehand through the means available to Dark users. When having performed a technique beforehand, the user activates their marking which manipulates dark chakra to assimilate the technique & convert it into a Dark release version, while also retaining the former's characteristics. This is accomplished by absorbing the chakra which fuels the technique & converting it into dark chakra, following the same concept of Dark's absorption & release abilities. This works almost instantly after activating the user's marking, though requires the user to know the location of their technique, as to be able to channel dark chakra toward it. If successful, the technique's original S&Ws change to that of Dark's S&Ws, which would change the outcome of collisions with opposing techniques. This technique however is not effective against Earth, Water or any element relation to them, meaning it is unable to convert them into Dark chakra. This can affect opposing techniques but can only do so on A rank & below. When used against an opposing projectile technique, the user is able to manipulate the chakra to send the technique back toward the opponent, this requires 5 chakra to manipulate the movement.
- Requires 2 turns before using again
- Can be used 4 times
- Taught by Method

□ Declined, its a bit too encompassing. □

Meiton: Dākuboido no ikō | Dark Release: Migration of the Dark Void
Type: Supplementary
Rank: Forbidden
Range: Long
Chakra: 50 (+10)
Damage: -
Description: This technique is considered as a type of Summoning jutsu, following a similar concept to "Earth Release: Dropping Lid" creating a portal from which an Earthen structure emerges, & "Summoning: Torture Chamber" which summons an endless space around both the user & it's target. The user is required to have absorbed +50 chakra beforehand, allowing them to perform this technique. Whenever performing either an absorption or release technique, one of the diamonds, found on the user's palm, allocated to either ability glows as it opens up the "portal", this technique however manipulates both diamonds to activate & glow a bright red colour simultaneously, creating a single large portal which is constantly open throughout the technique, this however consistently consumes chakra from the user each turn it is active. While the portal is open the "Void"; which converts energy/chakra into a raw form of Dark chakra, is released onto the battlefield, covering it entirely. Though it carries no genuine appearance, a distortion within the air can be seen clearly; though it does not affect one's vision, & the borders of the Void simply consist of jagged edges which sway around.
Conversion: This ability is the basis of the technique & does not differ from the normal process of absorption, though affects all targets on the field, including the user. While being passively active throughout the lifespan of this technique, it only works when one manipulates their chakra. This is effective against elements such as; Lightning, Wind, Fire & other energy based elements or techniques, including Raw Chakra. Water is also affected though only B rank & below. When performing a technique, the Void begins to dismantle it, absorbing the chakra which fuels it & continues to convert the chakra into a raw form of Dark chakra, this is the same process as after a Dark user has absorbed chakra. After the Dark chakra forms the user is able to either manipulate it to perform a Dark related technique or absorb it, storing it in their symbol to use the chakra at a later stage. As the portal is continuously open throughout the technique, absorption carry no cost, though the user is still required to use 1 of 3 moves each turn when absorbing. The rank of the newly formed Dark chakra is the same as the original technique it converts. Due to the Void consisting of the user's chakra, an opposing Dark user would be unable to manipulate the chakra which is converted & there own Dark techniques would suffer the same as other energy based elements when released.
Infinite: An ability which requires the user to have access to Dark chakra to perform, either through the affects of Conversion or other means to which Dark chakra is available. Whenever one the user's techniques are destroyed or dispelled, the user is able to channel their existing Dark chakra across the same area to reform the technique, allowing it to continue on as normal. This can be used for any Dark release technique. The rank of the recreated technique is subject to the amount of chakra the user channels, though it cannot go higher than the original technique. This can also be used to increase the strength of an original technique. By following the same process the user channels chakra across the original technique, adding onto it's existing chakra amount, this would essentially raise the strength by a single rank.

Earth Release is not affected by the Void, allowing either side to perform Earth techniques without any hindrance from it. After Migration of the Dark Void expires, the user suffers from both physical & spiritual effects, more so the latter. The user's body is met with an agonising pain which deals damage over time for three turns (+15 damage each turn), leaving them unable to manuever at full capacity; restricted to A rank Taijutsu & lower for three turns. Additionally the user is severely restricted when manipulating their chakra; unable to perform Lightning Release or Fire release from B rank & above for three turns & during this period is unable to perform any Dark related techniques. This technique can only be used once per battle. It last for 5 turns followed by the Dark marking being closed off for three turns.

□ Pending. Leaving for Vex/NK. □

‡ Declined ‡ This simply won't work.
 
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Smirk

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[Fuuton: Kaze Kawa Tentou] Wind Release: Wind Stream Counter
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: -
Description: By holding out their palm(s) any where in front of them, while rapidly channeling chakra through their palm(s), the user will disperse a burst of chakra into the air, that enables them to take control over any wind in the surrounding area, with chakra manipulation and through arm movements the user is able to have the wind blow throughout the battlefield. With this jutsu, the user may disperse in coming wind attacks or send it around the battlefield, the user may also choose to pick up surrounding dust or any particles that may be in the air, with the wind and either blow it away or keep it swirling around the surrounding area.

Note: Winds may blow in the face of the opponent causing a distraction, but doesn't cause any physical harm
-User Must Specialize in Wind Release
-Useable every 3 turns
-Taught by Scummy

Declined, DNR: Similar to existing techs.
 
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Shīnju

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(Chakura no dorein) Puppet Arts: Hephaestus Draining Curse
Type: Supplementary
Rank: B/S
Range: Short-Mid
Chakra: 20/40 (Long for S-rank)
Damage: N/A
Description: The user starts off by connecting a chakra method whether it be threads/and or using the puppet cursing sphere technique to the opponent. Once contact has been made with a target, the user will begin to reverse the flow of their chakra threads/sphere causing for chakra to be siphoned from at an exceptionally fast rate from the enemy. Basically the user will reverse the flow of chakra in the chakra threads/sphere after contact has been made, and then begin to forcefully suck out the enemy’s chakra. The user is capable of using five chakra threads from one of their hands to suck out 25 chakra points out the enemy for each turn active. The technique can also be used with both hands to suck out a total of 50 chakra points a turn. The Puppet cursing sphere will drain 35 chakra per turn. There is also another version of this technique specifically for Sasori bios. They will first open their chakra compartment holding their one hundred chakra threads. With the threads out the user is able to use a stronger and wide scale technique than before. This version allows the user to drain out a total of 100 chakra points per turn.

Note: Can only be taught by Shinju
Note: B- rank can only be used four times with a turn cool down after usage.
Note: S rank can only be used twice
Note: B-rank mode can stay attached for up to four turns.(Two for S-rank)

♪ Approved: Nice tech. ♪

(Kaze no megami no enjo) Puppet Arts: Aid of the Goddess
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N A
Description: This is a technique that the user will activate when one of their puppets is attached to a chakra method preferably chakra threads. When wanted the user will send a surge of chakra into the threads/Sphere connected to the puppet, and in response to the influx of chakra it will cause for the puppet propelled/jolted in a specific direction,allowing it to avoid potentially harmful attacks. In battle the chakra surge acts as a sort of push in order to propel the puppet up to ten meters away at max; of course the user can control the amount of chakra inputted allowing the user to push the puppet only a short distance if desired.

Note: Can only be taught by Shinju.
Note: Can only be used five times with a turn cool-down.

♪ Approved ♪

(Sureddo mahi) Puppet Arts: Aphrodite’s Paralyzing Stare
Type: Supplementary
Rank: B/S
Range: Short-Mid (Long for S-rank)
Chakra: 20/40
Damage: N/A
Description: The user will generate chakra threads from ten of their fingers, and while within range of their opponent will attach them to their enemy’s body in several spots. Once the user has connected the chakra threads to the target’s body they will then begin to generate their chakra into the enemy’s body disturbing their chakra flow inflicting a paralysis effect upon them. There is also another version of this technique which is a more powerful and wide scale version which is exclusively for Sasori biographies, where they control Sasori’s one hundred chakra threads. Once he unleashes the threads they will swarm towards a target and attach themselves to just about every point on their body infusing them with more chakra than before that inflicts a stronger paralysis. The S-rank version of this technique can even be used on large summonings due to the abundance of threads present allowing the user to paralyze rather large beings.

Note: Can only be taught by Shinju
Note: B-rank Paralysis lasts one turn while S-rank lasts two turns.
Note: B- rank only be used four times and requires a turn cool down after usage.
Note: S -rank can only be used twice

♪ Approved ♪
 
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Houdinii

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(Sunaton: Chi sono Keigai)- Sand Release: Blood and Bane
Rank: Forbidden
Type:Defensive/Supplementary
Range: Short
Chakra Cost: 50
Damage Points: (10 to user)
Description:
The user will surge their chakra throughout their body, building it up and focusing it across their skin. By doing so they create Sand directly through their chakra which takes the form of a powerful defensive layer upon their skin. This layer of sand covers the user from head to toe, while able to shift to prevent from hindering the users movement or senses. As it is formed the user shapes the sand into several Trilobites across the users body, their tough shell facing outwards while their claws/mouth dig into the user slightly causing them pain but allowing them to function as armor plating.(S rank in strength)

By digging into the users body this bonds the Trilobites to the user preventing their removal from outside forces, while the user is able to pulse chakra through them to release them instantly and harmlessly. By digging into the users body the Trilobites will make contact with the users chakra network that lay just under the skin, connecting them to the users chakra flow which gives them a small degree of sentience. Infused and connected to the users chakra as they are the Trilobites function under a ‘Hive Mind’ with the user able to give them directions with a mere thought that they will carry out without need for further direction. This causes the Trilobites to essentially ‘become the users skin’, allowing techniques to be released/created through or around them without issue.

Being composed of Sand themselves the Trilobites function as a source for Sand techniques for the user, following the use of a Sand technique the Trilobites will quickly replenish themselves with sand to prevent any drop in the defense them provide. Through their chakra infusion the Trilobites themselves are able to release Sand techniques from their from their shell, their composition allowing them this manipulation through the Hive Mind. Finally the Trilobites are able to take advantage of Sands natural absorption of water, upon contact they instantly draw the water out of Earth or Earth based techniques/elements and causing them to degrade into Sand. However this ability is not without its drawbacks, as the moisture within them will temporarily weaken the Trilobites reducing the protection they provide by 1 rank for 2 turns.

Note:
~Lasts 3 turns
~Can only be used 2 times
~If the user wishes this technique may replace their CW for an event/battle, so that it lasts until its completion

♪ Declined: This won't last until the end of an event. Specify that this immunity still follows normal strengths and weaknesses. Additionally, remove the portions saying that the armor is sentient. And, finally, specify that while this is in use, the user is restricted to using Sand and the elements that compose it. ♪
 
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