Custom Jutsu Submission - III

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Sirius Black

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Kuchiyose no Jutsu: Azūru | Summoning Technique: Azure
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Azure is one of top class gannets in the gannet hierarchy. Azure stands 17 meters high. Azure is also called as "Summanus of Gannets", named after the roman mythology god of thunder. This name is derived from Azure's primary affinity to lightning. Due to this affinity Azure can perform lightning jutsu known by its summoner up to S-Rank. And it is also immune A-Rank and below lightning jutsu. Due to gannets being oceanic animals and having water proof wings, Azure is also unaffected by Rain environments and can continue flying even in the harshest of Rain without any hindrance. It is still affected by the attacks using Rain element that can cause damage. Azure can easily carry two people on its back while flying without any problem.
Note:
1. Stays on the field for 4 turns and can only be summoned once in a battle.
2. Each jutsu that it performs counts as a move.
3. Must have signed Gannet summoning contract.​


Approved: the wikia has Bunta's height at 17m. Omitted it "tanking" S-ranks.



Katon: Jigoku no Hidora | Fire Release: Hell Hydra
Type: Attack/Supplementary
Rank: F
Range: Mid-Long
Chakra: 50 (+30 for next turn to maintain)
Damage: 80 per Stream Fired
Description: Hell hydra is a jutsu inspired by the greek mythology serpent with many heads. The user performs Ram-Tiger-Mouse-Horse-Tiger hand seals and utilizes his Fire chakra to create a huge snake like monster with 4 heads made entirely of fire. The monster stays on the field for 3 turns unless countered or canceled by the user himself. Total body of the monster is 15 meters long and 1 foot wide and each head is of A-Rank. User can control the movements of the monster on the field. The heads can individually throw an A-Rank fire stream from there mouth at the target or alternatively two streams can join together to form one S-Rank stream. In that case two S-Rank streams will be fired towards the target. Each head can fire two A-Rank streams, individually or merged together to form S-Rank. The direction of individual streams of fire can be controlled by user through hand movements. The snake like body of the monster can move in and bind the opponent by wrapping around it like rope. In that case the user can form an additional hand seal and make the snake to explode. The technique requires huge amount of chakra to create and then maintain for the next turn so, it causes problem for the user himself, therefore it is characterized as a forbidden technique.
Note:
1. Stays on the field for two turns.
2. No other fire jutsu as long as this technique is active.
3. No jutsu above B-Rank in the same turn.
4. Can only be used once.
5. User takes -20 damage due to large amount of chakra in a small shape giving excess heat.
6. Must be taught by Sirius Black.​

□ Declined, similar to existing techniques. □



Ameton: Ame no kinshi | Rain Release: Rain Prohibition
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10 for each turn active)
Damage: N/A
Description: This technique is somewhat of an opposite of Rain tiger at will. User performs three hand seals and sends his Rain chakra into the clouds to stop the Rain. He then uses the same chakra and manipulates the clouds to move away from the battlefield. The clouds start from the center and move away from the battlefield in a diameter of 50 meters. The front most row of the clouds is infused with users chakra and it holds the clouds from moving back in towards the field. The effect runs out after one turn and thus must be provided +10 chakra per turn to keep the clouds away from the area.
Note:
1. Must know Rain Release.
2. Can keep the clouds away from the battlefield for 3 turns in one use.
3. Can be used 3 times with a turn of cool down in between.
4. Must be taught by Sirius Black.​



□ Declined. Similar to some existing techniques, that have been tried before and declined. □
 
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Klad

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(Meiton/Fuuin: Shin'en no Ryouiki) - Sealing/Dark Release: Umbra Imperium, Abyssal Domain
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Mid (Long-range vertical reach)
Chakra: 40
Damage: N/A
Description: The user will form three handseals, place one of their dark marks in contact with the ground and release their chakra into it in order to create a large-sized seal across it. This enlarged dark mark will span a mid-range radial reach and will be created to encompass both the user and any opponents or allies within range. Upon creation, the seal will immediately begin to drain the chakra of anyone in contact with it (including the user) as well as restrict their ability to use or mold chakra entirely in the same manner as the Chakra Draining Seal. Simultaneously an opaque, deep purple barrier infused with dark chakra will be released from within the seal and extend towards the sky. The purpose of the barrier is to extend the seal's influence to airborne beings, meaning people and summons caught within the barrier cannot simply jump upwards in order to escape the chakra drain and regain the use of their chakra. The dark mark will drain 100 chakra per turn from everyone within the barrier or in contact with the seal. While most of the sapped chakra will be stored in the dark mark, a small portion of this chakra (40 chakra) will be suffused into the barrier to grant it certain offensive properties. Anyone who tries to escape or destroy the barrier through brute force or physical contact will instead be met with an explosion of violet flames that emanate from wherever the barrier was struck. Umbra Imperium possesses one final property, which is arguably the only one which confers any advantage to the user. When this technique is first used, the barrier will essentially have a pre-set function ingrained into it. Whenever anyone moves faster than the user's speed (the value when this technique was initially used), the barrier will exhibit an immediate and potent downwards pulling force similar to Multiple Infinite Embraces known as the 'Abyssal Zone'. This will instantly bring the offending person/parties to the ground before they can even travel a short-range distance or perform any physical attacks. This pulling force will not only ground them but effectively slam and pin them to the floor until this technique ends. The chakra drain in that specific area (spans one meter all around their body) will then intensify and increase threefold until this technique ends. If the user activates any speed boosts after this technique's initiation then they too will be subject to the effects of the Abyssal Zone.

Note: Lasts four turns
Note: Can only be used once per battle
Note: No Dark or Fuuin above A-Rank on the turn this ends
Note: Fuuinjutsu component of this technique is A-Rank
Note: Cannot be used solely on opponents, the user must also be in contact with the seal.

♪ Declined: Lmao this is way too wild to be approved as it currently is. Restricting chakra usage whilst making the technique so large would make it difficult, if not impossible for the user to escape. If you want this so badly, you'll need to allow the opponent some way of escaping (preferably by simply jumping upwards). If the released chakra from the user is being stored in the dark mark, then they're not really 'losing' it at all, are they? The fuuin component is A rank, but its effects are harsh enough to warrant S ranked fuuinjutsu. The Abyssal Zone is quite wild as well, why would the chakra drain in just that specific region become so much more potent? ♪

□ Pending. Leaving for Vex. □

(Meiton/Fuuin: Shin'en no Ryouiki) - Sealing/Dark Release: Umbra Imperium, Abyssal Domain
Type: Supplementary/Defensive
Rank: S
Range: Short-Mid (Long-range vertical reach)
Chakra: 40
Damage: N/A
Description: The user will form three handseals, place one of their dark marks in contact with the ground and release their chakra into it in order to create a large-sized seal across it. This enlarged dark mark will span a mid-range radial reach and will be created to encompass both the user and any opponents or allies within range. Upon creation, the seal will immediately begin to drain the chakra of anyone in contact with it (including the user) as well as restrict their ability to use or mold chakra entirely in the same manner as the Chakra Draining Seal. Simultaneously a transculent, purple barrier infused with dark chakra will be released from within the seal and extend towards the sky. The purpose of the barrier is to extend the seal's influence to airborne beings, meaning people and summons caught within the barrier cannot simply jump upwards in order to escape the chakra drain and regain the use of their chakra. The dark mark will drain 100 chakra per turn from everyone within the barrier or in contact with the seal, storing it in the mark for later use. Since the barrier itself is intangible, it can't interact with techniques and all the user or opponent has to do to escape this technique's effects is simply move out of the seal/barrier's range. Umbra Imperium possesses one final property, which is arguably the only one which confers any advantage to the user. When this technique is first used, the barrier will essentially have a pre-set function ingrained into it. Whenever anyone moves faster than the user's speed (the value when this technique was initially used), the barrier will exhibit an immediate and potent downwards pulling force similar to Multiple Infinite Embraces known as the 'Abyssal Zone'. This will instantly bring the offending person/parties to the ground before they can even travel a short-range distance or perform any physical attacks. This pulling force will not only ground them but effectively slam and pin them to the floor until this technique ends. The chakra drain in that specific area (spans one meter all around their body) will then intensify and increase threefold until this technique ends, this being a pre-set function that's triggered when the aforementioned conditions are met. If the user activates any speed boosts after this technique's initiation then they too will be subject to the effects of the Abyssal Zone.

Note: Lasts four turns
Note: Can only be used twice per battle
Note: No Dark or Fuuin above A-Rank on the turn this ends
Note: Fuuinjutsu component of this technique is A-Rank
Note: Cannot be used solely on opponents, the seal must be created in contact with the user. Additionally, due to the nature of the seal, if it any point either the opponent or user becomes able to utilize chakra, than the other party will also regain access to their own chakra pool.

♪ Approved: Edited the last note. ♪

□ Pending. Leaving for Vex. □

Meiton/Fuuin: Mumei no Kōgeki- Dark/Sealing: Nameless Attack
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (60)
Description: The user takes advantage of the barriers' aspect from Fuuinjutsu and the Dark chakra from Meiton in order to generate a cylindrical opaque barrier, purple in colour which travels at the speed of a lightning technique. Hiruko has displayed such a technique when he fought against a multitude Naruto clones, where he used the barrier similar to this one, which upon contact completely erased the clones out of their existence. This nameless move also follows the same principles. Upon the formation of one handseal, the user flarres up in red chakra which will go up skyward while simultaneously generating a purple barrier all around himself (it won't travel underground) which reaches mid range both horizontally and vertically. The red chakra which surrounds user's body connects with the purple barrier, as it has the same reach vertically only. The barrier can absorb chakra from any construct and is very solid in nature, able to deal with any solid element, however it will still abide by Dark Release's S&W (S-ranks for elements weak to dark; A-rank for neutrals and B-rank for elements strong to Dark). Since the user basically has a connection to this barrier from the red chakra connection to it, anything the barrier absorbs is passively sent to the user's marks. Upon contact with an actual enemy, the barrier won't only deal fatal damage to them, but it will also absorb a total of 100 chakra. For every 20 chakra this barrier absorbs from anything, the user gains a dark fuel which allows him to perform any Dark technique afterwards. Barrier won't affect anything of user's own (such as clones, his own entities or anything his) as they're made of his own chakra.

-Cannot use other Fuuinjutsu or Dark in the same turn, and next turn can only use either of them.
-Can only be used four times a battle with a two turn cooldown.
-Can only taught by Klad

□ Declined. @Bold is a bit too much. It takes 100 chakra at once, and enhances your techniques and doesn't affect anything else of yours? Then be usable 4 times? Make it three. □
Meiton/Fuuin: Mumei no Kōgeki- Dark/Sealing: Nameless Attack
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra Cost: 30
Damage Points: N/A (60)
Description: The user takes advantage of the barriers' aspect from Fuuinjutsu and the Dark chakra from Meiton in order to generate a cylindrical opaque barrier, purple in colour which travels at the speed of a lightning technique. Hiruko has displayed such a technique when he fought against a multitude Naruto clones, where he used the barrier similar to this one, which upon contact completely erased the clones out of their existence. This nameless move also follows the same principles. Upon the formation of one handseal, the user flarres up in red chakra which will go up skyward while simultaneously generating a purple barrier all around himself (it won't travel underground) which reaches mid range both horizontally and vertically. The red chakra which surrounds user's body connects with the purple barrier, as it has the same reach vertically only. The barrier can absorb chakra from any construct and is very solid in nature, able to deal with any solid element, however it will still abide by Dark Release's S&W (S-ranks for elements weak to dark; A-rank for neutrals and B-rank for elements strong to Dark). Since the user basically has a connection to this barrier from the red chakra connection to it, anything the barrier absorbs is passively sent to the user's marks. Upon contact with an actual enemy, the barrier won't only deal fatal damage to them, but it will also absorb a total of 60 chakra. For every 20 chakra this barrier absorbs from anything, the user can use it to perform Dark techniques which require absorption. Barrier won't affect anything of user's own (such as clones, his own entities or anything his) as they're made of his own chakra, because it reacts to techniques composed of foreign chakra only. Example:

-Cannot use other Fuuinjutsu or Dark in the same turn, and next turn can only use either of them.
-Can only be used three times a battle with a two turn cooldown.
-Does not enhance any of user's Dark techniques.
-Can only taught by Klad

□ Approved. □

New submission

Meiton: Sadisutikkuna Keikō - Dark Release: Sadistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: The user activates any of his dark marks which are in contact with his own body (the mark in his palms, clothes etc) and pours dark chakra from it. This leaked chakra will instantly adapt to the user's frame and imbues his entire body (skin/clothes) in an ethereal purple colour which is hardly visible by naked eye. The main and only purpose of this dark layer is to sap a certain amount of chakra from the target should they make contact against the user or vice-versa. This technique will be able to sap away specifically 20 chakra points per contact and this stolen amount will be stored in any of the user's dark marks, much alike Masochistic Tendency (referenced below). For this reason, the activation and abilities of this technique are passive and will cost the user 10 chakra per turn to maintain. The absorbed chakra can be used as dark fuels for other Dark Release tecniques. This technique does not defend the user in any way and he will suffer the damage of the physical contact he'll be dealing with. (For example, if the opponent hits the user with a B-rank Taijutsu technique, the user receives the damage however the opponent will also get his chakra drained). Sadistic Tendency simply takes advantage of the absorbing capabilities of dark chakra when put up against physical contacts.

Notes:
- Can be activated twice a battle and lasts for four turns with a turn break in between.
- Can only be taught by Klad

Reference
Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique.

- Can only be taught by Klad

□ Approved. Edits made. □
 
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Omega

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Link to Preciously submitted because I can't quote. ;_;

(Genjutsu/Kenjutsu|Okayaki) - Illusionary Arts/Sword Arts:Invidia

Rank: S
Type: Offensive/Defensive
Range: Short
Chakra:40
Damage points:N/A (-10 per turn due to genjutsu effects.)
Description: This attack is a kenjutsu originally developed by religious monks who refused to stain their swords with the enemy's blood, and was later modified. This attack is meant to purify the enemy of their envy, the sin of intense desire of another's superior qualities, or the desire for the lack thereof. As punishment the user will give his pain to the enemy. When attacked the user's blade will glow green as he charges it with chakra, and he will simply stop/deflect the incoming attack with a chakra enhanced blade. (can stop elemental natures A rank and below). The genjutsu is then activated at nearly the same time (albeit afterwards). After the attack is stopped, the enemy will quickly suffer effects based on the element that was used at the time.

Fire: After using a Fire based jutsu the enemy will be placed in an illusion where his body suddenly becomes covered in 1st degree burns. Harboring these burns will hinder the enemy until he is able to break free from the genjutsu.

Water-After using Suiton the enemy will be placed in an illusion where he feels the effects of water intoxication (in imbalance of sodium due to drinking too much water). Water will leak from the enemy’s mouth as he experiences the sensations of nausea, and exhaustion. (effects of water intoxication). Going through such symptoms will make it difficult for the enemy to function properly on the battlefield until the genjutsu is broken.

Earth-After using the Doton element the enemy will first experience a stiffness in his body as it begins to turn to stone. The enemy’s body will begin to crumble away starting with his legs and ending at the enemy’s neck. In reality the enemy is paralyzed due to his belief of losing his body.

Lightning-After using the Raiton element the enemy will feel a quick surge of lightning course throughout his body which causes an intense numbness in the enemy’s mind. With the inability to move due to the numbness of the body, the enemy is open to attacks unless the genjutsu is broken.

Wind-After using Fuuton jutsu powerful gusts from all directions will push against the enemy. During this illusion the enemy will feel a sensation of great pressure coupled with the image of wind blowing from all directions. This will prevent the enemy from moving against the wind thus immobilizing him. Due to the pressure of the wind gusts the enemy is also unable to breathe properly while the illusion is active.

Restrictions/Notes:
-must be taught by Omega
-This jutsu can block up to A rank elemental jutsu, and S rank non elemental genjutsu
-Can only be used twice
-No S rank genjutsu during this turn
-No S rank genjutsu next turn
-No S rank kenjutsu next turn


□ Declined, too encompassing, clashes with several effects of several existing Genjutsu. □

(Fuinjutsu|Fukkireru Kekkai no Jutsu) – Sealing Arts|Unbounded Barrier Technique
Rank: S-Rank
Type: Supplementary
Range: Short-Long
Chakra: 40 (-10 per turn)
Damage points: N/A
Description: By utilizing their exceptional expertise in fuinjutsu, as well as their natural vitality (chakra reserves) Uzumaki’s not blessed with natural sensing further expanded upon the boundary barrier technique in order to detect and defend against their various enemies . The technique is much like the A rank version of the boundary barrier technique in which a non-protective barrier will be erected that will be able to sense both movement, chakra, and matter displacement. This barrier, however, extends well past the range of the former. The barrier is seemingly alive in nature, forming an irregular shape that periodically makes slight movements to detect greater distances towards its edges. Because of this, the user is capable of sensing all things within the landmark the user is located in as well as any adjacent landmarks. The barrier’s vertical dimensions extend to the normal standard of long range. (Sky and underground). To perform this technique, the user will make seven handseals, (ending with the confrontation handseal) and manifest the "Kyoka" kanji on the ground below them. They will then slam that hand on the ground at which point the barrier will be manifested.

Restrictions/Notes
Bound to Advanced Uzumaki bios
Can only be activated twice
No S rank Fuinjutsu during or after the turn this is activated
Barrier does not boast any physical properties
Must be taught by Omega

Picture for reference
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□ Pending. Leaving for NK/Vex. □​

‡ Declined ‡ Tone down the scale of this, I won't allow it to extend past the landmark you're in. Also, how does this differ from the A-Rank Boundary Barrier technique? It seems like this is just a version of it that doesn't take one turn to form fully.
 
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Negative Knight

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Re: Custom Jutsu Submission III

(Fuuin/Meiton: Goten no Kuro) - Sealing/Dark Release: The Black Court
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (+100 chakra per turn)
Damage: N/A
Description: The user will place their hand above or across from one of their dark marks and simultaneously release all of the chakra contained within it while generating a colored barrier on their hand to absorb the chakra into it. The chakra will be released in it's raw and unmolded form, after it's been broken down by being absorbed, allowing the user to safely absorb the chakra of previously harmful energies without incurring any adverse affects. The barrier will transport the chakra directly into the user's body similar to canon techniques such as Multiple Infinite Embraces, adding it to their own supply. In effect, this will take chakra stored in any of the user's dark marks, originals or replicas, and transfer it to the user's body. Regardless of what dark mark this ability is applied to, it's effect will extend to all of them as they're all interconnected by portals (i.e. absorbing from one mark allows access to up to 100 chakra per turn of the chakra taken in by any and all other marks). The user can limit how much chakra is transferred or simply absorb all of what's been stored over the course of turns.

Note: Can only be used four times per battle, each use lasting up to 3 turns and preventing additional use for the same amount of time as well as no S rank and higher Fuuinjutsu that same turn and no Forbidden ranked Dark techs.

(Ototon: Shinsei no Asgard) - Sound Release: Asgardian Divinity
Type: Supplementary
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: The user will release their ototon chakra throughout their body to vibrate their body at the same frequency as an object or technique. They will appear to flicker at an exceedingly fast rate, matching the vibrations of the targeted element or material. This will allow the targeted entity to move through them or for them to move through it without taking damage. As there is totally no interaction between the user and the entity, this will allow them to phase through techniques regardless of it's damage. This will work regardless of it's properties or phase, working equally on solid, liquid, gaseous, energy and other states of matter. It should be noted that the user can still move and interact with things as normal barring the material in question (e.g. steel), allowing them to run, wield weapons and fight while this is active. However they should take care when using this technique, as if the floor is composed of the same material, they will phase through it and fall perpetually.

Note: Lasts one turn
Note: Can only be used four times per battle
Note: No S- Rank or above Sound in the next turn
Note: Only works on S-Ranks of equal or lesser chakra

Both Approved
 
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-Albel-

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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. □
Updating:

(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 four turns
- Can only be used twice per fight
- Has a two turn cool-down in between uses

□ Update Approved. □

New Submission:

Meiton: Pandemoniumu - Dark Release: Pandemonium
Type: Offensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user performs two handseals before putting any of his dark marks in contact with the ground and channels a considerable amount of Dark chakra underground in a specified location. The dark chakra violently spins and bursts upwards in the form of a dark purple/black vortex which can occupy the whole short range of a target(s). Taking into account on how violently this vortex spins upon its creation, the target will be thrown off balance as they get lifted up along with it. The moment its formed, the vortex will always go up and at the same time shrink in size. It cannot be bigger than the short range radius from a target, however it can reach up to 10m vertically. This violent construct has the tendency to always push the enemy upwards as it gradually decreases its diameter to a minimum of only fifty centimeters, which translates to the target(s) being smashed in the confined space. The intensity of the vortex prevents the enemy from trying to push themselves out of it, or performing specific actions such as grabbing a weapon from their clothes/back. The vortex possess the traits of absorbing sixty chakra upon contact with any target, and this amount will be stored in the user’s dark marks passively, which must be kept in contact with the ground the entire duration of this technique. Following Dark’s S/W, the vortex can absorb S-ranks for elements weak to Dark, A-rank for neutrals and B-rank for elements strong to Dark. If the vortex absorbs a jutsu, it immediately turns into purple flames and explodes, killing anyone inside of it.

-User cannot use release type dark jutsus above A rank in the following turn.
-Can only be used three times a battle with two turn cooldown

□ Declined. The technique is alright, but @Bold, what kind of actions does it hinder, will it stop someone from using hand seals, or react to the vortex? Make it a bit more clear. □
 
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Zaphkiel

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Re: Custom Jutsu Submission III

(Kumo Kuchiyose no Jutsu: Aranea no Kowaku) - Spider Summoning Technique: Aranea, the Temptress
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will draw their own blood and place it in contact with their Spider summoning tattoo to summon Aranea. The Temptress is a normal-sized black widow that can fit into the user's palm and has purple, rather than red, markings on it's back. Aranea is both capable of speech and communicating with her summoner through a mental link. She is most known for her ability to 'weave a web of lies', a reference to her proficiency with illusions. As such, she is capable of performing all of the Genjutsu techniques the user knows with a unique twist. Illusions which create animals/creatures or just parts of their bodies (e.g. feathers, scales, etc) will instead appear as spiders. Besides this, she possess two unique illusions that follow her spider motif. The first illusion is A-Ranked and causes a tiny spider to appear at the back of the opponent's neck. They will feel the sensation of it landing and then crawling before it bites into their skin to inject it's venom. The immediate effects this will have is a full body paralysis that eventually develops into necrosis of the limbs, causing them to turn a dark purple colour. If one turn passes without the illusion being countered, they'll fall unconscious in reality as they perceive the venom shutting down their bodily processes. The second illusion is S-Ranked and causes millions of spiders (of the same type or any variety) to appear around the opponent. They appear to be 'summoned' in a black haze rather than a white puff of smoke and all of them immediately proceed to attack their target. If they weren't spawned directly on the opponent's body or clothes, the spiders land on top of them or crawl up their body from the floor. The swarm immediately proceeds to infest the body's openings such as the eyes, ears, mouth and nose, effectively disabling those senses in reality as they're clogged up by the spiders and all the user can perceive in the illusion. The spiders will also bite and tear into the victim's flesh, ripping out their skin and drawing blood. The tiniest spiders will burrow into the gaps in the target's fingernails to devour them from the inside while larger ones would rip out whole chunks of flesh with their teeth and claws. Due to it's nature as a torture-type illusion, if it is not broken within a turn of being cast, the target will go unconscious from the mental strain.

Note: Lasts four turns when summoned
Note: Can only be summoned once per battle


Declined: up to S-rank illusions. No to altering illusions, and there must be a range and trigger for each illusion.


(Kumori Nitto) – Weaving Shadows
Type: Supplementary
Rank: D
Range: N/A
Chakra: 10
Damage: N/A
Description: The user will activate a passive ability that affects the colour of their silk techniques. This will enable them to henceforth alter the pigmentation of their silk without changing their power or other properties. The silk can made to exhibit any coloration, be it blood-red, violet, pitch-black or any other colour. The user, however, cannot make them invisible, transparent or any degree of translucent. Each silk technique can be made to exhibit a different pigment from the last (i.e. the user does not have to stick to a single colour after activation, each jutsu's colour can be decided individually). This technique lasts until deactivated.

Note: Can only be used by signers of the Spider Contract


Approved: but, this will not infringe on others' capacity to submit colored silk for specific techniques.


(Soushi no Amimono) – Web of Creation
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The user will imbue one of the basic elemental chakras into all of his silk techniques for the next four turns to cause them to take on a specific set of properties. If the user channels their suiton chakra into the threads, they will become coated in a thick layer of adhesive water (similar to Water Release: Starch Syrup Capture Field), giving them heightened adhesive properties and a resistance to being burned. If the user channels their doton chakra into the threads, they will take on a pitch-black metallic sheen and be hardened to the extent they can clash with swords and endure powerful impact forces. The hardening follows the same method to that of Earth Release: Earth Spear, which hardens the skin without affecting mobility or increasing the object/person's mass. If the user channels their fuuton chakra into the threads, their cutting capabilities will be enhanced and electrical currents will be impossible to conduct along them. If the user channels raiton chakra into the threads, they will gain slicing properties so they can cleave through solid techniques and the ability to paralyze on contact in the same manner as Nagashi. Elemental infusions via this method will respect all elemental strengths and weaknesses of the infused element. Activating this ability is instant and does not consume any time whatsoever. The jutsu itself doesn't add any damage or range to techniques used in conjunction with it. It simply serves the purpose of infusing the silk with elemental chakra to cause the technique to become an elemental jutsu of the same rank e.g. a B-Rank Silk jutsu infused with doton become a B-Rank Earth jutsu. All of these methods of infusing elemental chakra occur whilst the silk is leaving the user's body (to perform a technique), meaning they will have no negative effects on the user's body. Only one elemental chakra can be infused per activation (i.e. the element is decided when this technique is used).

Note: Can only be used three times per battle
Note: Can be used by signers of the Spider contract
Note: Can be used by Spider summons that possess elemental affinities


Approved: but, this will not infringe on others' capacity to submit elemental-infused silk for specific techniques.

 
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Method

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Re: Custom Jutsu Submission III

(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 chakra per Dark technique used)
Damage: N/A
Description: The user will activate a passive ability designed to conserve the chakra of Dark Release users. While this ability is active, the user will become capable of voiding the chakra cost of Dark techniques by solely using absorbed chakra and not their own supply/pool. However this comes with a certain and glaring disadvantage, namely an increased difficulty in using higher ranked techniques. Normally a single absorption regardless of the rank or chakra of the given technique will enable the user to use high ranked Dark jutsu (e.g. absorbing a B-Rank allows the use of S-Ranks). However with this technique active, to perform a single S-Rank, they user will need to have absorbed 40 or more chakra prior to it's usage. Once that chakra is used, they user will need to absorb another 40 chakra points before they can use another S-Rank. Thus this technique can be seen as an equivalent exchange: gaining the ability of conserving chakra but losing the ease of use Dark users are normally afforded. Another example scenario is if the user has absorbed a greater amount of chakra than the technique they wish to perform. If the user has absorbed 50 chakra and opts to use an A-Rank (30 chakra), that amount will be deducted from the reserve of dark chakra and the remainder will not be wasted or consumed. This technique lasts until deactivated and can only be used through the original seals on the users body. The user will need to spend a small chakra cost each time they utilize a dark technique through this method in order to gain access to the previously absorbed chakra. This doesn't effect the marks that are not on the users body.

Note: Can only be used once per battle

Approved - made edits
(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 chakra per Dark technique used)
Damage: N/A
Description: The user will activate a passive ability designed to conserve the chakra of Dark Release users. While this ability is active, the user will become capable of voiding the chakra cost of Dark techniques by solely using absorbed chakra and not their own supply/pool. However this comes with a certain and glaring disadvantage, namely an increased difficulty in using higher ranked techniques. Normally a single absorption regardless of the rank or chakra of the given technique will enable the user to use high ranked Dark jutsu (e.g. absorbing a B-Rank allows the use of S-Ranks). However with this technique active, to perform a single S-Rank, they user will need to have absorbed 40 or more chakra prior to it's usage. Once that chakra is used, they user will need to absorb another 40 chakra points before they can use another S-Rank. Thus this technique can be seen as an equivalent exchange: gaining the ability of conserving chakra but losing the ease of use Dark users are normally afforded. Another example scenario is if the user has absorbed a greater amount of chakra than the technique they wish to perform. If the user has absorbed 50 chakra and opts to use an A-Rank (30 chakra), that amount will be deducted from the reserve of dark chakra and the remainder will not be wasted or consumed. This technique lasts until deactivated and can only be used through the original seals on the users body. The user will need to spend a small chakra cost each time they utilize a dark technique through this method in order to gain access to the previously absorbed chakra. This doesn't effect the marks that are not on the users body. Techniques which absorb chakra into the user's marks such as Inhaling Maw do not make use of this pool of chakra since they're the mechanism by which chakra is sent into the user's marks. Since this technique makes Dark jutsu dependent on accumulated chakra, jutsu which require multiple absorptions or any other special conditions to perform (requiring a specific absorption technique to be used such as Inhaling Maw) will no longer require such.

Note: Can only be used once per battle

□ Update Approved. □

(Meiton: Kyuuden no Bachiatari) - Dark Release: Palace of the Damned
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 chakra per turn)
Damage: 80
Description: The user will perform two handseals and focus on a dark chakra technique present on the field to manipulate it. The jutsu will be reshaped to take on whatever form the user desires but it can never exceed it's original size in dimensions. The created construct will possess solid-like tangibility and will of course, possess dark's absorption capabilities. It will drain 100 chakra in contact with people barring the user and will be capable of absorbing neutral techniques of the same rank, one rank above for elements weak to Dark and one rank below for elements strong to it. The construct can be sustained at a moderate cost per turn and can be continually be reshaped while it is active. However, the user will be restricted to Dark, the elements which compose it and non-elemental abilities until it is deactivated or destroyed.

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

□ Declined. Like with Klad's technique before, restrict it to absorbing 60 chakra, what is the original dimensions, and reshaping it requires a hand seal. □

(Raiton: Joutou no Shisha) - Lightning Release: Ascension to Valhalla
Type: Offensive/Defensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning of up to 10 chakra above. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralised, the user will perform three handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a cylindrical column of lightning to rise up around them and travel towards the sky. Everything within the cylinder's confines will be paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. Upon encapsulating the opponent, constructions of lightning will extend from the interior walls of the cylinder but all of them remain connected to the central structure. These constructs can take whatever shape or form the user desires and will either deal blunt damage or piercing strikes depending on their form.

Note: Can only be used twice per battle
Note: No Lightning above A-Rank in the user's next turn
Note: Cooldown time of four turns in between uses

□ Approved. □​
 
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(Ninpou: Sakar Jinsei) - Ninja Arts: Primordial Instinct
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: -
Description: It is well known, to signers of the shark contract, that a shark’s primary sense is it’s sense of smell, where in some cases a specific sharks can detect a single drop of blood three miles away in a body of water. This high detection skill lead to sharks being renown of being one of the most dominant predators in the sea. This technique builds on that and incorporates the usage of ninja skills in order to further enhance that ability. It enables the signer to surpass others in regards to summoning capabilities, specifically the short range at which animals of contracts are summoned in. Through utilisation of the user’s blood, the user can achieve the effect of having sharks summoned up to 15 meters away from them. In order to accomplish this the user must have blood of his already present in said location, acting as a mark. The secret is that the user does not directly summon the shark(s) towards the marked location, but rather summons them normally, then towards the marked location. However, due to the nature of the summoning technique, it appears as if the shark(s) was actually summoned in the marked location. This technique happens in the same timeframe of the actual summoning technique and can only be used three times per battle, and five times per event. It is only accessible to the shark contract due to the strong nature and relation between sharks and blood.

Declined - i'm not going to allow jutsu that edit the use of the summoning jutsu like this.

(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A +20
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques. This technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The technique can be used to separate techniques/creations of a clone/original but only 3 techniques at a single go. The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. Additionally, due to the influx of chakra the technique’s strength is further amplified, giving it more power. This can be applied at the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to moving the constructs, the user can passively move techniques that have their own autonomous manners of movement such as legs and limbs. However, for constructs that absolutely lack manners of movement, like swords, the user can utilise wind chakra in order to move them around, surrounding the construct in order to accomplish that. The wind surrounding the construct would be considered D rank in strength, offering a mere 5 point increase to the damage of the constructs. This can be applied on techniques that have the autonomous manners of movement, simply for the small increase in power.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.

-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct, 15 in case wind is used to move them around.



You got this decline last time, so you added more to make it more OP?

(Kage: Phobetor Yume) - Shadow Arts: Phobetor’s Dream
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid(Creation) - Long(Reach)
Chakra: 30
Damage: 60
Description: Building the methods of "Shadow Arts: Creations of Tomorrow", Phobetor allowed the user to form that would be separated from the users shadow. The constructs would be spiked and jagged on one and, while smooth on the other, while also carrying traits of Shadow Imitation Shuriken/Shadow Paralysis. The minuscule constructs would be quite numerous and abundant, allowing the user to have the ability to attack wide areas with ease without the need to use multiple techniques. The number is relative to the area the user’s shadow occupied, with larger/extended shadows being capable of producing more of the constructs at easier pace. The constructs can be passively controlled mentally, at a cost of 5 chakra per turn, with the exception of the initial turn, or through hand movements, but without the need of additional chakra sacrifice. The constructs can be given basic shapes through the aforementioned methods, allowing the user to have versatile methods of utilising the technique. Phobetor can be created in a mid range radius of the user, however it’s reach extends to longer ranges. The true function of Phobetor comes when it used in conjunction with other physical nara clan techniques. The user can invoke Phobetor in order to change the shadow construct into a grain-like features similar to Phobetor. This passively adds more power to the shadow technique(20) due to the addition of minuscule yet durable spikes. As a result of Phobetor being used on other Nara clan techniques, the user can chose to either maintain the construct as it is, utilising it with the added bonus of having a durable grain-like construct, or the user can separate portions of the construct and control them individually similar to how Phobetor is used on its own. This allows the user to have an expanded arsenal per se. Additionally, Phobetor can be used as a medium to initiate other physical shadow techniques, this is simply an inverse usage in essence. Of course the technique the user wants to change Phobetor into must be referenced, however, the technique would have the added improvements that would normally exist if it was changed into Phobetor. In essence, Phobetor has three uses, one main use and two alternative ones that are essentially the same. The first and main use allows the creation of the Phobetor grains, the second use allows the user to transform pre-existing physical shadow constructs into Phobetor grains, while the third usage would allow the user to transform Phobetor grains into another shadow technique but with the bonuses of Phobetor. Overall the technique can be used four times per battle, and six times per event. Each usage would last three turns, requiring ten chakra points per turn. The next usage must have a turn break, however, after the third usage of the technique, each next usage must require two turn break. Phobetor’s third usage can be performed in conjunction with another physical nara clan technique. Upon the the end of the third usage, the user can not utilise S ranked nara clan techniques for one turn.

Declined a great concept but the sheer control is just impossible for Nara, we've seen how much effort it takes to control shadows... never mind on this level.

(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.
-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.
-Non-elemental chakra can be infused into the creations.
-Requires two turn break in between usages.


Sharks



(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type
: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A +20
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) Or alternatively empower the technique with twenty more damage points, but without the advantage of increasing the original technique’s field time. The two can not be achieved with a single use of the technique. The technique can be used to separate techniques/creations of a clone/original but only 3 techniques at a single go. The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to moving the constructs, the user can passively move techniques that have their own autonomous manners of movement such as legs and limbs. However, for constructs that absolutely lack manners of movement, like swords, the user can utilise wind chakra in order to move them around, surrounding the construct in order to accomplish that. The wind surrounding the construct would be considered D rank in strength, offering a mere 5 point increase to the damage of the constructs. This can be applied on techniques that have the autonomous manners of movement, simply for the small increase in power. Alternatively, the user can infuse other elemental chakras instead of wind if feasible, such as using water when a shadow is in water. The user can use any element they know as long as the surroundings allow it. Furthermore, due to the user’s own chakra being infused, techniques used and the techniques themselves from that elemental nature and the empowered shadow technique would phase through eachother, not interacting with one another in a sense.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct, 15 in case elemental chakra is infused to move them around.

‡ Declined ‡ There's too much going on here. You need to remove some of these abilities because I'm pretty sure you listed around 10 or more. Some of them just don't belong in this technique. I can accept the extended duration by 2 turns but the damage boost needs to go. Same for the damage boost gained for infusing elemental chakra. You need to trim this down and make it simpler/more concise because a lot of this stuff really isn't necessary. You mention using this on clones or originals, reshaping this through the use of more chakra and etc but make it needlessly complicated.

(Kage: Phobetor Yume) - Shadow Arts: Phobetor’s Dream
Type
: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid(Creation) - Long(Reach)
Chakra: 30
Damage: 60
Description: Building the methods of "Shadow Arts: Creations of Tomorrow", Phobetor allowed the user to form that would be separated from the users shadow. The constructs would be spiked and jagged on one and, while smooth on the other, while also carrying traits of Shadow Imitation Shuriken/Shadow Paralysis. The minuscule constructs would be quite numerous and abundant, allowing the user to have the ability to attack wide areas with ease without the need to use multiple techniques. The number initially released is relative to the area the user’s shadow occupied, with larger/extended shadows being capable of producing more of the constructs at easier pace. The constructs can be passively controlled mentally, at a cost of 5 chakra per turn, with the exception of the initial turn, or through hand movements. The constructs can be given basic shapes through the aforementioned methods, allowing the user to have versatile methods of utilising the technique. Phobetor can be created in a mid range area of the user, however it’s reach extends to longer ranges, as the created constructs are nor limited by the user’s/shadow locale. The true function of Phobetor comes when it used in conjunction with other physical nara clan techniques. The user can invoke Phobetor in order to change the shadow construct into a grain-like features similar to Phobetor. Due to the nature of creations of Phobetor being spiked and jagged, this passively adds more power to the shadow technique(10). As a result of Phobetor being used on other Nara clan techniques, the user can chose to either maintain the construct as it is, utilising it with the added bonus of having a durable grain-like construct, or the user can separate portions of the construct and control them individually similar to how Phobetor is used on its own. This allows the user to have an expanded arsenal per se. Additionally, Phobetor can be used as a medium to initiate other physical shadow techniques, this is simply an inverse usage in essence. Of course the technique the user wants to change Phobetor into must be referenced, however, the technique would have the added improvements that would normally exist if it was changed into Phobetor. In essence, Phobetor has three uses, one main use and two alternative ones that are essentially the same. The first and main use allows the creation of the Phobetor grains, the second use allows the user to transform pre-existing physical shadow constructs into Phobetor grains, while the third usage would allow the user to transform Phobetor grains into another shadow technique but with the bonuses of Phobetor. Overall the technique can be used four times per battle. Phobetor’s Dream as a standalone(first usage) lasts three turns, requiring ten chakra points per turn. When combined with other nara techniques, Phobetor’s Dream’s effects/bonuses would last the duration of the combined technique, costing ten chakra points per turn as well. A turn must separate the usages of Phobetor’s Dream, which results in the user being incapable of transitioning between the first usage to the second/third in quick succession. Phobetor’s Dream’s second and third usages can be performed in conjunction with another physical nara clan technique.

‡ Declined ‡ This doesn't feel logical at all.

Reference technique

(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.
-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.
-Non-elemental chakra can be infused into the creations.
-Requires two turn break in between usages.
(Jikūkan Tama) Space-Time Sphere
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: -
Description: A refinement of the S/T barrier technique, in which the user has the ability to extend the area the barrier encompasses into a sphere of 5 meters or less all around the user. This builds on the barrier that commonly exists only in front of the user. With the barrier extending to a larger spherical shape, it allows the user to deal with techniques that might originate from the ground or from a blindspot. Furthermore, the user can control the sphere/barrier to not transport objects/individuals within the sphere, allowing allies to be safe when near the user. Similar to the parent technique, it requires the user to perform the ram hand seal, however, unlike the parent technique, the user can be up to and including 5 meters away from the FTG seal/marked object. The technique is usable thrice per battle

(Jacko o sono Hako) Jack in the Box
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: -
Description: Similar to the concept employed by the Space Time Sphere, this technique allows the user to create a sphere up to 5 meters radius, however in this version it affects the 'transported to' area rather than the area of creation the barrier. It allows the user to create a sphere up to 5 meter radius in the area of transport. In this area, the transported attack or object would continuously loop inside the sphere, rampaging inside it from one point to the other, instantly. For techniques that are bigger than the area of the sphere, they would constantly teleport to the center of the sphere, stopping any momentum the technique may have. The technique occurs in the same timeframe of a barrier technique, but counts towards the jutsu per turn limit. The technique is usable three times per battle.

□ Pending. Leaving for NK. □



(Kage/Doton/Ninpou: Asteria) - Shadow Arts/Earth Release/Ninja Arts: Asteria
Type:
Supplementary
Rank: A
Range: Short-Mid
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. Additionally, at the cost of 30 more chakra and a handseal, the user can have the properties of the super added weight rock technique removed from the nara technique, removing its edge over light based technique, but with the advantage of having earth particles spread out 7 meters all around the technique. Whatever comes in contact with the earth particles would have their weight increased by 50 fold, as if affected by the super added weight rock technique. Naturally, the nara technique and the user would not be affected by the earth particles. This technique can be used four times per battle, lasting the duration of the technique it is applied on. Once the technique is countered/stopped the user must wait a turn before reusing it. Using the hand seal to have the earth particles spread would count towards the user's move count, but not towards the techniques overall usage limit. The particles can last for 2 turns if left alone, and their effects last for 2 turns as well.

□ Declined. I don't see how this can be approved like this. □

(Kage/Doton/Ninpou: Asteria) - Shadow Arts/Earth Release/Ninja Arts: Asteria
Type:
Supplementary
Rank: A
Range: Short- Mid
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 (cannot be applied to Forbidden ranks). 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 four times per battle, lasting the duration of the technique it is applied on. Once the technique is countered/stopped the user must wait a turn before reusing it. Alternatively, the user can chose to imbue the effects of the super light weight technique, resulting in a speed increase of 2X to the technique, but a reduction of 20 damage.

‡ Approved ‡
 
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Awkward Linguist

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(Meiton: Ishuu) - Dark Release: Swarm
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn to sustain)
Damage: 80
Description:In principle this is a simple jutsu. After having used Dark Release: Ultimate Inhaling Maw the user will face his dark marks towards the sky and release countless ravens that will take flight. Such is their number that the sky will be swarmed by them. They will remain there until the user wills otherwise, in which case a decent portion if not all will rain down onto the target with explosive impact. Whilst each raven has C rank capabilites, it's their sheer number that makes this a deadly technique.

Note: Usable twice with a three turn cool down
Note: Unable to mold other techniques while it is active

‡ Declined ‡ Similar techniques exist.

(Meiton: Ato Yowamushi Tonsou) - Dark Release: A Cowards Escape
Type: Defense
Rank: Forbidden
Range: Short
Chakra: 50
Damage: Death
Description: As the name indicates, this is a cowards jutsu. But nonetheless useful when death is imminent at the hands of the opponent. The user will absorb his own chakra into his absorption marks. Whilst this happens their bones, flesh and tissue will also be absorbed - starting from their legs, all the way to their head and finally their arms. Once done the absorption marks will collapse on themselves until nothing is left. Whilst this is an agonising way to die, the user saves face from being reanimated at the hands of the opponent or even worse.

Note: Obviously, usable only once.

□ Declined, DNR. □
 
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Ańbu Juniør

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Ōkami No Dappi | Molting of the Wolf God
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A branch technique of Fenrir's Armament that was created on the same concept of fur manipulation, but for offensive and supplementary purposes rather than defensive ones. During his constant battles, Kotetsu realized that while his ninken could repel incoming attacks, they were susceptible to techniques that would latch onto their body, and they would also be at risk when unable to move. Similar to the parent technique, a Ninken would cause all of their fur to stand on end by channeling chakra throughout their body and into their skin and, through the use of chakra, harden it to the point where it could be comparable to steel wire. In the case of a fused Ninken, they will be able to replicate their own fur onto the body of their Inuzuka partner by utilizing the effect of Fenrir's Lesser Oblige, which allows an Inuzuka to host characteristics of their Ninken onto their own body. The Ninken will then release the hardened, needle-like fur in either a particular direction or in an omnidirectional manner at incredible speeds. The power of the spikes of fur would be able to pierce through solid defenses of the same rank and below and can be released quick enough to take most opponents by surprise. After the fur has been released the Ninken will then saturate their skin with chakra and regrow their fur entirely after two turns. High Breed Ninken however, as a result of their enhanced constitution will be capable of immediately growing their fur back by spending -20 chakra. Additionally, the newly grown fur will have a thickness to it due to the aforementioned saturation of chakra that increases its defensive capabilities, granting one rank to all S-rank and below Inuzuka techniques that utilize a Ninken's fur for two turns.

Notes:
- This technique can only be used two times per Ninken and 4 Times max, and a Ninken must wait two turns before using it again.
- No S-rank or above Inuzuka techniques can be used in the same turn.
- Fenrir's Armament cannot be activated in the same turn this technique is used, and if it is active while this technique is used, then the armor will fall away along with the released fur.
- Instead of firing the entirety of their fur, a ninken can instead choose to shoot fur from different parts of his body.
- Can only be taught by Ańbu Juniør.

Approved

Fenriru Kōtakunoaru Gōon | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: This technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. The Ninken will open their mouth and manifest a massive amount of chakra before them and condense it to form a large sphere which, despite being incredibly dense and massive, travels at an incredible speed once released through a roar, howl, or bark. Once the sphere comes into contact with its target it will unleash its massive power in the form of a dome-like explosion, engulfing anything within short range, and due to the amount of compressed chakra that is used to shape the sphere, it's equivalent in strength to elemental techniques of its own rank. Alternatively, a Ninken can swallow the earlier created sphere and then release it as a massive beam of chakra that moves even faster than the projectile version. However, instead of the explosive nature the technique holds when released as a sphere, the beam solely focuses on its ability to pierce objects of the same rank, and is also equivalent in strength to elemental techniques of its own rank.

Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use, and no S-rank or above Inuzuka techniques can be used by the Ninken in the same turn.
- If two or more Ninken collaborate in the creation of the sphere it will count as a single usage, but the power of the attack doubles.
- Can only be taught by Ańbu Juniør.

Declined, rip of TBB. At least make it somewhat different next time.
Updating:

Ōkami No Dappi | Molting of the Wolf God
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A branch technique of Fenrir's Armament that was created on the same concept of fur manipulation, but for offensive and supplementary purposes rather than defensive ones. During his constant battles, Kotetsu realized that while his ninken could repel incoming attacks, they were susceptible to techniques that would latch onto their body, and they would also be at risk when unable to move. Similar to the parent technique, a Ninken would cause all of their fur to stand on end by channeling chakra throughout their body and into their skin and, through the use of chakra, harden it to the point where it could be comparable to steel wire. In the case of a fused Ninken, they will be able to replicate their own fur onto the body of their Inuzuka partner by utilizing the effect of Fenrir's Lesser Oblige, which allows an Inuzuka to host characteristics of their Ninken onto their own body. The Ninken will then release the hardened, needle-like fur in either a particular direction or in an omnidirectional manner at incredible speeds. The power of the spikes of fur would be able to pierce through solid defenses of the same rank and below and can be released quick enough to take most opponents by surprise. After the fur has been released the Ninken will then saturate their skin with chakra and regrow their fur entirely after two turns. High Breed Ninken however, as a result of their enhanced constitution will be capable of immediately growing their fur back by spending -20 chakra. Additionally, the newly grown fur will have a thickness to it due to the aforementioned saturation of chakra that increases its defensive capabilities, granting one rank to all S-rank and below Inuzuka techniques that utilize a Ninken's fur for two turns.

Notes:
- This technique can only be used two times per Ninken and 4 times per battle, and a Ninken must wait for two turns before using it again.
- No S-rank or above Inuzuka techniques can be used by the Ninken that uses this technique in the same turn.
- Fenrir's Armament cannot be activated in the same turn this technique is used, and if it is active while this technique is used, then the armor will fall away along with the released fur.
- Instead of firing the entirety of their fur, a ninken can instead choose to shoot fur from different parts of his body.
- Can only be taught by Ańbu Juniør.

‡ Update Approved ‡

Resubmitting:

Fenriru Kōtakunoaru Gōon | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: This technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. The Ninken will gather a large amount of chakra in their mouth and compress it into a massive sphere that is fired and travels at incredible speeds through a roar, howl, or bark. Once the sphere comes into contact with its target, or any solid structure of equal strength, it will unleash its power in the form of a dome-like explosion that engulfs anything within short range of it. Alternatively, a Ninken can swallow the earlier created sphere and then release it as a beam of chakra that moves even faster than the projectile version. However, instead of the explosive nature the technique holds when released as a sphere, the beam solely focuses on its ability to pierce through techniques of the same rank, and is also equivalent in strength to elemental techniques of its own rank.

Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use, and no S-rank or above Inuzuka techniques can be used by the Ninken in the same turn.
- The amount of compressed chakra used in the creation of the technique makes it equivalent in strength to elemental techniques of the same rank.
- Two or more Ninken can collaborate in the creation of the sphere, which doubles it's damage capabilities and counts as two moves per turn.
- Can only be taught by Ańbu Juniør.

‡ Declined ‡ This still isn't any different from a TBB.
 
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Excision

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(Sekai Me) Eye of the Iron World
Type: Weapon
Weapon Rank: A rank
Range: Short-Long
Chakra: -20 per turn
Damage: N/A
Description: The eye of the Iron World is weapon created by the Third Kazekage to help augment, empower and overall strengthen his Iron sand usage. The eye itself looks like a small golden pendant, no wider than ones hand, and is chakra infused to the Thirds forehead, looking like a third eye. On each side of the eye, are two smaller eyes placed on either side, representing another ability, giving the Eye three abilities in total, One passive and two actives. The Eye is not "sentient" but it is "aware" of what happens around it, and can be activated with mental commands to act on its own, allowing the Third to attack with himself and the Eye at the same time.

Passive: Protection of the Iron World.

This technique is a passive that is always in affect as long as the user has chakra flowing through them. after the Third created Iron sand to mimic the One tailed Bijuu, he also witnessed how the Bijuu reacted once it had a host, and as such, he copied that ability as well, placing it upon his weapon (how have you replicated it?). The protections works the same was as a jinchuuriki of the one tails does, that the iron sand around him moves of its own free will without the third having to do it on his own (this implies sentience, not mere "awareness"). The eye is capable of reaction twice as fast as the user, but can only use this ability defensively to block techniques and actions. While active, the passive ability can block B rank taijutsu, and C-rank Elemental Taijutsu and regular jutsu from any direction around the user (just no, you aren't going to be able to passively block these sorts of things indefinitely). Even though this is primarily passive, the user can also mentally command the eye to sap more chakra increasing this ability slightly. When Enhanced, the Eye can block A rank Taijutsu, and B rank Elemental Taijutsu and normal jutsu, but the passive is then deactivated for a turn before reactivating. While the passive is active, Iron sand will float around the user similar to Gaara's. The active of this is B rank and can be used in the same timframe as other jutsu as it is performed by the Eye.

Active: Insight to the Iron World.

This active ability is the user tapping directly into the Eye. The Eye also acts as a storage device, holding a countless amounts of Iron sand inside a small pocket dimension within its center. This was done so that, even in the most unfavorable of situations, the third would have access to any amount of Iron sand he required. Through a mental command, the third released all the Iron sand stored inside the Eye through means of portals. Once activated, over 50 portals will open up all over the battlefield, spreading well over 500m in all directions. Each portal is almost 10m in diameter and will constantly rain down countless amount of Iron sand onto the battlefield. The Iron sand is already infused with the Thirds Magnetic chakra, allowing him to manipulate it as soon as it leaves the portals and use it for offensive means. This stays active for three turns (nope, especially not with the sheer number of portals and the excessive range), and while active, no other actives can be used through the Eye. After three turns, enough iron sand will have fallen to create a wasteland of Iron sand for the third to use. The Iron sand it so deep, that any Earth jutsu coming from below will lose -15 damage from the resistance of the Iron sand. This ability can only be used once per battle, and upon reactivation, the Iron sand will return into the Eye and be stored once more. This ability is classed as S rank (but the CW is merely A-rank). This ability can also be activated in the same timeframe as another jutsu as it is performed by the eye.

Active: Offence of the Iron World.

The final active of the Eye is is, through mental commands, the third gives the Eye an objective. As the eye can control Iron sand, the third can get the Eye to perform one jutsu up to mid range from any Iron sand Technique the Third has created or learnt (cannot exceed the CW's rank). Activating this costs an Additional +20 chakra on top of the techniques chakra requirement, as the Eye needs to draw chakra from the third to perform it (it should vary, depending on the rank of the technique to be used). The jutsu will remain unchanged, and will be the same strength and abilities as it always has, it merely allows the Third and the Eye to attack at the same time as the third allowing him to overwhelm the opponent (if it requires extra chakra from the Third, then it can't be in the same TF as another move of his). This active doesnt take up an additonal move slot, but the technique used still adds to the users 3 jutsu per turn.

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Declined: I've gone ahead and left comments in pink italics that've been interspersed within the submission, itself.​

In addition to my comments above:
  • Add restrictions, in addition to longer cooldown periods.
  • Set a chakra capacity on this.. which'll then be replenished when not in combat, to an extent.


Training

(Sekai Me) Eye of the Iron World
Type: Weapon
Weapon Rank: S rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The eye of the Iron World is weapon created by the Third Kazekage to help augment, empower and overall strengthen his Iron sand usage. The eye itself looks like a small golden pendant, no wider than ones hand, and is chakra infused to the Thirds forehead, looking like a third eye. On each side of the eye, are two smaller eyes placed on either side, representing another ability, giving the Eye three abilities in total, One passive and two actives. The Eye remains dormant until charged with Chakra. The Eye can hold up to 500 chakra from the user, and once drained the Eye goes dormant for three turns before it can be charged again.The Eye is not "sentient" but it is "aware" of what happens around it, and can be activated with mental commands to act on its own, allowing the Third to attack with himself and the Eye at the same time.

Passive: Protection of the Iron World.

This technique is a passive that is always in affect as long as the user has chakra flowing through them. after the Third created Iron sand to mimic the One tailed Bijuu, he also witnessed how the Bijuu reacted once it had a host, and as such, he copied that ability as well, placing it upon his weapon. The protections works the same was as a jinchuuriki of the one tails does, that the iron sand around him moves of its own free will without the third having to do it on his own. To do this, the Eye creates an invisible magnetic chakra field that extends up to twenty meters. Outside of Short range, this allows the Eye to be aware of everything around it. In short range, he Eye becomes able to react to any person or jutsu that isn't apart of the users chakra that enters the field, using the magnetic abilities infused into it.(This here, needs to be defined better, being able to react to any person and jutsu outside your own chakra isn't defined enough. What about say, Hayabusa, they can fully hide their chakra, for example, or Mu when he erases his trace?The eye is capable of reaction twice as fast as the user, but can only use this ability defensively to block techniques and actions. While active, the passive ability can block B rank taijutsu, and C-rank Elemental Taijutsu and regular jutsu from any direction around the user. Having this passive active drains -20 chakra from the Eye each turn on top of any other ability the Eye uses.Even though this is primarily passive, the user can also mentally command the eye to sap more chakra increasing this ability slightly. When Enhanced, the Eye can block A rank Taijutsu, and B rank Elemental Taijutsu and normal jutsu(This is a no,its either one or the other, and this is obviously too high), but the passive is then deactivated for two turns before reactivating. While the passive is active, Iron sand will float around the user similar to Gaara's. The active of this is B rank and can be used in the same timframe as other jutsu as it is performed by the Eye.

Restrictions:
The activation can only be used once every alternating turn, and can only use used 3 times per battle.
Once the active is used, the passive will go on cool down for two turns, but the eye is still able to use the other two actives during this time.


Active: Offence of the Iron World.

The final active of the Eye is is, through mental commands, the third gives the Eye an objective. As the eye can control Iron sand, the third can get the Eye to perform one jutsu up to long range range(twenty meters max) from any Iron sand Technique the Third has created or learnt up to S rank.Activating this costs an Additional chakra starting from +5 for C ranks and going up by +5 per rank until S rank(+20). The jutsu will remain unchanged, and will be the same strength and abilities as it always has, it merely allows the Third and the Eye to attack at the same time as the third allowing him to overwhelm the opponent . This active doesnt take up an additonal move slot, but the technique used still adds to the users 3 jutsu per turn.(Its an active ability, so it will and it needs a clearly defined limit not just be usable once every alternating turn, and it being able to do it up to S rank is too high, too)

Restrictions:
Can only use this Ability once every alternating turns.
This ability cant use the same jutsu twice in a row.


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□ Declined. Notes in orange inside the technique. □

‡ Pending ‡ Leaving for Pekoms.



New Submission



(Jiton: Satetsu Supaiku Hashira)Magnet Release: Iron Spike Pillar
Type: Offensive
Rank:A rank
Range:Short-Mid
Chakra: 30
Damage: 60
Description: The user will form two hand seals and channel their Magnetic chakra into the ground below the opponent and cause a small portion of iron sand will rise up and wrap around the opponents ankles. The Iron sand will lock the opponent in place making them unable to move. Once locked in place, the Iron sand will pierce into the opponents skin, digging deep into the bone. Once impaled, the Iron sand will move its way up the opponents legs, spiking outwards severing muscles and cracking the bones until it reaches the hips. Once the Iron sand reaches the hips, the Iron sand will spike out in all directions piercing several internal organs causing severe internal damage. Severing connection with the ground won't stop the Iron sand from climbing up the opponents body, requiring a full body chakra surge of equal rank to stop the chakra. Once deactivated, any Iron sand inside the opponents body will simply fall out of any wounds and become unusable to the user.

Restrictions:
Requires the opponent to be standing on Iron sand to activate.
Can only be used twice per battle.
Once inside the opponents body, the Iron sand cannot be manipulated for any other jutsu's beside this techniques use.

□ Approved. □

(Jiton: Shifuto Satetsu Doton)Magnet Release: Shifting Iron Earth
Type:Offensive|Supplementary
Rank: B rank
Range: Mid-Long
Chakra:20
Damage: 40
Description:While the opponent is standing on Iron sand, the user will form a hand seal and cause the sand to shift rapidly, creating a pseudo earthquake. As the sands shift, the opponent will be unable to walk or run. The sands themselves will act like water in a storm, creating waves of Iron sand which rise up and down. As the sands rise up and down, the user will cause the waves and the ground itself to fire an endless barrage of Iron Bullets, aiming to completely litter the opponent with holes while they can't dodge or move for themselves.
Restrictions:
Can only be used three times per battle.
Must be used at Mid range or the user will be affected by the moving sands.

□ Approved. □
 
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El Alucard

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(Kemuriton: Tenma Shouten) ✘ Smoke Technique: Demonic Ascension
Type: Supplementary/Offensive/Defensive
Rank: S rank
Range: Short range
Chakra: 40
Damage: 80
Description: This technique is initiated by forming three hand seals. The user focuses and releases smoke from their back or uses smoke already present on the field (in Short range of the user) to form wings that are attached to his back. The wings take solid form and thus allowing for the user to fly or blow away incoming projectiles by flapping their wings, as well as striking the opponent with them in close range. The wings can be used offensively and the user is able to manipulate them completely thus allowing for him to fire solid sharp feather like projectiles, made of smoke, at an opponent for example. In addition to flight the wings can also be used for defensive purposes like blocking projectiles and other techniques (within the S/W of Smoke Release).

Notes:
- Can only be taught by El Alucard
- Can only be used 2 times per fight.
- Since the wings are attached to the user they constantly feed off his chakra thus allowing for the user to keep this technique going however long he wants -5 chakra each turn if one wing, -10 chakra each turn if both wings.

‡ Declined ‡ This isn't any different from existing jutsu which create wings. I believe there's an exact replica of this for Wind Release.

(Kemuriton: Seigi no michi) ✘ Smoke Technique: The Righteous Path
Type: Supplementary/Offensive
Rank: C rank
Range: Short
Chakra: 15
Damage: 30
Description: A simple technique, where the user will focus his chakra into Smoke in Short range of him. This allows the user to form the smoke into dense weapons, capable of inflicting damage through either blunt strikes, or sharp protrusions. However, this is not only limited to kunai, or hammers, but the user can also form whips, chains and even spears and lances of smoke, which can either be fired towards the opponent or used to constrict them. The user is able to use them from all around, or simply one direction. Through hand gestures, the user is able to guide the weapon should it be dodged.

Notes:
-Can only be taught by El Alucard

‡ Approved ‡

(Kemuriton: Sōzō no geijutsu) ✘ Smoke Technique: Art of Creation
Type: Supplementary/Offensive
Rank: D - S rank
Range: Short range
Chakra: 10 - 40
Damage: 20 - 80
Description: A technique initiated with the formation of three hand seals. Through smoke released from the user (body, mouth, etc) or smoke already present on the field (within Short range of the user), the user will form from the smoke, creatures. These creatures have a form of solidity, on the outside, with their inside still made of Smoke. The creatures can range from the size of small mouse, to around 15 meters in height and width. The creatures can be real, or based on the users' imagination, allowing the user some freedom as to what to create. The creature follows through the normal laws of being able to fly if it has wings, run if it has legs, etc. However, only within the scope of what the creature is generally capable of. The creatures also carry a form of being sentient, allowing them to act without direct command from the user. The creature is able to attack the opponent through normal means (like slashing with claws or sharp wings or talons, and even biting) which is directly proportional to the rank of the formed creature. Through the formation of another hand seal, the user is able to cause the creature to explode outwards, releasing smoke into the vicinity around it.

Notes:
-Can only be taught by El Alucard
-S rank usages can only be used twice, A rank usages three times and B rank usages four times. C rank and below usages can be used six times.
-The sentient creatures last up to 3 turns on the field.
-No Smoke techniques above A rank after S rank usage.

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‡ Declined ‡ Define the last sentence of the restriction. How far does it encompass and is this 'explosion' damaging to the opponent? Also, the usage restriction needs to be formatted in a better way. You shouldn't have a usage limit for each individual rank, simply restrict the S and A Rank versions.
 
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Illyasviel

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Resubmitting from the old thread.

(Koton:Sentou Yanagi)-Steel Release:Whomping Willow
Type:Offensive/Supplementary
Rank:S
Range:Short-Mid
Chakra:40(-20 per turn to sustain it)
Damage:80
Description:The user will focus his chakra towards his hands and as he does so perform the hand seals:Bird->Ram->Snake.After that he will slam both his hands to the ground and release the chakra into it,creating a tree,namely a willow of black steel from it.The main stem of the tree is about 10 meters high.At it's top there can be up to five large branches and on each of them about a dozen of long,whip like willow branches(up to 5 meters long) also made out of black steel.Th tree can swing the large branches and the whips on them in at high speeds in order to attack the opponent,it can even bend the main stem and attack with it's whole body but type of attack is only short ranged.If the main stem of the tree or one of the (up to) five main branches is destroyed,the user can channel his chakra to the whip-like branches and gain control of them.The user can control the branches as large vines of steel.He can move them around the battlefield and use them to attack the opponent by wrapping them around him,binding and suffocating him.The user can control the branches up to mid range from him.Each of the branches has B rank steel strength.The user can also manually detach some or all of the whip-like branches from the tree by performing the bird hand seal.If the user stops channeling his chakra to the tree it will remain on the battlefield but would be immobile.It can stand on the battlefield and be used by the user for as long as he is channeling chakra to it.
~Note:Can be used three times per battle.
~Note:No Steel release techniques in the same and next turn.
~Note:No above A rank techniques the same turn this is used.



 Declined  Each has a b-rank strength? Where as there are how many? >_> No. Also, I don't feel Steel is that malleable and can be given these organic properties. Its becoming weird. It can't also be there for how long you want it. It needs a time limit.
(Koton:Sentou Yanagi)-Steel Release:Whomping Willow
Type:Offensive/Supplementary
Rank:S
Range:Short-Mid
Chakra:40(-20 per turn to sustain it)
Damage:80
Description:The user will focus his chakra towards his hands and after that he will slam both his hands to the ground and release the chakra into it,creating a tree,namely a willow of black steel,from it.The main stem of the tree is about 10 meters high.It is composed out of several large chains (around 50cm width each) twined around each other.At it's top there can be up to five large branches (30cm width) and on each of them dozens of long but thin whip-like chains (up to 5cm width) that get swung around as the larger parts of the tree move. .The tree can swing the large branches and the whips on them at high speeds in order to attack the opponent,it can even bend the main stem and attack with it's whole body but that type of attack is only short ranged.If the main stem of the tree or one of the five main branches is destroyed,the user can channel his chakra to the whip-like branches and gain control of them.The user can control the branches as large vines of steel.He can move them around the battlefield and use them to attack the opponent by wrapping them around him,binding and suffocating him.The user can control the branches up to mid range from him.They have only C rank steel strength,however.If the user stops channeling his chakra to the tree it will remain on the battlefield but would be immobile.
~Note:Can be used two times per battle.
~Note:No Steel release techniques in the same turn.
~Note:Lasts for two turns.

□ Approved. Edits made. □

(Koton:Geijutsu Seibutsu Kouchi)-Steel Release:Art of Creature Crafting
Type:Supplementary/Offensive
Rank:D-S
Range:Long(Created Short,with long range reach)
Chakra:Varies on application
Damage:Varies on application
Description:Using this simple technique,enables the user to create various creatures for different purposes.The user will perform the Snake hand seal and using his chakra create one of the following creatures made out of black steel.The rank of the technique depends on which creature the user wants to use as their strength varies greatly.
♥Eagle-B rank application|When creating the eagle,the user forms a large bird with a body around 2 meters long and a wing span of 5 meters.The eagle's body is hollow inside and he is light enough to fly with the user on it's back with great agility.However this significantly lowers the resistance of this application and the eagle's body can be destroyed with C rank techniques.The eagle has distinctive black steel feathers on it's wings.And once per use,the eagle can flap it's wings in a target direction,releasing it's sharp feathers as projectiles towards the opponent(B rank,doesn't count towards the users 3 jutsu per move).After launching the feathers it's wings would loose most of their mass and the eagle will loose it's ability to fly,falling down to the ground.
♥Wolfs-B rank application|With this application,the user will craft a four-legged creature vaguely resembling a wolf.The wolfs are the size of a regular gray wolf.The wolfs can move very fast on the ground and their jaws are filled with sharp steel spikes-'teeth' with which they can easily tear of a persons limbs,flesh etc.Every wolf has B rank steel strength.
♥Bear-A rank application|The user will craft a large four legged creature out of black steal that resembles a bear,as a durable melee fighter.It usually moves on four legs but when fighting it can stand on it's back legs.When standing on it's back legs,the bear is 2.5 meters tall.Having A rank steel strength makes the bear very resilient.Also,the 'fur' that covers the bears whole body is made out of 3cm long steel spikes,allowing the bear to tear through the opponents skin with even a light touch.However the bear is not quite fast because of it's mass.
♥Snakes-C rank application|This application creates black steel snakes of C rank steel strength which can move underground.The snakes aren't too big,their body radius is around 5cm and they can be up to 10 meters long.The snakes in order to be flexible have joints all over their bodies.The snakes move pretty fast both above and underground and they can wrap around the opponent constricting their movements.Once they wrap around the target,the snakes will bite into it,with their two long steel fangs,making them harder to get rid of.
♥Phoenix-C rank application|An application mostly used for distracting the opponent.The user will create a medium sized bird with a body length around 1 meter,not counting the long tail made from steel strings behind it.The phoenix is too small to enable the user to fly on it,but it flies faster than the eagle and has a sharp,dagger like beak.The phoenix once destroyed can be reformed with the user performing another hand seal(doesn't count towards the 3 jutsu per turn limit).It can be reformed from no matter how small the pieces of steel but they have to be withing mid range of the user.
♥Ants-D rank application|The user will create thousand of ant sized little creatures.They don't really resemble ants as they are just a small and hollow ball of steel with six little legs.The ants move in a group and there is enough of them to fill the whole area of short range around the user,although they could be sent further and in different formations.The ants have no battle capability but they contain small bits of the users chakra and are connected to the user.Their bodies are very week and when stepped on,they break,allowing the user to pinpoint foreign movement.

♥Wingless Amphiptere-S rank application|With the strongest application of the technique,the user will create a large dragon headed serpent,resembling the Earth and Water dragon techniques. in both appearance and size.The dragon has S rank steel strength and it can move fast towards a target crushing it.It can also fire a hail of steel senbons at a target area(counts to the user 3 jutsu per move).
~Note:Each application can be used twice.
~Note:No other steel techniques in the same turn this is used.
~Note:When the S rank application is performed,no above A rank techniques in the same turn and also no steel release techniques in the following turn.

☼ Declined ☼

This is just a ton of different techniques thrown together. Each one reads like a separate jutsu.
I just extracted the highlighted parts from there.

(Koton:Ari)-Steel Release:Ants
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15 (+5 per turn)
Damage: N/A
Description: The user makes a handseal, then will create several hundred little, ant-sized creatures in their vicinity. They don't really resemble ants as they are just a small and hollow ball of steel with six little legs. The ants move in a group and there is enough of them to fill the whole area of short-range around the user, although they could be sent further in different formations.The ants have no battle capability but they contain small bits of the users chakra and are connected to the user. Their bodies are very weak and when stepped on,they break,allowing the user to pinpoint foreign movement.

~Note:Can be used three times.
~Note:Last for three turns unless destroyed or carried to long range from the user.



Approved: edits annotated in pink.


(Koton:Fenikkusu)-Steel Release:phoenix
Type:Offensive
Rank:C
Range:Mid
Chakra:15
Damage:30
Description:Mostly used for distracting the opponent.The user will create a medium sized bird with a body length around 1 meter,not counting the long tail made from steel strings behind it.The phoenix is too small to enable the user to fly on it,but it flies fast (normal Kage running speed) and has a sharp,dagger like beak with which it can stab the opponent.The phoenix once destroyed can be reformed with the user performing another hand seal(doesn't count towards the 3 jutsu per turn limit).It can be reformed from no matter how small the pieces of steel but they have to be within mid range of the user.
~Note:Can be performed twice per battle, and each can be reformed twice.

□ Approved. □
 
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Hard

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(Fūton: Kaze Hebi) - Wind Release: Wind Serpent
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30k
Damage: 60 or +15 Wind Coating
Description: By either releasing it from their mouth or by manipulating the air currents with hand gestures, the user will create a funnel of wind that will suck in projectile based techniques both solid and intangible alike, and re-direct them towards a desired target. The technique is similar in nature to how a snake eat's its pray, later having it travel down it's long body to then be released from the other end. As the opposing technique is being re-directed, the wind currents being manipulated will then mix with the 'absorbed' projectile and give it cutting edge potential, increasing the overall lethality of the technique in question as well as increasing it's defensive capabilities against lightning related techniques due to the wind coating. The funnel is strong enough to re-direct solids of equal rank and elemental techniques based on wind nature's elemental weakness & strength's. (Ex: Only being able to redirect up to B-Rank fire techniques.) Naturally, the techniques being redirected would be enhanced in damage if applicable. If used against weaker wind related techniques or simply lightning techniques, the funnel will disperse the techniques in question and head forward as a cutting edge tornado of wind that is five meters in diameter, at a weakened state of course. The size of the funnel is dependent on the technique released. If used to combat stream/wave related attacks the user will be required to keep a continuous build of wind manipulate in order to maintain the funnel's functionality.

▵ Can be used four times per battle
▵ Must wait one turn before re-using
▵ The Wind Coating boost is not applicable to techniques that would otherwise be canceled out by the funnel
▵ Must be taught by Hard

‡ Declined ‡ Similar techniques exist. If I remember correctly it was either Noni, Yashiro or Shady that made his.

(Fūton: Kuuhaku Dangan) - Wind Release: Vacuum Projectile
Type: Supplementary/Offensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: The user will either channel wind chakra into a projectile based object or drastically condense and shape manipulate wind nature'd chakra into the form of a projectile like a kunai, shuriken, senbon, arrow etc. He will then proceed to release the projectile(s) (Up to two) towards the desired location(s). Upon physical contact or simply by mental command/manipulation, the user will cause the object/chakra to explode outwards violently into a vaccum vortex that begins to suck anything within a five meter radius from it. The vacuum'd vortexes are strong enough to draw up to three average sized shinobi/objects/techniques. The vortex(s) are cutting edge, meaning if the target in question does defend in time he/she/it will be completely shredded by the cutting-edge winds.

▵ If two projectiles are used the damage is cut in half, meaning C-Rank strength.
▵ Elemental Weakness & Strengths apply
▵ Must be taught by Hard

‡ Declined ‡ Loki has this exact technique.
 
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Jᴀʏ

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

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

[COLOR="#000CD"]Approved[/COLOR]
(Same Kuchiyose: Kyasutā) - Shark Summoning: Castor
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Deep within the water country, in the village hidden in the mist dwelled a species of shark, within the dense fog lived a small yet incredible dangerous animal this animal dubbed by Taek as the Scavengers. Although the sharks were much smaller there their usual size, they compensated by using their unusual ability to swim and manipulate mist. These sharks were capable of expelling suiton from there skin, increasing the density of the mist around them to the point where the water vapor was far thicker than normal, but not solidified like regular water. Of these sharks was a teenage shark by the name of Castor. Castor is capable of merging with the mist, hunting down enemies stealthy as well as manipulating the mist around them with a power comparable to that of an A-rank water technique (this manipulation ability works in both ways, Castor can turn water into mist). Castor's last ability deals with the mist as well. Castor passively releases mist onto the battefield, to create a field of mist that continuously restores itself, as long as Castor is on the battlefield (though it's continuously restored, if the opponent blows away the mist with a strong enough force, namely F/S rank wind, it costs a move slot for the mist to be restored). This final ability is B-rank in power, and all of these abilities take away the appropriate amount of chakra for their rank.

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

♪ Approved: Made Edits. ♪

✪ Leaving for Vex ✪
 
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Venom

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Re: Custom Jutsu Submission III

(Raiton: Monshou no Tentou) – Lightning Release: Crest of Asgard
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-5 chakra per turn)
Damage: N/A (Depends)
Description: The user will perform two handseals and channel their raiton chakra into the sky to imbue the clouds above. This will cause the build up of lightning within those clouds, signified by their darkening and a visible surging of electricity. This gradual accumulation will happen over time and will become more potent over the course of turns. At any point, the user can release the accumulated lightning in the form of thunderbolts directed towards the opponent. If fired off on the same turn this was used, the power and damage of the bolts will be equivalent to a B-Rank due to their premature use. If released on the turn after, their damage will be the equivalent of A-Rank. If they are fired off two or more turns after this technique's initial activation, the damage of the bolts will be the equivalent of an S-Rank. Regardless of when they're fired off, their release will require no input from the user barring a mental command but they will count as one of the user's three moves (except if they're released in the same turn). Alternatively, if the user abstains from discharging the electricity within the clouds, they can use it to augment their own lightning techniques. Raiton jutsu used from them will gain an active boost of +20 damage but this will only apply once per turn as the clouds require time to accumulate the energy again.

Note: Lasts four turns
Note: Can only be used twice per battle

□ Declined. Pretty generic, and just another boosting technique. □

(Raiton: Monshou no Tentou) – Lightning Release: Sorcery of Loki
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra: 20 (-5 chakra per turn)
Damage: N/A
Description: The user will perform a handseal and focus on a solid entity containing their raiton chakra to harness it. This will allow them to take control of the said object by manifesting a coating of static lightning around it and levitating it (in a similar manner to Lightning Blades Levitation). The user will be able to govern it's movements through the air with hand gestures and upon contact with living beings, the static contact will be shocking to the touch. It will paralyze in the same way as Chidori Nagashi, with this paralysis persisting for long as contact is maintained.

Note: Can only be used four times per battle

□ Approved. □

(Raiton: Battou no Doragon) – Lightning Release: Felling of Siegfried
Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After performing a single handseal, the user will channel their raiton chakra into the ground to trigger a subterranean discharge of electricity. This surge will ravage the earth to compromise it's structural integrity, causing the next attempt at creating an earth-based technique (KG/CE included) from the ground to fail prematurely. Before it can even emerge, the jutsu will collapse and crumble, losing it's form and unable to progress any further. This will only apply to a mid-range radius around the user's position when this jutsu was first performed, meaning earth-based techniques can still be formed from the ground outside of this vicinity.

Note: Can only be used three times per battle

□ Declined. Needs more restrictions, as it is a A rank technique. □
 
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Summer

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(Kessho:shinderera surippa) - Crystal style Mark of Apu
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 50
Damage Points: 90(30 to user)
Description:
The user while in close range of the enemy no more the 5 meters away. Will be capable of crystallizing the water particles on the enemies skin. They will have to form 3 hand signs and then touch the enemy. Doing so will allow the user to take hold of the 70% water buildup inside the human body. After having crystallized 25% of the enemies water inside there body. The user will then be capable of freely stopping movements of the enemy for as long as the crystal particles remain intact in the enemies body. The user can restrict movement of the enemy by holding the confrontation handsign. Upon touching the enemy the transition becomes instant and the particles take shape. However the users hand is used as the catalyst for the technique and it instantly crystalizes as well and shatters afterwards. The touch of the enemy can be applied through any type of contact from punching, kicking etc.

Precognition: The user is capable of adding on an extra handsign after one turn and this will turn the crystal particles that are inside the enemy into needles which will in turn stab into the enemies body. This will cause internal bleeding and muscle dystrophy.
Once the needles have been utilized they will shatter and revert back into water.


Restrictions:
-can only be used once per battle and at the cost of a hand.
-must make contact in some physical way
- cannot use crystal jutsu for two turns afterwards.
- Should the user have Pressure points of harm active. This jutsu will be instant upon touch.
-can only be used by me

□ Declined. DNR. □

(Kuchiyose Hebi Helios) Snake summoning Helios
Type: Supplementary
Rank: A rank
Range: Short - mid
Chakra Cost: 30
Damage Points: 60
Description: The user will begin by performing one of the two standard ways of summoning an animal to the field. This snake in question is named Helios. He has a golden glow from his scales that are constantly lit up and glowing due to his lightning affinity. The glow is further amplified by the plasma discharge that constantly secretes from his scales. This plasma allows his lightning to charge faster and even move him faster then usual. It makes him move at Raikage speed because of the lightning affinity that is further boosted with the natural secretion of plasma. The plasma will act as a conductor for the lightning and makes it so lightning is constantly circulating throughout him at peak levels all the time. The plasma has acidic like properties to them but not nearly as deadly as hydrochloric acid. Better no that the plasma resides within Helios it won't affect him acidic wise. He can also in no way control the ph or the amount that is secreted either. He basically can just leave puddles/trails of it upon moving around. Helios of capable of emitting pre charged lightning jutsu from the canon list that don't require handseals. Being that he is a lightning specialist any D rank lightning jutsu used will be boosted to C rank because of the plasma. This follows suit for all ranks of lightning jutsu up to A rank jutsu but not including S ranks and higher.

Restrictions
: the user can summon Helios 2 times in battle
: Helios can move at Raikage level lightning boosted speed.
: remains on the field for 3 turns.
: can only boost up to A rank lightning which will take on S rank power.
: no other summons during this summon and one turn after Helios is dispersed.
Note:Can only be taught by me


Declined: the plasma idea is an odd one; I'm really unsure about which type of plasma is to be discharged by this snake. Anyways.. the snake is too stacked with its abilities. Right now, these 3x speed boosts aren't going to be approved, at all.. The cap is 2x either the base speed of Kage or Sage-rank bios. And it having boosted damage, on top of speed is a lot.​

Also, keep in mind that it'll only be summonable once per event. With a max duration of no more than four turns.​

 
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Detective L

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New Cycle: 14/06/2017 - 21/06/2017

RULES
1. Submit your CJ only once they've been finalized. The staff will routinely check submissions throughout this cycle.
2. Submissions must be one post per cycle, thus however many CJ you want checked need to be included promptly.
3. Submissions mustn't be edited after being checked by a mod—they'll become invalid, and thus declined!!
4. Submissions may be declined, at the moderator's discretion, if a technique is overly lengthy for no reason.
5. Submissions from the prior cycle that haven't been checked will be soon, please have patience.
The new cycle commences with this post, and concludes precisely one week from the given timestamp. Sorry for the delay. Anyone that that resubmits a declined cj without making any changes will receive a ban from this thread.
 

Sasori

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(Yohane no mokushirokunoyonkishi) ⎊ Sealing Arts/Puppet Arts: Chikamatsu’s Binding
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Sasori first applies a sealing tag onto his inhumane body, which can be stated in the user’s biography so it doesn’t cost a move, or they can apply it after the battle has already started, but costs a move. The seal comes into action when Sasori is faced with a target moving at least two times the users base speed. Upon activation, pouring out from the seal is a plethora of chakra threads that will begin to attach themselves to each of the targets body parts and pull them in the opposite direction. Each of the chakra threads, will act as an adhesive substance capable of pulling just like actual chakra threads.. This technique works by utilizing the sticky and adhesive properties of chakra threads in order for the threads to attach to all the parts of the target and drag them in the opposite direction. It is possible to use this jutsu against attacks up to A-rank in order to slow down their momentum, but it is ineffective against most fire/Lightning jutsu considering they deal with burning instead of blunt force, so the seal is most effective when activating it against an attack that involves blunt damage. This technique is normally used to stop attacks or opponents in their tracks. Essentially, upon the attack coming within the user's vicinity, the seal activates, causing the attack to be nullified as the threads stop the attack, but can only stop targets moving at a max of x2 the user’s base speed.

Note: Can only be taught by Sasori
Note: Can only be used four times.
Note: Can act as a body seal that must be stated in the user’s biography.

□ Declined, DNR. Similar to Body of Doom Fuuinjutsu technique by Broly (though probably submitted by Vegeta at the time). □

(Yohane no mokushirokunoyonkishi) ⎊ Sealing Arts/Puppet Arts: Sensations of a God
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (-20 each usage)
Damage Points: N/A
Description: A relatively simple technique based off of Sasori’s puppet body. It is known that Sasori is capable of wielding and controlling a puppet to his will because of how he has a part of his chakra contained inside of the puppet. This chakra is known as his core or his heart which allows for chakra to flow through the puppet giving him full reign over his body. Due to the chakra flowing throughout the puppet he is able to move his body about. This technique is essentially a sealing tag that the user will place upon their inhumane frame just like any other puppet; therefore it will serve as a body seal. The thing that is so special about this seal is how it has a passive ability activate whenever the user is faced with Genjutsu Hindering Sound Waves or Hindering Sound waves if applicable at the time. Once activated in response to any of the previous terms the seal will begin seal a portion of the chakra from a select body part or area that is being targeted. The purpose of doing this is mainly to deal with sound waves based upon hearing; the chakra located in the users head for example will be drained of its chakra disabling the user from moving their head or seeing/hearing temporarily, but will prevent the genjutsu from affecting them due to how they are based on their victims ability to hear; the effects last as long as the technique is in place, and once done will return the chakra to its original place. Considering the functions of how this works it is ineffective against sound waves that carry physical force, and even though it activates passively, it will cost move

Note: Can only be used by Sasori
Note: Must be Stated in user's biography.

Leaving for NK

‡ Declined ‡ It's an interesting idea but it needs a usage limit.

Otokonoko | The Boy
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: 50 (-10 per turn)
Damage: N/A
Description: The Boy is a human like doll which was said to at one point inhibit a child’s soul. The appearance of the weapon is that of a child like porcelain doll. Tale says that there was once a child around the age of seven who died in a terrible house fire. Along with the house the child was said to have been burnt to a crisp. There used to be rumors that instead of dying in that fire rumors say that the boy’s soul was placed into a child like doll which at the same time was also inhibiting the house. It goes on to say that the child who died in the fire had his soul placed inside of a porcelain doll or rather sealed inside of it which brought him to state of being alive or being sentient. On one of his journeys one day Sasori came across the doll which he thought fit his puppet collection just perfect. little did he know that it was more than just an ordinary doll. Usually, the weapon is normally placed on one of Sasori’s shoulder in a miniature, dormant state compared to when it is in its awakened form. When the “The Boy” is activated it grants Sasori a large array of abilities to use in combat. It is possible for the puppet to move around at its own will, but it is because it listens to Sasori that he is able to use it to his advantage. Sasori and The Boy were able to reach a mutual agreement by having the The Boy feed on a piece of his chakra each turn.

The first ability of the weapon is its ability to be linked directly with the user’s body. What is meant by that is that the user can use The Boy in order to spot incoming attacks heading in their direction with their linked vision. When in battle the weapon also appears to constantly be shifting its head as a way to keep an eye on the surrounding area and report everything to the user as it sees it. There is also a special ability the Weapon possesses which is when the weapon emits a sort of invisible, intangible chakra bubble from all directions including the ground which allows for the user sense anything before it comes in contact with something. Also, since the two have a linked vision whenever the user in a genjutsu they will be able to instantly realize that they are inside of genjutsu with the help of the Weapon’s eyes. Next, is the puppet’s ability to reconstruct its body back together similar to how Sasori’s puppet body form. The Boy however does not have as much efficiency when reconstructing its body back together like how Sasori does. The Boy is capable of this due to how it possesses a somewhat alive soul it has the ability to reassemble itself similar to how Sasori can regenerate. It is only capable of welding its body back together against blows up to A-rank while it can only mold back together against Fire jutsus up to B-rank due to it being weak against Fire. Once per battle The Boy can tank one S-rank jutsu, but at the cost of it taking one full turn to reassemble.

Offensive wise, The Boy’s body has been adjusted to have two sealing tags located on it. The first tag is located within its mouth and inside of it contains each of the five elemental natures. When activating the seal the user pays forty chakra points and selects an elemental nature. Once chosen The Boy releases from its mouth a thin concentrated beam of said elemental chakra that is capable of extending up to long range and doing S-rank damage. After using one elemental nature it requires a turn cooldown before it came be used again. Onto the second sealing tag, when activated at the expense of thirty chakra points a barrier emits from it in a spherical manner that covers everything five meters around the seal. The thing so special about this barrier is how it has the innate ability to seal momentum and force behind physical attacks leaving them to be sealed inside of the barrier after coming into contact with. Up to S-rank attacks can be sealed due to the nature of the barrier, but only if they are physical like earth and can only seal A-rank energy attacks such as Lightning. This ability can only be used three times with a turn cool down.

Note: Can only be taught by Sasori
Note: Can use all Puppetry jutsu of the user
Note: Can start the battle already activated.

□ Both Pending. Leaving for Pekoms. □


Declined: in spite of being a CW, it's first and foremost a puppet; no F-ranks are permitted. Overall, it's really too much, in terms of abilities.. Even if it were to be reduced to S-rank, there's just the fact that it can do so many things for so long. I'm not going to allow a sentient puppet like this, especially at the rank you've tried. Beyond that, the linked vision is a no-no.. Again, it's just crammed full with all sorts of mechanisms. You didn't include a rank or range for the detection barrier, and it's got no other usage limit. It's high durability, in conjunction with its repair capability, is another bit that's excessive. Like the detection barrier, it lacks a usage limit and seems to have little to no repair time.. bar an instance in which it tanks an S-rank attack. All in all, this'll need some substantive edits to even begin to be approvable.

 
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Illyasviel

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(Koton: Gyanburā Shikake) - Steel Release: Gambler's Gimmicks
Rank: B
Type: Offensive,defensive,supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will clench his fist and in it create up to 3 regular sized,either coins,dice or cards made out of black steel.The user can then manipulate the creations and make them grow exponentially.As the growth is triggered,they grow to a fixed size.The sides of the enlarged dice are 2m,the coins have a 2m radius and are 30cm thick while the cards are 2.5x1.75m in size and around 20cm thick.For the user to trigger the growth he has to be in contact with what he decided to make,but he can trigger it and throw them and they will continue to grow in the air.They don't take long to grow,around the time they reach mid range from the user they would be full sized.They can be thrown as a weapon or to create an obstacle between the user and the opponent.The gimmicks always grow outward from the user.
~Note:Can be used three times.
~Note:Once they are created they have to be grown either in the same or next turn.

□ Approved. □

(Koton:Sunaipā)-Steel Release:Sniper
Type: Offensive
Rank: C-A
Range: Mid
Chakra Cost: 15-30
Damage Points: 30-60
Description:The user will perform a single hand seal and create up to five,handball-ball sized, steel balls on the ground in his vicinity,each of which has C rank strength.The rank,chakra cost and damage depend on the number of created balls.The user can use his chakra to make the balls roll and position them in the desired position on the battlefield (each can go to a different position) where they can stay until the user wishes to use them.When he chooses to,the user will make another hand seal and fire them,like cannonballs at his target.
~Note:Usable twice
~Note:Can't be used again if the user hasn't fired the first ones yet.

□ Declined. No need for this to be multi-ranked, choose a single rank. □

(Genjutsu: Yochi) - Illusionary Technique: Precognition
Rank: A
Type: Supplementary
Range: Short - Mid
Chakra cost: 30
Damage points: N/A
Description: The user will either by performing the Snake->Rat hand seals or by lucking the opponent directly into his eyes,disturb his chakra flow and place him in an illusion.The first effect would be that this will create something close to a memory,a knowledge on the edge of the mind that up until now,he(the opponent) has successfully foreseen and predicted every single action that his opponent (the user) has made and that he has this precognitive ability in which he can absolutely trust.In the next part of the technique,the user will make the opponent have this sort of precognition about his next move and can arrange this vision in anyway he wants with the opponent being certain that the user will take those exact actions in a few moments.The user can then if he wants to,play into the vision he gave the opponent,until a certain point where he will make an attack or some other action that differs from what the opponent is expecting,leaving him confused and unprepared for what is really happening.
~Note:Usable 2 times per battle
~Note:No other genjutsu in the same turn.

♪ Declined, DNR: This isn't how genjutsu works. You use your chakra to disturb your opponent's chakra flow to manipulate their five senses. You can make him see things that aren't there, here sounds, feel pain, etc. However, you cannot manipulate their memories or minds to this degree without an advanced method of placing the genjutsu such as MS/Yin. ♪
 
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