Custom Jutsu Submission - III

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Vayne

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Changed reaction to light to destruction of the technique.

(Kage/Ninpou: Battoman To Junbi Jiksn) - Shadow Arts/Ninja Arts: Batman With Prep Time
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (Dependant)
Description: Similar to the concept of having ink tattoos, this collaboration technique essentially allows the user to apply tattoos to his very own shadow. Naturally, this must be done when the shadow is in a tangible state. The user can either use this technique to give his shadow tangible form, or simply employ the tattoos on a preexisting tangible shadow. The tattoos are quite similar to those of Body of Creation, as in the user needs to merely draw the shape or kanji(s) of the desired objects, then utilise them at a latter point. The tattoos, at the cost of 5 chakra points, can passively be repurposed into different shapes and constructs similar to Body of Creation. The user can have up to four tattoos placed on his shadow at one point. A single tattoo contains B rank strength, meaning that when repurposing 4 tattoos, the user can create up to and including S rank ink techniques. A single tattoo can expand up to 10 meters length, allowing the user to have a degree of leniency over the size of his creations. Releasing a single pre-set tattoo costs 20 chakra points, releasing two costs 30, while releasing three or all four costs 40. When using a repurposed tattoo into its technique the user must use 10 additional chakra points to the technique. Pre-set tattoos also have a reaction ability which is dependent on the shadows strength. When an opposing technique of sufficient strength meets the shadow to completely neutralise it, the tattoos would be automatically released in the direction the technique came from, clashing with it and interacting based on s/w. Depending on the number of tattoos present at the point in time, the chakra cost can vary from 20 to 30 to 40. However, for tattoos purposed for specific techniques, it would cost said techniques chakra cost + 10, similar to the release portion of the technique. The pre-set tattoos must be stated in the user's biography. The technique can be used 4 times per battle, with preset tattoos not counting towards the 4 times limit if stated in bio.

✦ Pending, leaving for someone else though this seems like a Fuuinjutsu ✦

□ Declined. Without Fuuin, this much isn't possible. □

(Kage: Kurechin) - Shadow Arts: Cretin
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: 5
Damage: N/A
Description: Used for the purpose of story telling, Cretin allows the user to manipulate his shadow in all of its forms in order to convey a story to an audience. The story can range from a simple manipulation that covers a few centimeters to a grand, up to scale, extravagant showing. The user's imagination is the only limit. The technique can last indefinitely due to it being inherently harmless and easy to use, though use prevents any other jutsu from being used. It costs 5 chakra points per turn to sustain.

✦ Approved ✦

(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through a two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single target, the water/shadow combo sucks 25 chakra points per turn. With every 50 chakra points taken, the duration of the shadow technique increases by one turn. The user and those tied to him by a blood contract, are capable of ignoring the draining/sticky effects of the water. Alternatively, the chakra taken can be used to release a viscous sticky mist that casts a shadow on the entire field. The mist reduces visibility past mid range, but clings onto the clothes/bodies of those present in it, reducing their speed by two levels each turn. The mist costs 20 chakra points to activate/spread, and costs 10 chakra points to sustain. The chakra must come from that absorbed by the water. Furthermore, the mist can also be stopped/countered upon the destruction of the shadow. However, it's effects on speed progressively disappear at a rate of regaining 3 levels per turn after it's dispersal. The technique can be performed in the same timeframe of a physical shadow technique, and can be used five times per battle. Being tied to a shadow means that it lasts as long as said technique.

✦ Declined, main or alternate use only, your choice. Also don't see why others besides the user are immune; clones logically would be as well and an overall chakra drain limit is needed, not per opponent✦
Removed the 'prevents any other jutsu from being used' Ninjas gonna be jumping me like that :|
(Kage: Kurechin) - Shadow Arts: Cretin
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: 5
Damage: N/A
Description: Used for the purpose of story telling, Cretin allows the user to manipulate his shadow in all of its forms in order to convey a story to an audience. The story can range from a simple manipulation that covers a few centimeters to a grand, up to scale, extravagant showing. The user's imagination is the only limit. The technique can last 5 turns due to it being inherently harmless and easy to use. It costs 5 chakra points per turn to sustain, with a turn interval required between uses.

□ Update Approved. □

(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
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.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct

Declined - this goes against the focus needed to control shadows which has been seen throughout the series.

(Kage: Ra No Hoho) Shadow Arts: Protection of the Ra
Type:
Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on the ability of the Nara to manipulate their shadow to become tangible and exhibit strong solid qualities this technique was born. The technique has two manners of usage. The first is erecting a defensive structure based on the users need. What sets the structure apart from any other defensive technique is how it interacts when damage is received. Instead of remaining solid and resistant to the oppressing technique the defensive structure would react in a unique way. Ability alpha would take place. Ability alpha leads to the negation of all power of the opposing technique. This is achieved through absorbing the power/damage of the technique and spreading it across the shadow then finally towards the ground, causing damage to the ground as a result. Depending on the strength of the technique it can cause damage from cracks to craters. This would stop the opposing technique from gaining any more distance, thus effectively protecting the user. The user can, 3X per battle and at a jutsu cost, choose to redirect the momentum of the stopped technique to somewhere else other than the ground. The momentum would be directed through (a) shadow tentacle(s) towards the intended target. If multiple tentacles are used the power is spread amongst them. The intended target would be sent flying backwards while receiving damage equivalent to the stopped technique but with a -10 damage due to the fact that some of the power would be lost during the execution of the technique.(A punch that delivered 30 damage initially would deliver 20 damage when its returned). The user can choose to give their defensive structures, 3X per battle, spikes. These shadow spikes would destroy the opposing technique. They would carry A rank strength. This is ability beta. It is commonly used to stop offensive techniques that the user does not wish to send back.

The second and alternative usage of this technique is to apply it to other shadow techniques. This would give that technique powerful defense. Additional chakra would be added to said technique to make it behave like the following. The technique this is applied to would get up to 45 defensive points added to it. When an opposing technique hits the augmented shadow it would count towards the 45 defensive points. Alternatively, power/damage can be either sent towards the ground/target through a tentacle(s)(or direct contact) delivering 3/4 of that damage, or it can be used to augment the shadow technique's own strength. The strength increase is only 1/2 of the stopped technique.(A tangible shadow punch that absorbed the damage from a boulder for example would use the damage/power to propel the shadow punch forward, increasing its damage as a result.) This can be only applied 3X per battle. It would last the same duration as the technique it is applied to. This requires the user to perform a hand seal. It would only become active when the shadow tech it is applied to gets hit. However, it would still cost 15 chakra points per turn.

The technique basicslly acts as a waterbed, distributing the damage but with a twist. The twist being that the damage would be 'presevered' then sent towards an outlet where it takes effect.
-Requires mastery of shadows.
-4 time per battle.

Approved



(Kage: Giman No Rainzu) - Shadow Arts: Deception of Lines
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A rather simple technique that comes a long way. The user would erect a wall of shadow to his liking that could be used to block incoming attacks. The true purpose of the wall is to hide the tendrils of shadow that would pierce through the terrain and move towards the targets. Once below the targets the user can use the shadow tendril to decapitate them, pin them, or simply annoy them. Furthermore, the tendrils would have traits of Shadow Imitation Shuriken/Shadow paralysis, meaning that if they were to make contact with the opponents shadow they could immobilise them in their place. The shadow wall that would be used as a means to block incoming attacks would, after blocking said attack, either return to it's normal state, or remain as a wall. In either case it would be used to hide the point of entry of the tendrils in the terrain.
-3 times per battle.
-No juts above A rank in the same and following turn.

Approved nice jutsu
Changed that wonderful second restriction z.z

(Kage: Giman No Rainzu) - Shadow Arts: Deception of Lines
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: A rather simple technique that comes a long way. The user would erect a wall of shadow to his liking that could be used to block incoming attacks. The true purpose of the wall is to hide the tendrils of shadow that would pierce through the terrain and move towards the targets. Once below the targets the user can use the shadow tendril to decapitate them, pin them, or simply annoy them. Furthermore, the tendrils would have traits of Shadow Imitation Shuriken/Shadow paralysis, meaning that if they were to make contact with the opponents shadow they could immobilise them in their place. The shadow wall that would be used as a means to block incoming attacks would, after blocking said attack, either return to it's normal state, or remain as a wall. In either case it would be used to hide the point of entry of the tendrils in the terrain.
-3 times per battle.
-No shadow jutsu above A rank in the following turn.

□ Update Approved. □

(Hijoujitaitaishokeikaku Kei) - Contingency Plan
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: To be utilised during the performance of a S/T barrier related technique, Contingency Plan allows for the effective countering of techniques that are stream line based, sentient, or similar. When a barrier is used to counter a streamed technique, Contingency plan allows for the transportation of the entire opposing technique. Normally, the S/T barrier would be unsuited to counter stream techniques, however through this technique, once contact is made between the barrier and the streamed technique, a sealing formula of the flying thunder god would spread on the streamed technique, allowing it to be transported 'as a whole' into a marked location. The sealing formula would spread regardless of the nature of the technique, as it would only be a temporary etherial one in a sense. The streamed technique would be effectively cut at it's point of origin, not affecting the original source of it. When a S/T barrier is used to counter a sentient non-living creature, the formula would spread on the creature's body, sending it to a marked location. In both these scenarios, upon transportation, the opposing technique would explode into a blast equal to it's strength, covering a short range radius. Finally, when used against living creatures/humands, a sealing formula would be placed on the creature, while also transporting them to a marked area. This sealing formula would only last for 3 turns before it wears off, unlike the normal one that lasts indefinitely. The seals would instantly form.(S/T instant) Usable once every two turns, and only during a S/T barrier or variant of it.

□ Declined. Where the Fuuin at? How are you adjusting a sealing script without Fuuin? And no, this doesn't mean you can VM me for Fuuin permission ¬_¬. □

(Ninpou/Kage: Ryouiki No Helios ) - Ninjutsu/Shadow Arts: Domain of Helios
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Using the very nature of how shadows react to light, the user would use a variation of the hiding with camouflage technique in order to transmit the shadow of his body to a distant location. This is reminiscent of the When used during normal daylight time, the user can only transmit the user's shadow to mid range away, however, if it was darker, for instance raining, or dusk/dawn, the user can transmit the shadow up to long range. When used at night times, the user can transit the shadow up to 2 LMs away. In a battle, usage of Domain of Helios allows for the user to perform techniques from a longer range than normal. During daylight, it only allows for a single range increase to techniques, however the other cases allow for a long range usage. The user can choose to transmit a single body part, multiple, or his entire body. The technique can last for three turns, costing 10 chakra per turn, and usage must be separated by a turn interval. The user can chain a nara clan technique in the same timeframe with Domain of Helios as long as the techniques core is B ranked or lower.

♪ Declined: This doesn't make much sense. The hiding with camouflage technique doesn't transport the user; it simply hides them. It's pretty illogical and overpowered to just "teleport" your shadow wherever you want lol. ♪

□ Pending. Leaving for Vex. □

(Sono Sue Soji) - The Future Foundation
Type: Supplementary
Rank: N/A
Range: Short
Chakra: +10
Damage: N/A
Description: Unique to those with the , The Future Foundation allows the user to maintain the 'malleable' aspect of his body after utilising the soften body modification. In essence, it allows the user to be able to continuously shift and move their body under the effects of the soften body modification. This was deemed necessary due to the soften modification requiring chakra, thus preventing combining the gained agility into advanced taijutsu or otherwise chakra requiring tactics. The Future Foundation essentially transforms the soften modification techique into a continuous state that can last for five turns at a time, costing five chakra per turn. The user can passively dodge/counter close quarter combat based attacks, but at a cost of five chakra. However for elemental techniques or similar, the user would need to actively sacrifice ten chakra points in order to dodge. Moving is limited to the soften modification technique's range. Dodging can only be used once every other turn.

□ Pending. Leaving for LoK. □

(Ninpou/Kage: Ryouiki No Helios ) - Ninjutsu/Shadow Arts: Domain of Helios
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Using the very nature of how shadows react to light, the user would use a variation of the hiding with camouflage technique in order to manipulate how light hits his body in order transmit the shadow of his body to a distant location. This is reminiscent of the When used during normal daylight time, the user can only transmit the user's shadow to mid range away, however, if it was darker, for instance raining, or dusk/dawn, the user can transmit the shadow up to long range. When used at night times, the user can transit the shadow up to 2 LMs away. In a battle, usage of Domain of Helios allows for the user to perform techniques from a longer range than normal. During daylight, it only allows for a single range increase to techniques, however the other cases allow for a long range usage. The user can choose to transmit a single body part, multiple, or his entire body. The technique can last for two turns, costing 10 chakra per turn, and usage must be separated by a turn interval. The technique can be used 3 times. The user can chain a nara clan technique in the same timeframe with Domain of Helios as long as the techniques core is B ranked or lower. Naturally, the shadow must be at least 5 meters away from an opponent, although it can be projected to lower than that in case of targeting an ally.

□ Approved. Edits made. □
 
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(Shakuton/Doton: Itami pakku) Scorch/Earth Style: Pain Packer
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: Pain packer is one of the more powerful, and dangerous styles of the scorch style, having to incorporate doton in it, simply to keep from dying themselves. The user will start off by slamming their hands together causing a protective armor made of earth to layer around his body in haste while already causing scorch chakra to layer around his skin under the armor. Once he does this, he will create a very small marble size scorch ball while sending it into the sky from behind his position, while constantly fueling huge amounts of scorch chakra into it as it travels in the sky, keeping the heat from the scorch compacted. Once it reaches mid range into the sky, the user will cause the scorch marble to de-compact, transforming into a miniature sun roughly 3x3 meters. Once it transform from the marble to the sun, it will give off massive heat, scorching any and everything within long range of its position easily burning the flesh straight off the opponents body. This includes anything such as grass a forest, or even a small pond. The ground would be so hot that it would melt the soles of the shoes from anybody within mere seconds, and deliver 3rd degree burns to their legs. Due to such high scale and dangerous technique, the user is not fully immune to the technique, Causing his whole body to take 2nd degree burns. Making the user take triple damage for all techniques that connnect to his body.

Note: Can only use once
Note: The user due to him taking precaution, will stay layered with scorch chakra for 1 turn after this, protecting his body from the after effects of the jutsu
Note: The after effects of the jutsu (Scorch ground) last for one whole turn
Note: No Scorch jutsu for 2 turns after use
Note: No Forbidden rank jutsu for 2 turns after use

♪ Declined: This is too wild, you need to make some sort of way for the opponent to be able to counter, you can't just say that it scorches the flesh off of anything within range. My suggestion is to make this similar to Kirin, have it require a turn of charge up time. If the opponent can't counter/form a defense around himself by that point, you should be able to make a sun that instantly burns whatever in range. The effects won't last for the whole turn either lol. Anyways, specify that this jutsu takes up two move slots. And, finally, you gotta reword parts of this to show that you aren't using two elements at the same time (as that would require Y/Y). ♪

(Ototon: Shu Ranmyaku) Sound Style: Lord Of Chaos
Type: Offensive | Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Lord Of Chaos or sometimes spelled "Kaos" Is one of the signature styles of the sound style that the user uses utilizing only the snap of their fingers to initiate the technique. Overall the user by snapping his hands release sound chakra in the shape of a bubble that violently explodes. By pointing their finger in the direction they want the bubble to be made at, the user will snap their hand causing sound to take a translucent and transparent (Looking like a distortion in the air) circle shape next to the opponent, which will quickly explode dealing bone breaking damage if not counter. Another way the user can use this is The user will snap their fingers in the direction of a technique causing tiny sound bubbles to form inside (If its water or anything that can be penetrated) or on the layer (such as earth etc) which will then quickly explode, destroying said technique. The great thing about this technique is that once the sound orbs explode they let out a very devastating screech, bursting the ear drums of anybody within 3 meters of the explosion causing them to go deaf for 3 turns and -30 due to the eardrums bursting..
Note: Cant use this technique back to back
Note: No sound jutsu above A rank in the same turn

Declined - change it to damage their ear drumbs, deaf for 2 turns. But this would also have to be made away from the opponent, for OP reasons.


Completely did the whole jutsu over so I didnt quote it
(Shakuton/Ototon: Anpu niiro dageki) Scorch/Sound Style: Amplified Red Shock
Type: Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (+20 to both user and opponent due to hearing impariment)
Description: This is a incredible and powerful sound jutsu. The strongest sound jutsu created by Asch the bloody of the hidden sand. Utilizing sound in general. The user slap their hands together sending sound chakra into the atmosphere. As this happen a huge large sphere of sound surrounds the opponent being max long range in every single direction. Leaving the opponent trapped inside the sphere of sound. Once this happen the user will do two handseals, ending with the tiger handseal causing the huge sound sphere to violently imploding instead of exploding. Causing every person that is caught inside the sound wave shock to take massive destructive damage, obliterating anything inside. Even though this technique implodes it gives off a very loud sound wave frequency that damages the ear drums of all who hears it, causing additional damage outside of the sound wave implosion. The reason this technique is forbidden is due to the loud frequency reaching long range outward, not letting the user become exempt. The loud sound it gives off throws off the equilibrium, causing slight confusing. Not allowing them to focus.

Note: Can only use once
Note: Whoever hears it becomes deaf for 2 turns
Note: Whoever hears it cant use any jutsu that requires focus for 3 turns (Including Forbidden Rank techniques)
Note: No S Rank and above sound for 2 turns after usage


Declined - the range is far too big, and not enough drawbacks on you.

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(Ototon: Shu Ranmyaku) Sound Style: Lord Of Chaos
Type: Offensive | Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Lord Of Chaos or sometimes spelled "Kaos" Is one of the signature styles of the sound style that the user uses utilizing only the snap of their fingers to initiate the technique. Overall the user by snapping his hands release sound chakra in the shape of a bubble that violently explodes. By pointing their finger in the direction they want the bubble to be made at, the user will snap their hand causing sound to take a translucent and transparent (Looking like a distortion in the air) circle shape next to the opponent, which will quickly explode dealing a very high pitch screech enough to damage said person ear drums distorting said person vision while causing the screech to vibrate on said opponent body causing a violent reaction to their bones dealing damage that way as well Another way the user can use this is The user will snap their fingers in the direction of a technique causing tiny sound bubbles to form inside (If its water or anything that can be penetrated) or on the layer (such as earth etc) which will then quickly explode, destroying said technique. The great thing about this technique is that once the sound orbs explode they let out a very devastating screech, bursting the ear drums of anybody within 3 meters of the explosion causing them to go deaf for 3 turns and -30 due to the eardrums bursting..
Note: Cant use this technique back to back
Note: No sound jutsu above A rank in the same turn
Note: Can only be used 1 meter and beyond from the opponent
The Damage come from both the screech and the vibrations from the sound to the opponents body.

♪ Approved: Remember, since it's a destructive sound wave, it doesn't move at the speed of sound. ♪


(Shakuton/Ototon: Anpu niiro dageki) Scorch/Sound Style: Amplified Red Shock
Type: Offensive
Rank: Forbidden
Range: Long
Chakra: 50
Damage: 90 (+20 to both user and opponent due to hearing impariment)
Description: This is a incredible and powerful sound jutsu. The strongest sound jutsu created by Asch the bloody of the hidden sand. Utilizing sound in general. The user slap their hands together sending sound chakra into the atmosphere. As this happen a huge large sphere of sound surrounds the opponent being max long range in every single direction. Leaving the opponent trapped inside the sphere of sound. Once this happen the user will do two handseals, ending with the tiger handseal causing the huge sound sphere to violently imploding instead of exploding. Causing every person that is caught inside the sound wave shock to take massive destructive damage, obliterating anything inside. Even though this technique implodes it gives off a very loud sound wave frequency that damages the ear drums of all who hears it, causing additional damage outside of the sound wave implosion. The reason this technique is forbidden is due to the loud frequency reaching long range outward, not letting the user become exempt. The loud sound it gives off throws off the equilibrium, causing slight confusing. Not allowing them to focus.

Note: Can only use once
Note: Whoever hears it becomes deaf for 2 turns
Note: Whoever hears it cant use any jutsu that requires focus for 3 turns (Including Forbidden Rank techniques)
Note: No S Rank and above sound for 2 turns after usage
Due to the huge strain of chakra made to create this jutsu, the user is not able to use any S rank techniques or above in the same turn and is limited to one other jutsu from the user

♪ Declined: The range is way too wild, and you need to specify whether or not the user is inside the dome itself. If you are, this is pretty much a suicide technique unless you have some auto-activation jutsu that is able to defend you. ♪
 
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Method

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Meiton: Yami no gappei|Dark Release: Darkness Merger
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+5 Chakra)
Damage: -
Description: An advanced passive technique which requires a continuous supply of chakra to the user's Dark symbol. The chakra creates a constant opening of the symbol which allows Dark techniques to pass through without the effort of activating it. This however does not negate any cost of other Dark techniques performed, it simply adds an additional cost for it's own ability. Due to the constant activeness of the symbol, the user is able to perform both Dark release techniqus & other chakra based techniques simultaneously, this is due to the infinite storage & user's chakra network operating seperately & the user simply releasing the dark technique from the active symbol. With this the user can perform multiple techniques within the same timeframe but cannot layer techniques together; simply performing each individual technique but at the same time. This technique is active throughout the battle unless otherwise stated by the user.
- Must wait two turns before activating again
- Can be used twice
- Requires 5 chakra each turn
- Taught by Method

Declined - it lets your bypass rules of needing yin/yang to do two jutsu at the same time. Not only this but due to fueling chakra into seals, you can't do other jutsu at the same time. I say this as i used chakra for a sidestep jutsu while releasing a ninjutsu based technique at the same time and it was ruled you're not allowed two to two at the same time. This would break that ruling.
Changed the entire description.

Meiton: Seinaru nakama | Dark Release: Sacred Companion
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+10 each turn)
Damage: -
Description: A passive technique which requires the user to channel chakra into their mark to activate it, though not needing to absorb chakra to perform. Just as chakra is able to create & fuel sentient techniques such as the "Shadow Clone Jutsu", the user is able to channel chakra toward their marking to grant a type of sentience which allows it to manipulate Dark chakra stored within it & release it at will rather than the user having to. With this, based on Dark release users being able to access a different portal separate to their own chakra network, this techniques allows the user to perform Dark release techniques & other chakra based technique simultaneously. This technique requires 10 chakra for each turn it is active & though it is a passive jutsu, it requires 20 chakra for each time it is used. The sentience simply extends to the point of being able to manipulate the Dark chakra absorbed through the mark & releasing it on command. As this jutsu follows a similar concept to creating Shadow Clones, the user is limited to creating a single clone while this technique is active
- Last 3 turns.
- Must wait 3 turns before being able to use again.
- Can be used 3 times within a fight.
- Cannot perform A rank & above Dark jutsu for 2 turns when this jutsu ends.
- Taught by Method

♪ Declined: Something like this would require Yang Release (bestowing sentience on inanimate objects). ♪

Raiton: Tōru no kunshu| Lightning Release: Thor's Dominion
Type: Defensive | Offensive
Rank: S
Range: Short
Chakra: 40 (5 each turn)
Damage: 80
Description: A Lightning technique which requires the user to channel chakra across their entire body & store it until it's activation. The Lightning, while stored within the body, releases harmless currents that race across it, signifying the amount of energy stored within. upon entering a short range distance of the user, the Lightning is released from the body & hurtles toward the opponent/technique in an erratic manner. It carries an explosive charge that on impact with it's target, creates a small electrical explosion that shocks the opponent while knocking them off their feet & back a few meters away from the user. Alternatively, the user can manipulate the Lightning to pierce rather than shock before it is released, enough to penetrate an opponent through & through. Regardless of which is chosen, it's potency depends on the amount of targets within the vicinity, as anymore than a single opponent or object within a short range distance causes the Lightning to break off & weaken in strength while making up by attacking more targets. A rank & above carry enough potency to paralyse or pierce through the opponent/object depending on the type of attack released, while everything below causes damage to a moderate scale. In regards to the former release, regardless of rank the Lightning is still capable of knocking opponents back. The unique aspect of this jutsu is that the Lightning acts as an automated defence, able to release itself without the user's knowledge, making it a great technique against sneak attacks. This technique requires 5 chakra for each turn it is active.
- Can be used 2 times
- Unable to use Forbidden jutsu while active
- Unable to use Lightning of A rank & below the next turn after it ends.
- Unable to use Water & Wind jutsu from S rank & above while active.
- Taught by Method

♪ Declined: Cool jutsu, but add a handseal requirement of four. Additionally, the restrictions are wild; if you're manipulating and storing a large amount of lightning chakra like this, you won't be able to use anything except lightning while it's active. You also need to specify that this technique isn't being able to stay active for more than three turns. It looks good btw, so I left a like. ♪

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Urda

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(Bakuton: Akiko) - Explosion Release: Sparkle Bright Autumn
Type: Offensive, Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Akiko is a ninjutsu that utilizes the Explosion Release Kekkei Genkai to carry chakra at a distance and break through deterrents. The user gathers chakra and accumulates it around their entire body mass-producing butterflylike chakra. Then Bakuton-infused chakra pours into their small bodies for nourishment to give them explosive properties. These numerous infernal butterflies are spawn from the user's body and guided freely by their will to travel over the field and explode on the target once they make direct contact. A large number of infernal butterflies can also be used to spread around the area and float to mask the user's movements, additionally serving as a shield against close-quarter combat.

~ Last 4 Turns with 1 Turn Cool Down
~ Usable 3 Times per battle
~ Only taught by Anubis

♪ Declined, DNR: This isn't blast release. This element, with the exception of the clay variation, is primarily released through the body to aid with taijutsu. Alternatively, you can use it to empower/shape naturally occuring explosions. You can't, however, make butterflies composed of explosion chakra. ♪

Updating:

(Yōton: Gurētorabā Keimusho) - Lava Style: Great Rubber Prison
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 30
Damage: -
Description: Gurētorabā Keimusho is a ninjutsu that utilizes the Lava Element. After waving 3 seals, the earth under the target is converted into a rubber-like material, where the surrounding rubber erupts to envelop their body, creating a tight square prison with little room to move freely. Due to the elasticity and durability of the rubber, escape through physical force is nearly impossible. With another hand gesture, the target (layered in rubber) is forcibly pulled to the far depths below, where they would suffocate and die; it becoming their resting place for all eternity.
Note: Only usable by a Custom Rubber and Dodai Biography

~ Usable 4 times per battle
~ Only taught by Anubis

♪ Approved ♪

Updating:

(Yōton: Gomudakkī) - Lava Style: Rubber Ducky
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Yōton: Gomudakkī is a sensory ninjutsu that utilizes the Lava Element. The user strings together 5 seals and slams their palm on the ground to convert lava into rubber, causing rubber ducks to rise to the surface. Brought to life with chakra, this small sentient creature is commanded to monitor the movement of the target(s). Producing five in total, these ducks search the battlefield to locate the target(s). Once they spot the target(s), they sound the alarm - making a loud squeaky noise - to alert the user. They disappear when their usefulness has been fulfilled.
Note: Only usable by a Custom Rubber or Dodai Biography

~ Last 2 Turns (or until canceled by the user)
~ Usable 3 Times per battle
~ Only taught by Anubis

♪ Update approved. ♪
 
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Onii Chan

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(Kōton: Henshin Hagane-Ha) Steel Release: Transmuted Steel Blade Technique
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The user will firstly clap their hands together then using one hand reach over and hover it over their automail forearm, using the steel that the automail is made out of the user will manipulate the center of the forearm to change its structure to extend outwards in a vertical manner; forming a long blade that extends seven inches over the fist. This blade can then be used with taijutsu, kenjutsu, and even certain ninjutsu; acting like a sword or personal weapon. The edges of the blade is so sharp that it can cut through human bone with ease and can even be considered as a defensive tactic if positioned horizontally, tip facing the attacking technique.

➟ Can block techniques B-rank and below (following strengths/weaknesses)
➟ Can be used in conjunction with Free-form
➟ Can only be used by bios containing automail limb replacements

♪ Approved, made edits. This still follows elemental S/Ws, so an element strong to steel will still cut through/break it normally. ♪


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(Kōton: Shūfuku Hagane-Yūbinbutsu) Steel Release: Repair Steelmail Technique
Type: Supplementary
Rank: C
Range: Short
Chakra: 15
Damage: N/A
Description: The user will hover their hand over a damaged area of steel and then by manipulating both the chakra of the steel and their own they will produce more steel to the area which will essentially repair the area in question in a rapid manner.

♪ Approved: Please include ranges from now on. ♪

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(Kōton: Hikō Supaiku no Sokuji Orosu) Steel Release: Flying Spikes of Immediate Takedown Technique
Type: Offensive
Rank: B
Range: Mid
Chakra: 20
Damage: 40
Description: The user will slam one hand on the ground then a row of pyramid shaped small spikes made of steel will erupt from the ground that will follow the opponent. After the row of spikes emerges from the ground the user will then place one of their hands on the first spike causing it to break into multiple pieces then form smaller spikes that will shoot towards the opponent in a swift manner. These smaller projectile spikes aren't sharp enough to kill, however will leave a slight scratch; the last move of the technique is meant for a blinding mechanic for a taijutsu follow up that will end the technique with a takedown. Once the opponent is blinded by the barrage of spikes the user will leap at the opponent, wrapping their legs around the opponent's neck whilst spinning then using gravity momentum to their advantage will take their opponent down swiftly with their knees.

♪ Approved ♪

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(Fujitsuboātsu : Rukusu no Buki) Barnacle Arts: Armory of Lux
Type: Offensive/Defensive
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60
Description: Armory of Lux is a sister technique to Body of Thoracia though with a minor twist compared to it; as it is based on the iconic weaponry wielded by Thel 'Vadam and the soldiers of the O.D.S.E known as the Needlers and Energy Swords. These weapons that are used via this technique are of the same nature; being weapons super charged with at most times being that of Lightning but can also be used with the other basic nature transformations or raw shape manipulated chakra create new and unique weapons. These of course come into two classes; Melee Class and Ranged Class each coming with their own unique set of effects.

Melee Class: These weapons are based on the energy sword; creating either supercharged weapons of calcite that creates a "blade" of the infused element to sprout from the weapon such as a gauntlet with two blades of wind jutting outwards; a staff of calcite where a blade of purple energy forms in order to create a battle axe or spear. These weapons are all short ranged; designed for close quarter combat - dealing damage relative to the rank of the weapon upon contact as well additional effects varying on the infused element (burning of the flesh with fire, electrical shocks and numbing of the skin with lightning, deep cuts and lacerations with wind, while water causes swelling from inflammation as the forcful entry or cutting damage if the crystalline water variant is used and lastly earth dealing blunt or stabbing damage).

Ranged Class: As the name may suggest; the weapons created in this class are for ranged use. Ranging from bow and arrow sets made of calcite or even cross bows each with arrow/tips surge charged with the elemental nature release. Other unique designs similar to the Beam Rifle found on D.E.V.A mechas or even needlers can be created which in this case; the user is several options of firing. The first is a single super charged shot that is fire in a narrow beam or a wide 120 degree blast dealing damage relative to the rank of the weapon; while projectile weapon like arrows are fired in rapid succession dealing collective damage equal to the rank of the weapon(i.e firing four charged senbon from an A rank usage will each deal C Rank Damage) while also dealing effects to the body of the target(outlined in Melee Class). Firing a ranged shot/projectiles cost a move slot.

While this technique is a sibling; it is still considered/treated as Barnacle Arts: Body of the Thoracia and as such bounded by the same restrictions in terms of the ranking/range/summoning method of the original technique(such as a C Rank Luxs' charged shot can only reach up to short range; dealing 30 damage in the case of Range Class and the damage value of Melee Class dealing 30 damage on hit). Lux weapons can only be used by Barnacle Signers, Community Summons who have an elemental affinity or whose been infused with Organs of the Thoracia, Zombies who are infused with the previously mentioned technique, and D.E.V.A Mechas. In the case of Community Summons, Zombies, and D.E.V.A mechas or signers infused with Barnacle Arts: Inner Demon can create the Lux from their bodies respectively and super charge the weapon with their desired element. A Rank usages only can be used four times per battle.

Body of Thoracia:
O.D.S.E :
Arbiter:
Signed Contract Here:

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Declined: despite the bulk of this contract CJ being rather straightforward, the same cannot be said of the last paragraph. Find a more succinct way to go about this, as a half-dozen CJ are referenced and to make things worse, there are links to only half. In addition, write out all the restrictions instead of telling the reader that they'll need to refer to another CJ. And this shouldn't give so many barnacles free reign when it comes to elemental effects, so the initial suggestion is to limit it to their affinity and in those cases where they lack an elemental affinity, limit it to raw chakra. This is merely a suggestion and you are free to look into other options.



(Katon: Fenikkusu no Kyuushokusha) Fire Release: Seekers of the Phoenix
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Fire Techniques)
Damage: N/A
Description: A rather unique technique that encompasses the trait of Fire Release: Rat Hair Ball technique, mimicking the techniques ability to pin point enemies and attack them like guided missles. Through sheer chakra control and manipulation, the user can activate this technique instantly and within the same time frame of a fire technique that unleashes a projectile based attack(such as Fire balls , chakra infused shuriken etc) in which the user will bestow onto them the same tracking abilities of its parent technique. The techniques used after this technique all gain the same traits in which once they are created as ranged projectiles will simply lock into the enemy and follow them unless destroyed as simply dodging them will allow the projectile to change its course and redirect towards the enemy. Can be used twice per battle, lasting two turns after technique. This applies passively after activation towards all projectile based fire techniques not consuming a move, however the initial activation counts. Can only be used by the Jinchuriki of the Nibi.

Nibi Jinchuriki Bio:

□ Approved. Edits made. □
(Fujitsuboātsu : Rukusu no Buki) Barnacle Arts: Armory of Lux
Type: Offensive/Defensive
Rank: C - A
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60
Description: Armory of Lux is a sister technique to Body of Thoracia, which allows barnacles to shape thier shell into weapons though with a minor twist compared to it. These weapons that are used via this technique are of the same nature; though being weapons super charged with at most times being that of Lightning but can also be used with the other nature transformations or raw shape manipulated chakra create new and unique weapons. These of course come into two classes; Melee Class and Ranged Class each coming with their own unique set of effects.

Melee Class: These weapons are based on chakra flow which is the process of infusing chakra into weapons; creating supercharged weapons of calcite that creates a "blade" of the infused element to sprout from the weapon such as a gauntlet with two blades of wind jutting outwards; a staff of calcite where a blade of purple energy forms in order to create a battle axe or spear. These weapons are all short ranged; designed for close quarter combat - dealing damage relative to the rank of the weapon upon contact as well additional effects varying on the infused element (burning of the flesh with fire, electrical shocks and numbing of the skin with lightning, deep cuts and lacerations with wind, while water causes swelling from inflammation as the forcful entry or cutting damage if the crystalline water variant is used and lastly earth dealing blunt or stabbing damage).

Ranged Class: As the name may suggest; the weapons created in this class are for ranged use. Ranging from bow and arrow sets made of calcite or even cross bows each with arrow/tips surge charged with the elemental nature release. Other unique designs similar to the Beam Rifle(A Powerful long device which takes both hands of the mech to be able to hold, they can put it on their back to be used for later if they need to switch weapon, but it can never be used with just one hand,This device made of Thoracica Barnacles has a very long range and looks like a thick staff, at the cost of a turn the Mech can point it at a target and fire an offensive beam of Lightning that matches the rank of the mech) found on D.E.V.A mechas can be created which in this case; the user has several options of firing. The first is a single super charged shot that is fire in a narrow beam or a wide 120 degree blast dealing damage relative to the rank of the weapon; while projectile weapon like arrows are fired in rapid succession dealing collective damage equal to the rank of the weapon(i.e firing four charged senbon from an A rank usage will each deal C Rank Damage) while also dealing effects to the body of the target(outlined in Melee Class). Firing a ranged shot/projectiles cost a move slot. It should also be noted that the weapons based on beam rifle are much smaller and can be used in one hand.

While this technique is a sibling; it is still considered/treated as Barnacle Arts: Body of the Thoracia and as such bounded by the same restrictions in terms of the ranking/range/summoning method of the original technique(such as a C Rank Luxs' charged shot can only reach up to short range; dealing 30 damage in the case of Range Class and the damage value of Melee Class dealing 30 damage on hit).A Lux's affinity is based on the elemental affinity of the Barnacle Summon whom summons/creates it; though in the case of one lacking such a feat it will be simply be raw chakra(though neutral to elemental natures). In the case of signers, they may summon it in relation to an element they are capable of using though they may grow it from their body should the signer be infused with Barnacles Arts: Inner Demons as they have larvae living within them and capable of producing calcite shell. A Rank Version may only be used four times per battle.

D.E.V.A:
Inner Demons:


Declined: at the submitter's request.


(Bijuutsu : Soutsui Sei) Tailed Beast Technique: Duality
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it.One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no A Rank and above Bijutsu in the same and next turn.

♪ Approved: Cool jutsu. ♪
 
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Howard

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(Raiton: Akarui me o Mawasu) - Lightning Release: Turn Around Bright Eyes
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: N/A ( +5 per turn to activate and maintain )
Damage: N/A
Description: A rather deceptive technique created to annoy and abuse the natural instinct of genjutsu users to make and maintain direct eye contact with their prey. The user will send small amounts of lightning chakra to their eyes creating a strobe-light effect that creates bright flashes in a forward direction towards anyone or anything that tries to make direct eye contact with the user.
This technique can be activated passively since it can be countered merely by avoiding eye contact thus doesn't count as a moveslot. These flashing lights can cause mild seizures and blindness to an opponent due to their extremely bright effects causing hand seals to falter and jitter apart making it impossible to use hand seals for two turns after even just briefly looking at the lights for a moment. The blindness will also last for two turns if the opponent tries to look directly into the users eyes causing additional problems. If direct eye contact is tried to be maintained for more than a single turn at a time the opponent will enter into a full on seizure unable to control their body at all as it causes convulsions, where the body shakes uncontrollably and they fall to the ground. The seizures aren't just created by the strobe effect, the light carries with it small amounts of electrical energy that mimic natural signals in the brain. This energy is enough to after entering the body through the eyes cause Generalized Seizures by creating misinformation in the brain through electrical signals being miss communicated and confused. The bright lights only travel forward effecting people in front of the user allowing them to be unaffected by this. It can also be used to cosmetically make the eyes glow any color the user wishes, for whatever reason. This also makes it impossible for the opponent to make direct eye contact even if the opponent tries to stare through the light because of the light itself and the energy it carries. It can also be used as a medium for genjutsu if desired as it's sending chakra and electrical signals into the brain anyway already.
Note: This technique is passive and can be used in the same timeframe as another technique

♪ Declined: Seizures and such are a no. Just say that it would result in blindness for a turn or something lol. No to using it as a medium for genjutsu as well, that's pretty overpowered (especially when paired with gen outside of the usual parameters). ♪

(Dokuton: Purageton kawa) Poison Release: River of Phlegethon
Type: Supplementary
Rank: A
Range: Short - Long
Chakra cost: 30 ( +10 per 5 meters beyond mid range)
Damage points: N/A ( +20 to a water technique and adds the effects of the poison )
Description: The user when in direct contact with water will use their poison chakra to mold that water, slowly turning it into a liquid poison. Once created the user can passively control the consistency of the poison hardening it slightly allowing him to walk upon it while others will not be able to do this this is similar to Water Walking but only works for the user. If an opponent begins to sink into the poison it'll be hard to get out because as the opponent struggles to get up the sticky liquid pulls them down. This source of poison can be used for other jutsu as well such as Poison Creation. However it can only support jutsu A rank and below. The max size of the area converted is related to the users chakra input but can not transform massive water sources like entire lakes. The user must have a liquid poison to use as a template. A special property of poison created with this technique is it becomes flammable being able to ignite with the smallest of sparks. The liquid also will slowly begin to evaporate creating a dense ethereal poison mist that rises up from the liquid poison creating a tearing agent that decreases reactions by half. The liquid poison will also cause paralysis to any flesh it touches causing numbness and immobility until cured. This doesn't apply to the ethereal mist. This technique can only convert inanimate water sources or opposing B-Rank and below water techniques through contact. However the user can convert A rank and below water techniques that they use into poison in the same timeframe as the technique they're augmenting as long as it originates from their body. This is done by molding small amounts of poison chakra with another water technique using the water as a base for the poison creating a water jutsu with an innate toxicity. This increases the water techniques rank by one rank and grants 20 extra damage up to S rank where it just grants an extra 20 damage empowering the technique. Due to the fact that this is changing water to poison it also changes the techniques strengths and weaknesses to that of liquid poison release.
Note: Can be used five times per battle

♪ Declined, DNR: This would fall within the scope of Korra's poison infusion technique. ♪


(Dokuton: Setsudan-go) - Poison Release: Viscous Mockery
Type: Supplementary
Rank: E
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Vicious Mockery is the name given to special tags and metal canisters that can replace the users basic explosive tags and smoke bombs. Made by someone with an innate curiosity of poison release the tags or canisters can have different substances inside of them if they so choose needing specific skills to acquire these. The first is the basic Med Toxin, this variation requires the user to be a Medical Ninja, it's effects are the exact same as the Med Toxin. The second is their own custom poison this requires the user to be a Medical Ninja with access to a custom poison that they have created. Finally the third is a special poison created specifically for these tags and canisters for anyone with poison release to use. This poison is called Tasha's Hideous Laughter and has specific effects that include uncontrollable laughter on turn one accompanied by auditory hallucinations where people will mock and insult the poisoned individual, blurred vision, twitching and numbness on turn two reducing the poisoned individual's reactions by one fourth, partial paralysis on turn three making hand seals impossible and reducing the effected persons speed by three ranks and finally complete paralysis on turn four. This third variation can be used by anyone who knows poison release.
Note: These need to be mentioned in the bio or in the first post of the fight alongside the variation the user carries
Note: The user is immune to every poison this technique produces except custom ones created by others

♪ Approved: Cool technique, made edits. ♪
 
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Vroqrak

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Dark Release: Miniature Conversion | Meiton: Minichua henkan
Type: Supplementary
Rank: B-Rank
Range: Short-Long
Chakra Cost: (Same as targeted jutsu)
Damage Points: N/A
Description: While dark release jutsu's doesn't possess the same level of tangibity as compared to other elements, Unruly's Apprentice allows the user to shape other dark jutsus uniquely. As it augments other dark jutsus, it's activated in the same timeframe slot as the jutsu it's applied to. To explain what it does, Unruly Apprentice acts on "Release" type dark jutsus to manipulate the otherwise uncontrollable blasts into condensed sentient spiders. The spiders are fairly average in size, about the size of a fist, and don't have complex motor abilites. Simply put, they crawl around the body of an opponent(s) with each spider exploding into blasts of dark chakra upon user's will. The rank of the jutsu used directly influcenes the strength of the dark blasts. One spider will result in a single explosion of said rank and the number of spiders produced reduce the strength of the blasts per rank.
Note: Only usable every alternate turn.

□ Declined. This is alright, but I need a set amount of times this can be used, only up to Mid range can it be applied, and also limited to a certain rank that it can be applied to (since it's just B rank, you can always update it later to encompass higher ranks). □
Dark Release: Miniature Conversion | Meiton: Minichua henkan
Type: Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra Cost: (Same as targeted jutsu)
Damage Points: N/A
Description: While dark release jutsu's doesn't possess the same level of tangibity as compared to other elements, Unruly's Apprentice allows the user to shape other dark jutsus uniquely. As it augments other dark jutsus, it's activated in the same timeframe slot as the jutsu it's applied to. To explain what it does, Unruly Apprentice acts on "Release" type dark jutsus to manipulate the otherwise uncontrollable blasts into condensed sentient spiders. The size of the spiders can be changed (up to 15 meters in size) and they have simple motor capabilities. Simply put, they crawl around with each spider exploding into blasts of dark chakra upon user's will. The rank of the jutsu used directly influences the strength of the dark blasts. One spider will result in a single explosion of said rank and the number of spiders produced reduce the strength of the blasts per rank.
Cannot be used with jutsus above S-Rank.
Note: Only usable six times per match.

□ Approved. □
 
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(Hyouton: Mirābaizā) - Ice Style: Mirrored Visor
Type: Supplementary
Rank: C
Range: N/A
Chakra Cost: 15 (-5 per turn)
Damage: N/A
Description: This technique makes use of ice's ability to create mirrored surfaces to expand the user's field of view. The user will form a visor that passes in front of their eyes and reaches slightly past the halfway point of their head on both sides, just behind the ears. The inner surface of the visor contains a series of mirrors that reflects what is behind the user to appear as an extended peripheral view, allowing them to see what is behind them. As the visor contains the user's chakra, it also acts as a filter against foreign chakra preventing techniques that require direct eye contact from taking effect. This also prevents blinding effects from things such as lightning techniques or flash-bangs, and can be made to cover the eye completely so that airborne irritants cannot reach the eyes. While the visor grants the user vision of what is behind them, since they are not accustomed to the expanded field of view this area is limited in detail, appearing slightly blurred so that fine details would go unseen such as specific hand seals or writing. Alternatively, the visor can be made to forgo the expanded field of vision and instead create lenses that improve the user's normal vision. This has the same effects as the other usage, though instead of expanding their field of view, it improves their tracking capability by doubling it. If the wearer already possesses an equally or more powerful visual enhancement, such as a dojutsu, the improved tracking is nullified.

♪ Approved: The way I'm imagining this in my head looks cool af :T_T: ♪

(Hyouton: Surasshu Henkan) - Ice Style: Slush Conversion
Type: Supplementary, Defense
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A (+20 to Suiton)
Description: The user will focus their hyouton chakra into an existing source of water and partially freeze it to convert it into a slushy composition. Similar to how gold sand can be used to weigh down and destroy sand techniques, this can be used to collapse enemy water techniques. If used on the user's own water techniques, rather than collapsing it, it will convert it into a water/ice combination technique that becomes empowered. When using it on the user's own water, this can be used in the same time frame as the water technique while still costing one of the user's three moves.
-Can be used on any rank of the user's own techniques
-Can only be used on enemy techniques which contain less chakra than this one.
-Can only be used a limit of 4 times a battle.

♪ Approved: It would only be usable on opponent's techniques which contain less chakra than this one. Added a restriction. ♪
 
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Klad

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Kuchiyose: Sairentoindigoshadō - Psychopomp, The Silent Indigo Shadow
Type: Summoning
Rank: S-rank
Range: Short
Chakra: 40
Damage: N/A
Description: Psychopomp stands two meters tall and three meters wide, big enough to move with his summoner on top of him. He’s purple in colour with black dots placed in irregular spots in his body. Psychopomp got eight legs; split in four in either side. He has six eyes, each being quite large, two on the front and back, and one on each side of his head, giving him a 360 degree vision. His body is covered in a thin indigo coloured fur and his eyes are red. Psychopomp is a collected and calm spider, able to analyze even the most dangerous situation in a relaxed manner. He is most and only loyal to Feitan, who was the one who found him since the spider was a newborn. Talking only when needed, the Spider comes in great assistance when it comes to battling thanks to his experience by mentally communicating with Feitan. Each leg of Psychopomp is accompanied with a sharp single claw which extends fifty centimeters, able to cut through flesh effortlessly. Psychopomp is able to produce silk either from his mouth or his limbs, being an overall B-rank ability (counts as a move). He can willingly infuse venom into the silk to make it deadlier, or he can bite into a target with his fangs in order to channel this venom (which is B-rank). Feitan is able to summon his companion by putting blood on his spider tattoo. Psychopomp’s main and only affinity is Lightning Release, being able to perform any technique of it up to and including S-rank without the use of handseals. Additionally, he’s also taught Kenjutsu by Feitan, and this is the reason why he holds a set of four swords with him during all times. Being able to incorporate Lightning Release into the art of the sword, this spider is also able to perform techniques of the sword the user may know. Alternatively, the sharp claws of Psychopomp may be used to perform Sword Techniques, though within logic and reason.

Note: Can only be used once per battle
Note: Lasts four turns
Note: Any jutsu performed by this summon counts as one of the user's 3 moves per turn.
Note: Can only be used by Klad

♪ Approved ♪
 
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Priest

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Namekuji Kuchiyosei: Serenere - Slug Summoning: Serenre
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage:N/A
Description:
This is a small slug of approximately a meter tall. She could be mistaken for one of Katsuyu's clones however, she's gray in color. Her personality is somewhat different from Katsuyu, albeit still quite polite and gentle, she's rather quick in thinking and quite intelligent. Serenre is able to instantly merge and unmerge with the user and while in any of the state, she could perform her abilities without hindrance. While Serenre is merged, she is virtually one with the user and inaccessible to the outside world thus would not be affected by jutsu that affects summoning as a separate entity. Her jutsu released, if thrown and offensive, would eject from the body of the user as if the user was the one performing them. She is able to offensively use acids like all slugs. While she's with the user, regardless of if merged or unmerged, so far body contact is made, she constantly release special chakra, directly infusing the user though not visible outside of the user. This chakra affects the nerves akin to Tsunade's "Chaotic Mental Collision", modified a bit thus while constantly and harmlessly released into the user's nerves, does not confuse it, instead they enhances it adding vim and flexibility to the user's entire body, thus increased agility, speed and reflex. This increases the user's speed 2 folds though this would not give the user any added taijutsu damage, only agility is increased. Serenre's ability to control chakra in an advanced level makes her able to sense chakra and use any medical ninjutsu the user knows thus while merged or unmerged, She can heal the user by releasing her chakra directly into the user.
-Last 4 turns
-Can only be summoned once


Declined: this is still a slug that endows the summoner with pseudo Lightning Armor, despite the rather poor endeavor to circumvent Vex's decline. To say "special chakra" in lieu of "electric field" is far from being an adequate edit. And changing the area being affected from just muscles to the entire body brings it even closer to the canon. Also, without more detail in regards to how it adds vim, it draws close to Yang Release. Lastly, this contracted animal will never be permitted as many abilities as you've included.


Namekuji Kuchiyosei: Serenere - Slug Summoning: Serenre
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage:N/A
Description:
This is a small slug of approximately a meter tall. She could be mistaken for one of Katsuyu's clones however, she's gray in color. Her personality is somewhat different from Katsuyu, albeit still quite polite and gentle, she's rather quick in thinking and quite intelligent. Serenre is able to instantly merge and unmerge with the user and while in any of the state, she could perform her abilities without hindrance. She's able to speak normally while unmerged but while merge, she has no way of speaking but communicates with the user telepathically. While Serenre is merged, she is virtually one with the user and inaccessible to the outside world thus would not be affected by jutsu that affects summoning as a separate entity. Her jutsu released, if thrown and offensive, would eject from the body of the user as if the user was the one performing them. She is able to offensively use acids like all slugs. Serenre's ability to control chakra in an advanced level makes her able to sense chakra and use any medical ninjutsu the user knows thus while merged or unmerged, She can heal the user by releasing her chakra directly into the user.
-Last 4 turns
-Can only be summoned once


Declined: I failed to say that as this contracted animal can use medical ninjutsu, it must be submitted as a med CJ.



Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Dscription:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
Crona has no definite size as she can merge with the user by becoming a tattoo imprinted on the user's skin and can emerge from the skin while still connected to the user. She could grow to as long as 20 meters and as big as giant snakes while the point at which she's connected to the user still retains its tatoo/vector form. If she wants, she can detach completely from the user. Unlike most orochimaru's snake that can wield the Kusanagi, Crona substitutes her lack of ability to wield the kusanagi by knowing how to wield other weapons or objects the user may posses, though she'll need to collect them from the user thus the user won't be able to use it as Crona may use it in their stead. Crona is able to passively collect natural energy. This, she can do while merged on unmerged from the user. While merge, she is able to passively infuse this nature chakra into the user once per turn to only refresh the summoner's chakra. The summoner is able to use this chakra refresh to passively enter sage mode, seeing that sage chakra is already coursing through his body. While unmerged, the nature energy she collects is used to fortify herself, giving her durability of same level as Manda. Crona is able to use medical ninjutsu that the summoner knows, likewise snake ninjutsu. Her venom is quite lethal.
Using active medical ninjutsu or snake ninjutsu counts as move.
Last 4 turns
Can only be summoned 1x per battle


Declined: too many abilities. The snake can have either medical ninjutsu or senjutsu, but not both. If the latter, I'll need to confirm just how generic it is, as there are likely to already be snakes with such a trait. Aside from that, the venom is bereft of proper details. By saying just "quite lethal", you suggest it can be fatal, but give no turn-by-turn account of it nor effects leading up to death..

Hebi Kuchyosei: Kurona - Snake Summoning: Crona
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Dscription:
The user would smear blood on his snake tatoo or make the sunmoning rites, clap or press their hands against a surface to summon Crona. Crona is a black with red eyes snake that is said to be the reincarnation of Medusa's only daughter, who died long ago. She's quite timid to the summoner but crazy to anyone else who's not an ally to her summoner.
She could grow to as long as 20 meters and as big as giant snakes. Unlike most orochimaru's snake that can wield the Kusanagi, Crona substitutes her lack of ability to wield the kusanagi by knowing how to wield other weapons or objects the user may posses, though she'll need to collect them from the user thus the user won't be able to use it as Crona may use it in their stead. If this weapons are special weapons that requires the user's chakra then Crona would still be able to wield them but leech the user's chakra to fuel the weapon according to the weapons requirement. Crona is able to use medical ninjutsu that the summoner knows, likewise snake ninjutsu (up to A-rank). Her venom is quite lethal. The snake venom contains "cardiotoxins" which are components that are specifically toxic to the heart. They bind to particular sites on the surface of muscle cells and cause depolarisation. The toxin prevents muscle contraction. These in turn, would cause the heart to beat irregularly and stop beating, causing death after 4 turns if not cured. Apart from that, it causes body muscles to become stiff and thus gradual paralysis. No B-rank and above taijutsu in the turn after the venom is administered and speed is halved. No taijutsu or movement can be performed due to total body paralysis in the 2nd turn after the venom is injected. Death in the 4th turn after the venom is injected.

Using active medical ninjutsu or snake ninjutsu counts as move.
Last 4 turns
Can only be summoned 1x per battle


Declined: same reason as above. I did make edits to it prior to realizing this. Use Broly's for reference.


Weapon for
Ilai - Eli
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
There are so many holy relics in the old times, one which was Eli. It was said that Eli fell with the fallen angels but nonetheless, its purpose was never well utilised. However, Eli embodies a seal that secretly absorbs chakra from its past wielders for years until the time for its true purpose is brought to light. Eli is a special golden crucifix that is worn around the neck. It is able to passively morph into a skin tight elastic underwear vestment. As a failsafe, Eli would respond to foreign chakra aiming to infuse or permeate it by sealing it. This chakra can then be poured out around the wielder to form a translucent defensive barrier with power equivalent to the chakra absorbed. Eli has special affinity for lightning nature, seeing that large amount of chakra has been stored within it for a very long time, while he's able to change the nature of the chakra to that of lightning at will. With this afinity, wielding Eli passively boosts the wielder's lightning related techniques by +20 damage(if offensive) or by one rank(if not offensive). Apart from the general ability above, special abilities comes with different forms of Eli.

Crucifix
Eli can only be used offensively while in crucifix form and can be wielded either when it is worn around the neck or held on the hand. Once per turn, Eli could charge up the sky and without forming thunder clouds, call down a lightning bolt from the sky. This is done by collecting negative electric charges in mid-air, compressing and shaping them into a lightning bolt in a matter of seconds. This however can only be sent towards the target from at least mid-range away. The power and density of the lightning bolt depends on the chakra leeched from the user and the width could reach up to 5m radius. Eg: if 30 chakra is leeched from the user, then the lightning bolt would be A-rank in power. Forbidden ranked lightning bolt can be made once per battle though this would disable the use of lightning bolt ability for 4 turns. S-rank lightning bolt can only be called one every two turns. The second ability of the crucifix is that it is able to form lightning animal familiars, forming them by collecting negative electric charge in the air. Unlike the lightning bolt that is sent towards a location and cannot change path, these familiars are able to move/act on their own, though they can only be created atleast short range away from their target, except the user is within short range of the target. Familiars can only take the form of animals and depending on type of animal, they exhibits the physical trait accordingly. Their size depends on their rank, where S-rank could reach the size of a boss summoning. Forbidden rank familiar can be made one time per battle but this would disable the creation of familiars for 4 turns. S-rank familiars can only be made once every 2 turns. In the case more than one familiar is made at the same time, their individual power is divided accordingly to the single chakra leeched from the user. E.g: making 2 familiars at the same time while leeching 30 chakra from the user would make each familiars to be B-rank.

Vestment
Eli is mostly used defensively and supplementary while in this form. The first ability is physical enhancement which is the supplementary aspect of the vestment. Eli passively responds to body movement and muscle contractions to react. This would make Eli flush lightning chakra to the point of movement for the duration of the movement. This works in two ways; the lightning chakra would enhance taijutsu when a punch is thrown in a special way that lightning explosion occurs at the point of impact. By releasing a dense unstable lightning chakra to the moving limb, when the taijutsu is executed, it causes an electric explosive aftermath that can reach up to mid-range though directed away from the user, causing extra damage of +20. The other way this explosive lightning works is through body movement. A typical example is when the user begins his movement to run, Eli would quickly respond to the initial muscle contraction of the limbs and send constant unstable lightning chakra to the sole of the feet, so that with every step, a sharp soundless explosion is directed into the ground, causing the user to move faster and take wider steps that before. This would equally increase running and jumping speed 2 folds. For this ability(1st and second), Eli would leech 10 chakra from the user every time its used. For the running/jumping aspect, the 10 chakra is deducted for moving from a position to when the user stops moving. The defensive ability of the vestment is experienced when the user is directly hit by a target or technique. This is an S-rank ability and can only be done once every two turn. Eli would instantly respond to slight inward distortion of the user's body and release lightning chakra into the object causing the distortion. If the object is physical in nature, the lightning would serve to pulverize it completely by breaking through its physical lattice similar to how lightning tear through the earth. If the cause of the distortion is energy, the lightning would be in the form of an unfocused energy and serve to push the foreign energy back so far it existed. Mind you, this defense would only be truly effective is the cause of the distortion is S-rank and below though elemental strength and weakness still holds.

NOTE
Eli can be damaged and disabled with above A-rank techniques however, the user can with 40 chakra points, repair Eli, making it usable once again, the next turn after repair.
If anyone apart from Kirei tries to wield Eli, it would electrocute them instantly.
Can only be taught by Priest.


Shinseina Kifu: Seishin ga Kawaru - Sacred Endowment: Spirit Alter
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description:
The user would brand himself with a seal. A sister seal to but instead of balancing chakra - damage of the user's technique, it balances fortification across every of the user's techniques, be it offensive, supplementary or defensive techniques. The seal balances the fortification of a technique to techniques that is not offensive in nature, shifting this fortification in order to increase the durability of a defensive technique or the potency of a supplementary technique. In the case of a defensive technique, the seal collects the fortification and use it to bolster the defense, making it require +X more damage to destroy. This means if the fortification on a normal day would increase the damage of an offensive jutsu by X amount, when applied to a defensive jutsu, it would take the same X amount extra to destroy the defense. In the case of supplementary techniques, the extra chakra meant for the fortification is collected and channelled into increasing the potency, making it affect a technique 1 rank higher. Forbidden ranked supplementary techniques are not affected.

Due to the seal not doing anything on its own but to switch fortifications, once it is applied, it remains active until the user undoes the seal.
Placing the seal requires chakra but after that, the seal would work using fortification chakra from affected techniques.

‡ Declined ‡ This would make all those harmless chakra boosts/infusion type techniques extremely OP if used correctly. It was a nice try though. DNR.
 
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Ryóma

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(Inkupo: Koiru) Ink Arts: Calling Out To Within
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A
Description: A technique that seeks to enhance the nature of ink based techniques, through which this technique comes in two different forms. The first version of this technique is aimed towards turning ink based techniques into more “offensive” versions of themselves, in which when creating a work of art - the user will have drawn the technique in a far more aggressive way as opposed to the normal elegant and expressive manner. This actually comes into play, as with this technique - the drawings they create are far more “shaper” to the touch, in some cases delivering a more “blunt” hit as opposed to normal, while some, in terms of animal like creations, gain the characteristics of the former mentioned but they are also drawn to be more “feral” or “wild”, and thus attack more violently as opposed to normal. What this seeks to do is, through the expression of emotion and creativity, as seen that emotional states of the user can indeed influence the way techniques are created, allows for their own works of art to inherit such unique traits for their own purpose. This turns techniques which are usually labelled with “N/A” as damage in order to gain power. The damage is equal to and rivals the ranking of the original technique i.e A Ranks will deal 60 damage. This technique can be applied to any sort of works by the user, whether they are drawing it on the moment, have it pre drawn or even in the form of ink tattoos. The characteristics must be mentioned when using this technique in order to get a more detailed idea of how the works will be dealing damage. The most notable example of this is when Sai was unable to utilize a certain ink technique due to his mind not being mentally prepared/emotionally ready in order to do so, showing that emotions can indeed have an influence on one's ink techniques upon creation.

The second part of this technique is much like the first, but instead it applies it to already damage-dealing techniques in the same way. What this version seeks to do now is increase the damage output of the technique, allowing it to increase the rank of an ink technique by one rank, or in the case of S-ranks and above, getting an additional +20 damage.

The first variant is a passive skill, not taking up a move nor a slot in time frame and must simply be mentioned as a reference when performing the desired technique, though it can only be used thrice per turn - going on cool down relative to the amount of times it is applied. For example two usages will cause it to go on a two turn cool down. The second variant can only be used five times per battle, needing a cool down of one turn between each use, and acts as an infusion technique, thus being able to be performed within the same time frame of another technique. When applying the second variant to pre-drawn/tattoos, the user simply needs to infuse the same amount of chakra in order to “activate” the augmented state.

‡ Declined ‡ "Usable thrice per turn". If this isn't the best restriction I've ever seen.

But really, can you restrict it properly?
(Inkupo: Koiru) Ink Arts: Calling Out To Within
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A
Description: A technique that seeks to enhance the nature of ink based techniques, through which this technique comes in two different forms. The first version of this technique is aimed towards turning ink based techniques into more “offensive” versions of themselves, in which when creating a work of art - the user will have drawn the technique in a far more aggressive way as opposed to the normal elegant and expressive manner. This actually comes into play, as with this technique - the drawings they create are far more “shaper” to the touch, in some cases delivering a more “blunt” hit as opposed to normal, while some, in terms of animal like creations, gain the characteristics of the former mentioned but they are also drawn to be more “feral” or “wild”, and thus attack more violently as opposed to normal. What this seeks to do is, through the expression of emotion and creativity, as seen that emotional states of the user can indeed influence the way techniques are created, allows for their own works of art to inherit such unique traits for their own purpose. This turns techniques which are usually labelled with “N/A” as damage in order to gain power. The damage is equal to and rivals the ranking of the original technique i.e A Ranks will deal 60 damage. This technique can be applied to any sort of works by the user, whether they are drawing it on the moment, have it pre drawn or even in the form of ink tattoos. The characteristics must be mentioned when using this technique in order to get a more detailed idea of how the works will be dealing damage. The most notable example of this is when Sai was unable to utilize a certain ink technique due to his mind not being mentally prepared/emotionally ready in order to do so, showing that emotions can indeed have an influence on one's ink techniques upon creation.

The second part of this technique is much like the first, but instead it applies it to already damage-dealing techniques in the same way. What this version seeks to do now is increase the damage output of the technique, allowing it to increase the rank of an ink technique by one rank, or in the case of S-ranks and above, getting an additional +20 damage.

The first variant is a passive skill, not taking up a move nor a slot in time frame and must simply be mentioned as a reference when performing the desired technique, though it can only be used once every two turns. The second variant can only be used four times per battle, needing a cool down of one turn between each use, and acts as an infusion technique, thus being able to be performed within the same time frame of another technique. When applying the second variant to pre-drawn/tattoos, the user simply needs to infuse the same amount of chakra in order to “activate” the augmented state.

‡ Approved ‡ Edited.
 
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Goetia

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Hadō #76. Majō no Kiben / Way of Destruction #76. Sophistry of the Witch-King
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (same as targeted technique)
Description: This technique incorporates two key components of Dark Release; the absorption and release mechanism of portals, and the ability to control the point of release on the battlefield as a whole. Using the Dark seals on one’s hand, or any other form of absorption mechanism, the user will absorb an incoming attack of the opponent following the S&W scheme of Dark Release jutsu (S-Ranks weak to Dark, B-Ranks strong to Dark). Once the technique itself enters the portal within the user, they will release it seamlessly from a portal that they can open anywhere on the battlefield as a Dark Release version of it. The absorption function can also be used on any existing Dark technique, where their absorption function is replaced by this technique, and the portal of the release function can be created anywhere on the battlefield, bordering on short-range of the opponent, except in cases where the user is within short-range of the opponent when this technique is used.

⇒ Usable 3x per battle
⇒ Usable once per turn

□ Declined. While the technique seems handy as hell, it circumvents the range for most techniques, and basically makes it a low-key FTG with Dark techniques. It'll easily be abused, especially with your arsenal. □

Farao no Hōrei #6. Ten no Moegara ������ Pharaoh’s Decree #6. Empyrean Cinder
Type: Offensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60 (+20 to applied techniques)
Description: By quickly stringing together a sequence of 3 handseals, the user will leak a quantity of Fire chakra into a Fire Release technique of their choosing in the same timeframe that it is performed or anytime it is on the field (that they have created). This chakra will serve to empower the technique that it is fueling, and imbue it with a particular quality. Either on command, or when otherwise triggered to, the selected Fire technique will explode in a maelstrom of flames similar to that of Fire Release: Intelligent Hard Work, albeit in a short-range, contained manner. Since this technique is one that is applied to existing jutsu and can be triggered at any time, the use of this technique does not infringe on, negate or replace the host technique’s damage. It works in tandem with the initial force of the technique it is applied to. In the case of techniques which detonate on impact, e.g. Fire Release: Great Blaze Ball, this detonation feature is not dependent on the user to activate since it is an automated process, and the technique otherwise behaves as it should. The final ability of this technique, is that once the detonation is triggered, the fire technique disperses as countless embers in a short-range radius from the point of impact in every direction. Upon physical contact with an object, each individual ember will ignite, which can cause a contained fire. In the case of an opponent coming into contact with the cinders, the embers will simply ignite on them and set them alight. The technique also acts as a way of reinvigorating fire techniques by fuelling them with more chakra, essentially refreshing it.

⇒ Usable 3x per battle
⇒ Usable once per turn
⇒ Technique lasts until host jutsu ceases

□ Declined. Similar to existing techniques. □
Resubmitting this:

Farao no Hōrei #6. Ten no Moegara ?????? Pharaoh’s Decree #6. Empyrean Cinder
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60 (+20 to targeted techniques)
Description: By quickly stringing together a sequence of 3 handseals, the user will leak a quantity of Wind chakra into a Fire Release technique of their choosing (that they have created), in the same timeframe as its creation or anytime it is on the field. This chakra will serve to empower the technique that it is fuelling and imbue it with a particular quality. Upon command, or through an automated process, the selected Fire technique will disperse outwards as countless embers in a short-range radius from the point of impact in every direction. Upon physical contact with an object, each individual ember will ignite, which can cause a contained fire. In the case of an opponent coming into contact with the cinders, the embers will simply ignite on them and set them alight. The dispersion of the technique causes no initial damage itself, it is akin to a party popper releasing confetti in this sense. It is the embers that are released that are deadly. Since this technique is used as a means of bolstering pre-existing Fire techniques, it doesn’t interfere with their original function, it works in tandem with the original damage values and description. The foundation of this technique being Wind Release means that, not only is the technique’s original damage value increased, it also refuels the Fire it interacts with, essentially refreshing it. As a cosmetic effect, the flames of the targeted technique become slightly larger and more violent in their movement, and adapt a more golden color.

⇒ Usable 3x per battle
⇒ Usable once per turn
⇒ Technique lasts until host jutsu ceases

□ Declined, similar to existing techniques. Both of these have been made before, in some form or shape o_o. □
 
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Jᴀʏ

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(Futon: Burakku Susabādo) — Wind Release: Emboldened Black Scabbard
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: After performing an attack whether elemental or something as simple as launching a kunai the user will perform an additonal hand-seal. The user will concentrate wind chakra onto said object or technique, and make three handseals. The wind simply shroud's the technique, the shroud in no way increases the damage or effects the properties of the technique in any other way then the purpose of this jutsu. It's purpose is to mute and negate any sound that the technique might make. Wind Release, being the natural weakness to sound is effective in muffling and distorting sound. The user uses the wind in order to form a barrier of sorts to surround techniques. The shroud prevent's the technique itself from making sounds like the sound a sharp projectile makes when it cuts through the air etc, by preventing contact to the air surrounding the projectile. Moreover, the crackling sound of fire, the static produced by lightning, the whooshing of water, etc all these sounds that are produced when forming and launching certain technqiues are contained by the wind barrier. Granted this technique does not account for the vibrations created by earth techniques or techniques that move through the earth. However, for techniques moving throughout the air such as a spear of water, or the throwing of a kunai. The wind is capable of counteracting sound outside and inside the shroud.

Note: Can only be taught by Jᴀʏ
Note: Cannot be used for techniques created underground.

♪ Declined: This isn't really feasible in terms of working with energy based techniques, remove all references to energy based techniques (fire/lightning) and resubmit. Otherwise, this is much better than the first time -- nice job. ♪
(Futon: Burakku Susabādo) — Wind Release: Emboldened Black Scabbard
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: After performing an attack whether elemental or something as simple as launching a kunai the user will perform an additonal three hand-seals. The user will concentrate wind chakra onto said object or technique. The wind simply shroud's the technique, the shroud in no way increases the damage or effects the properties of the technique in any other way then the purpose of this jutsu. It's purpose is to mute and negate any sound that the technique might make. Wind Release, being the natural weakness to sound is effective in muffling and distorting sound. The user uses the wind in order to form a barrier of sorts to surround techniques. The shroud prevent's the technique itself from making sounds like the sound a sharp projectile makes when it cuts through the air etc, by preventing contact to the air surrounding the projectile. Moreover, since air is the medium in which sound travels the wind is effective in negating the sound any non-energy based element makes, the whooshing of water, crumbling of earth, etc all these sounds that are produced when forming and launching certain techniques are contained by the wind barrier. Granted this technique does not account for the vibrations created by earth techniques or techniques that move through the earth. However, for techniques moving throughout the air such as a spear of water, or the throwing of a kunai. The wind is capable of counteracting sound outside and inside the shroud.This technique does not take up a slot in time-frame but will consume a move-slot upon use.

Note: Can only be taught by Jᴀʏ
Note: Cannot be used for techniques created underground, or energy-based techniques.

♪ Approved ♪

(Sennika: Buzoku Itanjinmon) - Sage Transformation: Tribal Inquisition
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: 40 or (+20 to Tai/Ken)
Description: Based on the unique techniques for the sage transformation, specifically the jet booster limb alterations. This variant can be used either with weaponry or bare handed strikes and is considered an addition technique that works along side the jet booster boost canon technique. By focusing additional chakra in to their weapon or fists the moment before impact the user is able to enhance the momentum point and the impact of the ability, while the original technique focuses on simply enhancing damage this technique focuses on increasing speed. This can be used in conjunction with all types of kenjutsu, taijutsu free-form or ranked attacks. However if used with ranked attacks it will count as a +20 boost to the techniques in question if used without the jet booster canon to enhance damage, if used with free-form it will be considered to have 40 damage as a B rank. In both instances the speed of the attack is increased by +5 in regards to the users speed. It should be noted that if used alongside the initial booster canon it will not increase damage but will instead double the increase in speed aforementioned but only for the attack that is used and not for movement etc. When used to enhance the Canon ability it is considered an addition that happens in the same time frame but will use an additional move slot.

Note: Requires a two turn cooldown between uses.
Note: May only be taught by Jᴀʏ
Note: No sage transformation above A rank next turn. Usable once every two turns

‡ Declined ‡ No to both a damage and speed increase, decide between the two.

(Suiton: Chokkan) — Water Release: Spirit's Sixth Sense
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user begins by channeling chakra to the heels of his/her feet, manipulating this chakra to create a blob of water chakra formed under the surface. This blob of water would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below while active. As for their offensive capabilities, the squid can travel towards the opponent to wrap its tentacles around his/her leg, the user can pressurize the tentacles to pierce through their body or slice it up. This isn’t done by having the water burst from the earth, but rather seeping out of the earth to attack being more covert. The squid along with its offensive abilities is able to transforming the water itself, similar to the “Sticky Syrup Technique.” in order to bind opponents. As for this technique’s defensive applications the tentacles are capable of deflecting or destroying techniques up to A rank (following the S/W of Water), depending on the number of tentacles used to defend, as well as merging with one another and expanding to form barriers around the user of this technique, and or allies. The rank of the technique is divided among the number of tentacles used within the time-frame. The squid has complete freedom to manipulate the tentacles. Due the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at A rank. The tentacles can fuse together and separate. Each use of the squid counts as a move per turn.

Note: Lasts three turns after activation.
Note: Can only be taught by Jᴀʏ
Note: Can only be used twice, two turns between uses.
Note: User cannot use S rank Water techniques the next turn after this jutsu is activated.

□ Approved. Edits made. □
(Suiton: Supiritto Shikkususensensu) — Water Release: Spirit's Sixth Sense
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user begins by channeling chakra to the heels of his/her feet, manipulating this chakra to create a blob of water chakra formed under the surface. This blob of water would then form into a squid, the squid is a sentient being, being able to think and act on its own without the user constantly feeding it chakra. The squid is also able to use it’s six tentacles in a number of ways. For one, the tentacles are capable of detecting and stopping techniques launched from below while active. As for their offensive capabilities, the squid can travel towards the opponent to wrap its tentacles around his/her leg, the user can pressurize the tentacles to pierce through their body or slice it up. This isn’t done by having the water burst from the earth, but rather seeping out of the earth to attack being more covert. The squid along with its offensive abilities is able to transforming the water itself, similar to the “Sticky Syrup Technique.” in order to bind opponents. As for this technique’s defensive applications the tentacles are capable of deflecting or destroying techniques up to S rank (following the S/W of Water), depending on the number of tentacles used to defend, as well as merging with one another and expanding to form barriers around the user of this technique, and or allies. The rank of the technique is divided among the number of tentacles used within the time-frame. The squid has complete freedom to manipulate the tentacles. Due the tentacles being incredibly sensitive the squid is able to sense movement on the earth, and act accordingly. There are six tentacles in total, and they are collectively at S rank. The tentacles can fuse together and separate. Each use of the squid counts as a move per turn.

Note: Lasts three turns after activation.
Note: Can only be taught by Jᴀʏ
Note: Can only be used twice, two turns between uses.
Note: User cannot use S rank Water techniques the next turn after this jutsu is activated.

‡ Declined ‡ You changed this to S-Rank without altering the restrictions.
 
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Yashiro

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This technique was last posted in the old CJ thread so I cant quote it. Here is a direct link to it, however. -

(Genjutsu: Nise No Mokushiroku) - Illusionary Arts: False Revelation

Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: False Revelation, a simple yet powerful Illusionary technique that can be used to affect the targets sense of touch and/or feel, as well as stipulate the way the target perceives the things they touch or come in contact with. For example, the user could by performing a single hand seal, induce the target within the illusion and affect only the targets sense of touch. The user would then make the targets clothes which are smooth and harmless, feel like molten rock burning the target's skin. The clothes would appear normal but feel totally different. Another example would be, say the target gathers a kunai and prepares to launch toward the user, he could cast the genjutsu and trick the opponent into believing he is holding a fluffy toy or something harmless. This illusion has many uses and could be pretty harmless in some cases and also pretty dangerous in most cases. The user is restricted only by their imagination whilst using this genjutsu, however, one may not affect any other sense apart from the way the opponent would perceive the things that they touch and/or are feeling.

Note: Can only be used 3 times per battle.
Note: Can only be taught by Yashiro.

‡ Pending ‡ Leaving for another mod.

□ Declined. This infringes on several existing Genjutsu customs, as its too broad as one custom. □

Stonefish summoning contract -

(Onidarumaokoze No Geijutsu: Antaiosu No Tatchi) - Stonefish Arts: Touch Of Antaeus

Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user summons thousands of miniature stonefish which appears from the users clothing much like Orochimaru's snakes appear from beneath his clothing. The stonefish are then manipulated into either covering a single limb of the user or body part of his choosing. The stonefish would then release countless amounts of venom upon command but only in a forward flowing motion so that it wouldn't affect the user at all. The user could then choose to attack with said limb or use the stonefish to cover a body part and absorb impact of a physical attack as well as eject it's venom into the target's body.
Note: Can be used 3 times per battle.
Note: Can only be used to cover a single limb or body part at any given time.
Note: When contact is made with the target, the area or limb that has been hit becomes numb and unusable for two turns. Thereafter the venom wears off and the area or limb becomes usable again.


Declined: even if you can no longer directly quote the post in which the contract got approved, you should be fully able to provide a link to the post, right? Anyways, the contract allows for the stonefish to release their venom into water, but this CJ exceeds the scope of the species' ability by letting their released venom be independent of water to such an extent.


(Ninjutsu: Takku) - Ninja Arts: Tacked

Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Upon contact with the users body, the user transfers chakra onto the skin of the opponent, upon the exact spot that had made contact and forms the kanji (爆), literally meaning explode. Said Chakra would remain dormant until the user performs a single hand seal and releases the chakra, causing a small explosion. Although small, the explosion is still capable of severing an arm or leg etc from the target's body. The user is also capable of transferring his chakra by placing their hand upon the desired body part or whatever location the user wishes the explosion to set off. For example, things like a branch could be blown off a tree or a door blown off its hinges.
Note: Can only be used twice per battle.

‡ Declined ‡ Infringes on both Fuuinjutsu and Blast Release.
 
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(Shakuton - Kagerō) Scorch Release - Heat Haze
Type:Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user channels Scorch chakra into the atmostphere around him exanding up to long range from the users position, this scorch chakra is harmless and otherwise unoticable if it wasnt for the fact that a heat haze envelops the entire area up to long range due to a large amount of heat the user gives off into the air, this heat haze much like the water technique 'hiding in the mist' blurs the opponents vision for the most part not being able to see details clearly unless within short range of the user, these details might include minor shifts in movement, hand-seals and even small scale techniques until they enter short range of the opponent catching them by surprise as long as the technique is of a small scale regardless of rank, large movements such as swinging an arm upwards in a large motion can be made out.

This technique can even warp the view of the sharingan efficiently if not on a larger extent since there ability to see chakra would mean that instead of seeing a mere heathaze, they would see a smokescreen of chakra which would further hide the user and act exactly like hiding in the mist technique making the sharingan technique there own downfall.

one other use of this technique is due to the large heat haze encompassing the area and being filled with the users chakra it works as a sensor, the heat haze painting an image of whatever the heat is touching painting a picture and feeding it back to the user allowing the user to make out whatever the heat haze is touching almost like he was looking at it with his own eyes.

Alternatively the user can focus this effect to soley short range focusing more upon the ability to decieve the opponent with the heat haze, by focusing on this affect it will disrupt the opponents vision even more so and have mirage like images appear within short range of the user, making the user appear as if there were 5 of him, of course they are all illusions bar the user himself which makes one of the 5, the user can however place himself anywhere amongst the other 4 illusions, meaning that when this technique is used the user isnt always going to be in the center but can be anywhere he places himself as he can control where these other mirage like figures appear by increasing the amount of heat within these certain area's, these areas despite being a bit hotter are not detectable by feel alone unless the opponent has the ability to sense heat, however the opponent would not know which is the correct one among the user, making this technique effective in Taijutsu use as this will affect the opponent even with close proximity of the user, having the effect so close to the user eliminates the disadvantage of the user being affected by the warping of vision and is able to see perfectly fine, however the sensory range will be purely limited to short range around the user as a result.

Restrictions
- Lasts for 5 turns
- warps the users vision as well as the opponents if the short range version is not in use

<< link to Scorch training here
 
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Bulls CSC: [ ]
Updating these two, putting them into one. (The other 3 are new)
Can't quote from old thread


Kuchiyose No Jutsu: Toru Sono Rai Hogosha Oushi - Summoning Jutsu: Toru The Guardian Lightning Bull
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: The user bites their thumb and makes the MONKEY - OX handsigns and slams their hand on the ground summoning Toru. Toru is 7 ft tall and one of 6 guardian bulls. He uses the lightning element and capable of using all lightning jutsu up to S Rank. He carries a large double edged axe which he is proficient at using. He is mild mannered but will completely obey his summoner. He threatens to beat his summoner to a pulp for summoning him into battles against flying creatures or wind element enemies.
-Can only be summoned once
-Lasts for 4 turns
-Can only be taught by -Blade-
-Must sign Bulls contract
Can't quote from old thread


Kuchiyose No Jutsu: Draco Sono Do Hogosha Oushi - Summoning Jutsu: Draco The Guardian Earth Bull
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user bites their thumb and makes the SNAKE - OX handsigns and slams their hand on the ground summoning Draco. Draco is 7 ft tall and one of 6 guardian bulls. He uses the earth element and capable of using all earth jutsu up tp S Rank. He carries a war hammer which he is proficient at using. He is very noble and full of insight. He usually attempts to lecture the summoner about summoning him but usually gets caught up due to a battle.
-Can only be summoned once
-Lasts for 4 turns
-Can only be taught by -Blade-
-Must sign Bulls contract

[Kuchiyose No Jutsu: Sono Do Hogosha Oushi] - Summoning Jutsu: The 5 Elemental Guardian Bulls
Type: Summoning
Rank: F
Range: Short
Chakra: 50
Damage: N/A
Description: The user performs their summoning procedure and send chakra into their tattoo (or simply through a scroll) to summon a special bull. Signers of the Bull's contract are capable of summoning the infamous Elemental bulls. Known for their elemental affinity/specialty and their uniqueness with the element itself.

Toru, The Lightning Guardian Bull: known for his speed and elemental affinity. Toru easily outruns all other bulls, moving at twice the speed compared to any other regular bull. He is also capable of using all Lightning techniques the user can but he accomplishes this without the need for handseals. Toru is 7 ft tall and carries a large double edged axe which he is proficient at using. He is mild mannered but will completely obey his summoner. He threatens to beat his summoner to a pulp for summoning him into battles against flying creatures or wind element enemies. Once per turn Toru is capable of infusing his Axe with Lightning chakra to slice through his enemies or can simply swing it to release a Lightning crescent that can travel up to Mid range (Both A rank in strength). Counts as a move per turn from the user's limit.

A special ability of all of the elemental bulls are their special bond with the element. Toru's being Lightning, he is capable of passively absorbing one S rank or below Lightning base technique. After absorbing it, he can release it back as a raw blast or beam of Lightning of the same power that travels up to Long range. He can only do this once per fight.

Draco, The Earth Guardian Bull: Known for his sturdiness and earth elemental affinity. Toru is easily, if not the strongest bull in terms of durability. Being capable of taking twice as much damage as any other regular bull. He is also capable of using all Earth techniques the user can but he accomplishes this without the need for handseals. Draco is 7 ft tall and carries a war hammer which he is proficient at using. He is very noble and full of insight. He usually attempts to lecture the summoner about summoning him but usually gets caught up due to a battle. Once per turn Draco is capable of infusing his War Hammer with Earth chakra to smash/crush his enemies with ease or can simply thrust it forward to release a wave of mud that hardens very quickly & travels up to Mid range (A rank in strength). Counts as a move per turn from the user's limit.

A special ability of all of the elemental bulls are their special bond with the element. Draco's being Earth, he is capable of passively demolishing one S rank or below Earth base technique. He accomplishes this by either ramming through it after coating his body in a defensive layer of chakra (One of the reason for his high durability) or simply uses the hammer to smash it. He can only do this once per fight.

Turbine, The Wind Guardian Bull: Known for his agile quick movements and Wind elemental affinity. Turbine is easily one of the smartest bulls with the eyes of a hawk. His eyes are capable of locking into a target from 2LMs away with tracking ability of a MS level user. He is 7ft tall and has a slender frame compared to other bulls. He is also capable of using all wind techniques the user can but he accomplishes this without the need for handseals. Many times Turbine has been used for surveilance purposes rather than battle. This doesn't mean he isn't a great fighter. He carries a long spear with him at all times. With this spear, once per turn, he is capable of channeling wind chakra into it for battle. With a simple thrust he can release a wind replica of the spear or a wave that creates a hurricane that both travels up to long range, with A rank strength. Counts as a move from the user's limit per turn.

A special ability of all of the elemental bulls are their special bond with the element. Turbine's being wind, he is capable of passively spinning his spear to release a wind dome that quickly expands out to long range around with him in the center at all times and in control. Within this dome the wind is pressurized to the point that all within the dome move at the same speed due to the wind moving around with such force that it creates a heavy gravitation feel. This also causes fire base techniques to lose 1 rank due to the lack of oxygen. Unfortunately, the user is caught in these negative aspects too once inside the dome. This dome lasts until turbine is removed from the field through death or his duration is up. He can only do this once per fight.


Vega, The Fire Guardian Bull: Known his stubbornness, rage and fire elemental affinity to reflect this. Vega stands at 7ft tall like most other bulls. He is capable of utilizing all fire base techniques the user knows, but he uses them without the need for handseals. Vega often times do what he pleases despite orders being given from his master. He would often times choose not to battle people he deem or class as below him. Only eager to battle against opponents stronger than him. Unlike the other elemental guardian bulls that carry a weapon, Vega is the only one without. Instead he uses his body soley. Once per turn he is capable of spiting out a fireball or spewing a wall of flames that can travel to long range. Both application is of A rank power. Counts as a move per turn from the user's limit.

A special ability of all of the elemental bulls are their special bond with their element. Vega's being fire, he is capable of passively imbuing his body with Katon chakra to enter a Heat Rage mode. Once within this mode, a heat pulse is sent throughout the battlefield constantly. With this pulse, the environment takes on a drastic change. All water base techniques (such as ice) are harder to use. They all lose a rank in power. Other techniques that are capable of melting or weak to heat/fire also loses a rank. The heat wave also affects all individuals within long range of Vega. Causing them to use an additional +10 chakra to use chakra base techniques (doesn't mean the damage output is increase) due to the strain their body is under. Unfortunately, the user is also affected under this heat wave. Once activated, lasts until Vega leaves the field. He can only use this once per fight.

Aquarious, The Water Guardian Bull: Known for his calm and relax nature, Aquarious is said to be the least violent bull of the 5 Guardians. He is also praised as one of the most intelligent one and a great strategist. With this, he is also a water specialist. Capable of utilizing all water base technique the user knows, but he accomplishes this without the need for hand seals. He stands at 7ft tall and carries with him a special trident for battle. With this trident, he is capable of summoning a large water dragon that rushes and destroys anyone in it's path (up to long range). The dragon is A rank and can be used once per turn, counts as a move from the user's limit.

A special ability of all of the elemental bulls are their special bond with their element. Unlike the other 4 guardians that uses their passive ability offensively, Aquarious uses his for his summoner soley. Through the trident, Aquarious is capable of summoning a large source of water that can only be used by his summoner. The source of water may be used defensively, supplementary or offensively by the user. When used defensively, it carries protection of S rank str. He can only use this once per turn.

Notes:
-Must sign the Bull's summoning contract
-Only one Elemental Guardian Bull may be summon at a time.
-Only 3 are capable of being summon within one fight.
-Each bull may only last up to 4 turns (unless killed or remove from the field somehow).
-Each bull may be summon twice per event/mission. Never twice within the same fight.
-Each Summon is of S rank and may only use their given element up to their rank.
-Elemental guardians cannot be summon/used to attack any Bull contract signers. Their loyalty won't allow it. (Two signers of the contract may not use a Bull to fight the other)


Declined: there's a lot wrong with this CJ. In the first place, F-rank summonings aren't allowed. But aside from that, this really is like five S-rank contracted animals crammed into just the one CJ, which also isn't going to be allowed...


Blackbeard
Type: Supplementary | Defensive
Rank: S
Range: Short
Chakra: 40 (-5 Per turn)
Damage: N/A
Description: Blackbeard is a Humanoid puppet crafted and created by Karna using his Puppetry and Fuuinjutsu knowledge. Blackbeard is capable of being summon short range of the user by performing 3 handseals and clapping of one's hand or he can be summon from a scroll. Blackbeard stands at 6ft with a large belly/chest compartment that is capable of opening on the slightest whim by Blackbeard himself. He is forged out of a special type of non-flammable wood and frame being made out of a non-conductable metal, while being able to run at the same speeds as the user to keep up. Inside the belly compartment lies several Fuuinjutsu seals that lay dormant for several different supplementary/defensive purposes. The main purpose of these seals are to absorb and capture techniques, and store them inside a pocket dimension. The seals follows the same absorbing principle of the cannon Fuuinjutsu technique; "(Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" but unlike its cannon counter part, Blackbeard's absorbing powers isn't limited to only basic 5 elements. What makes Blackbeard so special is the fact that he is also capable of pulling in and absorbing KG/CE that is created using a combination of the basic 5. Unfortunately a downfall of this puppet is the fact that he isn't able to absorb energy (Keigoku, Kiyoshi, Natural energy etc) due to makeup of those techniques. Upon opening the belly/chest compartment a thick dark smoke spreads outwards engulfing the enemy technique and simply breaking it down to adequate size as it is being drawn in. Blackbeard does this passively and on his own but it counts towards the user's move limit per turn and Blackbeard is only capable of absorbing one technique a turn. The second ability is that Blackbeard is capable of being use as a Kai or body surge to break the user free of genjutsu upon contact passively, but once again this counts as a move per turn from the user's count. Blackbeard is capable of doing this due to puppets being immune to genjutsu. There is a Kanji written on both palm of Blackbeard with the word "Kai" and that is what he places on the person he is breaking free of the gen. He is only capable of breaking genjutsu up to his rank. The final ability of Blackbeard, like most of Karna's creation is the fact that Karna is capable of using Blackbeard like an armor. Karna can basically merge with Blackbeard in a sense when wearing him. Taking on and using his special abilities as if its his own but following the same restrictions as Blackbeard had himself. When it comes to the absorbing of techniques, Karna activates the Kanji enscribe on the armor before releasing the thick dark smoke to absorb a technique. When using the Kai breaker of Blackbeard, Karna injects a surge of chakra in his chakra system from either seal on his palm. Karna is capable wearing Blackbeard as long as his chakra allows it. Unfortunately in wearing Blackbeard it would cost double the amount of chakra normally having him on the field. So it would cost -10 chakra per turn to wear him. Alternatively instead of summoning Blackbeard on his own, the user is capable of auto summoning him as an armor using the same summoning procedures as describe above. Unfortunately the absorption ability of Blackbeard may only be used once every two turns, whether its being used by Blackbeard independently or as an armor. Unlike its cannon counterpart seal that can be used limitless amount of times.

Notes:
-The absorbing ability cost the same amount of chakra as the opposing technique. So to absorb a B rank technique, Blackbeard will siphon -20 chakra from the summoner to use the absorption.
-The genjutsu breaker ability costs the same amount of chakra as the genjutsu +10 more to surge and break the genjutsu completely. So to break a B rank genjutsu, Blackbeard will siphon -30 chakra from the summoner to use Kai.
-Although both abilities may be use passively at times by Blackbeard, they still count as a move from the user's total per turn.
-Although Blackbeard is a pure defensive type puppet, his body is really weak compared to other puppets in Karna's arsenal. His body is easily destroyed by an A rank technique or B rank elemental one.
-Can only be used by a Otsutsuki Clan bio and must know Fuuinjutsu.
-Can only be taught by Venom

Permission to Sub

‡ Pending ‡ Leaving for Pekoms.

Declined: the sealing ability would require lengthier gaps between usage, ideally useable only once every four turns. In addition, neither KG nor CE will be sealable by this puppet. It would be limited to only the five basic elements. This particular submission was discussed with NK beforehand, and the fact that the puppet can theoretically last in battles/events indefinitely is the reasoning behind such limits. Similarly, this is one puppet that I won't permit to be worn as an armor, and chiefly due to its sealing capacity. That being said, you are more than welcome to attempt other mechanisms. Frankly, it feels like recently the notion of wearing puppets akin to suits of armor has been tried excessively. That's not to say such a function is no longer doable, but not just any puppet should be able to do so.

Resubmitting as my first CW

Blackbeard

Type: Weapon (Supplementary | Defensive)
Rank: F
Range: Short
Chakra: 40 (To summon)
Damage: N/A
Description: Blackbeard is a Humanoid like weapon crafted and created by Venom using his Ninjutsu and Fuuinjutsu knowledge. He is capable of speech & shares a telepathic link with the summoner to talk and convey knowledge. This doesn't mean Blackbeard will be trap in a genjutsu or bothered by mind tricks if the user falls to them though. Blackbeard is capable of being summon short range of the user by performing 3 handseals and clapping of one's hand or he can be summon from a scroll. Blackbeard stands at 6ft with a large belly/chest compartment that is capable of opening on the slightest whim by Blackbeard himself. He is forged out of a special type of non-flammable wood and frame being made out of a non-conductable metal, while being able to run at x2.5 speed as the user to keep up. Inside the belly compartment lies several Fuuinjutsu seals that lay dormant for several different supplementary/defensive purposes. The main purpose of these seals are to absorb and capture techniques, and store them inside a pocket dimension. The seals follows the same absorbing principle of the cannon Fuuinjutsu technique; "(Ho/Mizu/Kaze/Tsuchi/Rai Houin ) - Fire/Water/Wind/Earth/Lightning Sealing Method" but unlike its cannon counter part, Blackbeard's absorbing powers isn't limited to only basic 5 elements. What makes Blackbeard so special is the fact that he is also capable of pulling in and absorbing KG/CE that are created using a combination of the basic 5. Unfortunately a downfall of this creation is the fact that he isn't able to absorb energy (Keigoku, Kiyoshi, Natural energy etc) due to makeup of those techniques. Upon opening the belly/chest compartment a thick dark smoke spreads outwards engulfing the enemy technique (can also absorb omnidirectional techniques) and simply breaking it down to adequate size as it is being drawn in. Blackbeard does this passively and on his own but it counts towards the user's move limit per turn and Blackbeard is only capable of absorbing one technique a turn.

The second ability is that Blackbeard is capable of being use as a Kai or body surge to break the user free of genjutsu upon contact passively, but once again this counts as a move per turn from the user's count. Blackbeard is capable of doing this due to him being immune to genjutsu. There is a Kanji written on both palm of Blackbeard with the word "Kai" and that is what he places on the person he is breaking free of the gen. He is only capable of breaking genjutsu up to his rank. The final ability of Blackbeard, like most of Venom's creation is the fact that Venom is capable of using Blackbeard like an armor. Venom can basically merge with Blackbeard in a sense when wearing him. Taking on and using his special abilities as if its his own but following the same restrictions as Blackbeard had himself. When it comes to the absorbing of techniques, Venom activates the Kanji inscribe on the armor before releasing the thick dark smoke to absorb a technique. When using the Kai breaker of Blackbeard, Venom injects a surge of chakra in his chakra system from either seal on his palm. Venom is capable wearing Blackbeard as long as his chakra allows it. Unfortunately in wearing Blackbeard it would cost double the amount of chakra normally having him on the field. So it would cost -10 chakra per turn to wear him. Alternatively instead of summoning Blackbeard on his own, the user is capable of auto summoning him as an armor using the same summoning procedures as describe above. Unfortunately the absorption ability of Blackbeard may only be used once every three turns, whether its being used by Blackbeard independently or as an armor. Unlike its cannon counterpart seal that can be used limitless amount of times.

Notes:
-The absorbing ability cost the same amount of chakra as the opposing technique. So to absorb a B rank technique, Blackbeard will siphon -20 chakra from the summoner to use the absorption.
-The genjutsu breaker ability costs the same amount of chakra as the genjutsu +10 more to surge and break the genjutsu completely. So to break a B rank genjutsu, Blackbeard will siphon -30 chakra from the summoner to use Kai.
-Although both abilities may be use passively at times by Blackbeard, they still count as a move from the user's total per turn.
-Although Blackbeard is a pure defensive type weapon, his body is really weak compared to other weapons in Venom's arsenal. His body is easily destroyed by an A rank technique or B rank elemental one.
-When present on the field, the user is unable to summon forth any clones
-Can only be used by Venom


Declined: also riddled with a great many issues. First, sentient CW now aren't going to be approved without Yang. Moving on, editing out "puppet" and replacing it with "creation" has no direct bearing on resolving the prior issues. And make no mistake, this thing is still very much a puppet and ergo, cannot exceed S-rank as it currently stands. Beyond that, you were also explicitly told to leave off it being able to absorb KG/CE, but failed to omit the sentence. Similarly, there needed to be lengthier gaps in between the absorption usage, but there isn't. Another huge issue is failing to bold this edit: "being able to run at x2.5 speed as the user", which replaces "being able to run at the same speeds as the user.." I could go on, but hopefully, you get it by now..

 
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-Quest-

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(Ototon: Mockingjay) - Sound Release: The Mockingjay
Rank: N/A (Same as Original)
Type: N/A (Same as Original
Range: N/A (Same as Original)
Chakra Cost: N/A (Same as Original)
Damage points: N/A (Same as Original)
Description: The Mockingjay is a passive technique that can be described as "easy to use; hard to master". This ability as it names suggests allows the user the ability to recreate sounds waves but for differing applications; which in reality allows the user to "change" the prerequisite triggers of certain sound waves. For instance, should the user be airborne but desire to use Sound Release: Heavenly Revenge the are capabe of applying their sound chakra to hands in order to "imitate" the stomping required and using their Ototon chakra to amplify the released wave of low frequency sound through the ground and also through the air, all around to produce the technique though this is an example of with a Destructive Sound Wave; it can also be applied with Hindering/Genjutsu Sound Waves as well such as if the user's arm is inquired and unable to move it to release the sound wave, they can instead whistle, speak , tap their foot etc as a ways to do so. This a case by case technique and certain sounds won't be able to be emulated such as sustained sound waves (unless the user has the means to do so e.i instruments) and thus must be carefully used. This is an inherent skill of a Sound Release user; thus it must be mentioned in the user's bio/before battle though posted as a reference when used in actual combat.

Tetsu no Otome | Iron Maiden's Touch
Type: Attack/Defence
Rank: S Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description: An advance shield technique, the user begins by focusing their chakra into the weapon. As an incoming attack hits the shield, the user releases the chakra with pinpoint accuracy and timing similar to the concept of Chakra Enhanced Strength, creating a powerful blunt repelling force sent outwards from the shield, that not only dispels the attack but inflict damage to the aggressor if in range. This is particularly effective towards countering taijutsu attacks enough to crack the opponent's bones as they hit the shield, but it also can defend and disperse against equal ranked ninjutsu techniques. The user can further the technique's potency by adding elemental nature instead of simply raw chakra. Depending on the element can produce in a burst of flames or earthy spikes launched outwards from the weapon etc.
~ Useable 3 times per battle.

Karasu no Kuchiyose: Garuda | Crow Summoning: Garuda
Type: Supplementary
Rank: S Rank
Range: Short
Chakra: 40
Damage: N/A
Description: One of the top crow summons, Garuda is a slightly larger crow (rl eagle sized) with its own unique crest and plumage markings, he is highly intelligent, and polite mannerisms but has a bloodthirsty side. He can communicate with the user with a mental link. Garuda is also summoned with a huge flock of crows that comes along with him, however they are no ordinary birds. Garuda and his flock can be combined into one, transforming into "Tengu" form. In this state, they turn into a humanoid black feathered creature, twice as large as a human, with a crow's head, talon hands and feet, and black wings on its back that spans 5 meters long. He would also have a fan made of 7 feathers, allowing him to perform Wind techs without handseals and Genjutsu techniques the user knows, both up to S rank. Alternatively, Garuda and his flock can also merge with the user instead, giving them black wings behind their back for flight, flying as fast as their base speed. The summon can also help the user manifest talons, claws or any other bird features in this state. When merged with the user, Garuda can't attack but he provides the user with a boost of chakra, turning their Wind techniques up to A rank, one rank higher and add +20 damage to S ranks. The user's genjutsu up to A rank will also require one rank higher to break free. Garuda can either use Tengu form or merge with the user; he can't do both at the same time. Turning forms require a move, but the user can choose which form to start with when it's first summoned.
~Merging with the user can dispel any genjutsu (bar MS level) by having the summon's external chakra entering the user's body.
~ Summonable once.
~ Lasts 4 turns.


Declined: where's the link to your training? The "Tengu" form thing was neat, but the crow is rather bloated with abilities. Generally, each contracted animal is only able to use one field (e.g., Genjutsu or Wind, not both). And on top of that, you wanted it to give you boosts to each, if merged with your bio's own body. Moving on, the merging process being able to dispel illusions reads like the SnK function and the whole hybrid mode thing isn't really allowed at this point in time..

 
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Yuse

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(Genjutsu: Fantomupasuu~ei) - Illusionary Arts: Phantom Pathway
Type: Offensive, Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user forms two hand seals, and induces a Genjutsu on the opponent. Depending on the user's choice, the Genjutsu will affect the opponent by severing the chakra network pathway leading to a specific area or specific limb from the rest. The Genjutsu causes the victim to lose all chakra function in that specific area of his body. Making him unable to channel or release chakra from the "severed" area for techniques. For example, the user of this Genjutsu can choose to sever the pathway to the opponent's right arm, thus causing the opponent to not be able to use techniques from it. An additional effect of the illusion given its nature is its inability to be broken by full body chakra surges, as the target would be incapable of surging their chakra through the severed area. Also it is important to note that physically the area is not compromised in anyway still functioning normally in terms of basic use.

Notes:
-Can only be taught by Yusei.
-Can only be used three times per fight.
-No Genjutsu above A rank in the same turn or the next.
-Genjutsu specialist are able to effect 2 areas simultaneously

‡ Declined ‡ Wording is inaccurate but more importantly, the effects are really OP. Pair this with a paralysis-type Genjutsu and the opponent can't break either of them.

Permisson from L to make a tech similar to his somatization


(Kemuri: Shōten) — Smoke Art: Focus
Rank: N/A
Type: Supplementary, Offensive, Defensive
Range: Short - Long
Chakra cost: +10 to a technique
Damage points: N/A
Description: Focus is a passive technique meant to give smoke techniques a tangible property allowing them to act as solids in their interaction. This is achieved through expending additional chakra to focus on condensing while pressurizing the smoke. Doing this allows the user to passivley have their smoke techniques act solid similar to how in the anime and cannon smoke body technique a smoke user was capable of having their intangible body manifest as solid to interact with the physical world. Doing this does not boost the powers of a technique whatsoever. However the smoke techniques now gain the ability to do physical damage depending on their rank making smoke techniques that were originally supplementary in nature now capable of being offensive and or defensive. With the form of damage capable of being either blunt or sharp depending on the shape solidified.

Note: The user can either post this on their bio or mention it at the start of a battle
Note: Can only be taught by Yusei

‡ Declined ‡ Requires a note about only being usable on Smoke techniques which are or manifest a certain distance away from the opponent.
(Genjutsu: Fantomupasuu~ei) - Illusionary Arts: Phantom Pathway
Type: Offensive, Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user forms two hand seals, and induces a Genjutsu on the opponent. Depending on the user's choice, the Genjutsu will affect the opponent by severing the chakra network pathway leading to a specific area or specific limb from the rest. The Genjutsu causes the victim to lose all chakra function in that specific area of his body. Making him unable to channel or release chakra from the "severed" area for techniques. For example, the user of this Genjutsu can choose to sever the pathway to the opponent's right arm, thus causing the opponent to not be able to use techniques from it. An additional effect of the illusion given its nature is its inability to be broken by full body chakra surges, as the target would be incapable of surging their chakra through the severed area. Also it is important to note that physically the area is not compromised in anyway still functioning normally in terms of basic use.

Note: Can only be used three times per fight.
Note: No Genjutsu above A rank in the same turn
Note: Genjutsu specialist are able to effect 2 areas simultaneously
Note: Can not be paired with paralyzing gen :/

‡ Declined ‡ It's been brought to my attention that this clashes with an existing illusion belonging to Tsuki.

(Kemuri: Shōten) — Smoke Art: Focus
Rank: N/A
Type: Supplementary, Offensive, Defensive
Range: Short - Long
Chakra cost: +10 to a technique
Damage points: N/A
Description: Focus is a passive technique meant to give smoke techniques a tangible property allowing them to act as solids in their interaction. This is achieved through expending additional chakra to focus on condensing while pressurizing the smoke. Doing this allows the user to passivley have their smoke techniques act solid similar to how in the anime and cannon smoke body technique a smoke user was capable of having their intangible body manifest as solid to interact with the physical world. Doing this does not boost the powers of a technique whatsoever. However the smoke techniques now gain the ability to do physical damage depending on their rank making smoke techniques that were originally supplementary in nature now capable of being offensive and or defensive. With the form of damage capable of being either blunt or sharp depending on the shape solidified.

Note: The user can either post this on their bio or mention it at the start of a battle
Note: The manipulated Smoke needs to be a distance of atleast 5m away from the enemy
Note: Can only be taught by Yusei

‡ Approved ‡ Edited.
 
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Ushiro

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(Hidora Kuchiyose no Jutsu: Neptune) – Hydra Summoning Technique: Neptune
Rank: S
Type: Summon
Range: Short
Chakra: 40
Damage: N/A
Description: After drawing blood and forming the Snake, Ram, and Horse handseals, the user summons Neptune, also known as the King of Water Hydras. He is completely blue in color with a black wave-like pattern across his underside. He is roughly 80 meters tall with exactly 8 hydra heads, all of which carry the regeneration ability of the contract. Neptune is known for having a violent temper, even more so than his brothers Jupiter and Pluto. As the ruler of the seas and a master of the water element Neptune can use S rank and below Water release without the use of handseals. His water jutsu exhibit increased range, short-range techniques increasing to mid, and mid to long. When utilizing a technique released from the mouth the attack may be split between any of his heads to a maximum of 5, each one producing a weaker version which combined are the same strength as the original. Neptune’s signature technique creates a giant trident of S-rank power from a water source. If he pierces a target, Neptune can inject them with a massive amount of water, dealing damage that in most cases causes the target to violently explode. Both creation and injection cost a move each but can be done in the same timeframe. His resilient scales and great size leave him unfazed by physical/elemental techniques of B rank and below.
-Can only be summoned once per battle
-Lasts for 4 turns
-Trident can be created twice per battle and is destroyed when injection is used. One-turn cooldown.
-All techniques used count toward the summoner’s 3 moves per turn.
-Must have signed the Hydra contract to use


Approved: edits annotated in pink.


(Sakuin) – Index
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Index is a book integrated with complex seals designed to efficiently store and produce information as well as improve the accessibility of certain types of Fuuinjutsu. Its ornate covers form a casing that protects the inside. Its pages are indefinite in number (kept sealed until used) and serve as the medium for techniques involving formulas typically held in scrolls and similar containers. This tool’s most important feature allows it to receive and carry out commands given by its wielder mentally. It has a limited form of sentience, equipped with the knowledge and ability to use its own functions and the techniques stored within it. When commanded to perform a certain technique, Index opens itself, reveals the page(s) with the specified formula and activates it instead of the wielder, taking from them the chakra required.

Bookmark- Techniques that apply formulas to surfaces (certain Fuuinjutsu, Ninjutsu, summoning, etc) may be stored and “bookmarked”, converting them into tags for later use. When a suitable technique is performed, the user can place their hand on the book’s cover. The technique used is sealed and a tag containing the technique is produced within the book. Those which create multiple formulas produce multiple tags. The technique itself is unaffected by time and resumes once the tag is activated by Index, effecting the surface the tag in on at the time. These tags may be shot out from inside Index at will as well as other types of tags the wielder may have stored.

Stationary shield- Supplied with a technique of its own, the book can release a number of pages with an interconnecting formula that turns the pages into a stationary defensive barrier, spherical or planar in shape, capable of defending against one A-rank attack.

-Stored techniques must be mentioned in the user’s bio or at the start of battle
-Using stored techniques and paper barrier costs a move
-Only opens by mental command; pages and tags passively produced and resealed
-Can be destroyed by an A rank jutsu
-Can only be used by Ushiro and those he allows

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(Gakidō: Haisui-ba) – Preta Path: Draining Field
Type: Defense/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30 (-10 each turn to maintain)
Damage Points: N/A
Description: Though the Preta path the user will create a spherical barrier around them that absorbs chakra within or in contact with the barrier over time and disperses it within the user’s body. Jutsu affected by this technique are absorbed gradually and are generally weakened, diminishing in strength and effectiveness. The speed of the absorption varies with the barrier’s size: (Short / -15 chakra / -30 damage) ( Mid / -10 chakra / - 20 damage) (Long / -5 chakra / -10 damage) Jutsu are completely absorbed when their chakra reaches zero. Jutsu maintained with a chakra cost are disabled until they leave this technique’s range if their costs are equal to or less than the absorbed amount. In the latter case, they are also weakened. If their costs are greater than the absorbed amount, the jutsu are unaffected. Once per turn, the barrier’s size can be changed but it will only come into effect next turn.
-Requires Preta Path to be active
-Lasts as long as the user continues to fuel the technique
-No Preta Path techniques while in use
-Does not effect the user's jutsu (Paths, clones, Animal path summons included)
-Can only be used by Ushiro
Some of these weren't checked before so i'm just submitting them again.

(Sakuin) – Index
Type: Weapon
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Index is a book integrated with complex seals designed to efficiently store and produce information as well as improve the accessibility of certain types of Fuuinjutsu. Its ornate covers form a casing that protects the inside. Its pages are indefinite in number (kept sealed until used) and serve as the medium for techniques involving formulas typically held in scrolls and similar containers. This tool’s most important feature allows it to receive and carry out commands given by its wielder mentally. It has a limited form of sentience, equipped with the knowledge and ability to use its own functions and the techniques stored within it. When commanded to perform a certain technique, Index opens itself, reveals the page(s) with the specified formula and activates it instead of the wielder, taking from them the chakra required.

Bookmark- Techniques that apply formulas to surfaces (certain Fuuinjutsu, Ninjutsu, summoning, etc) may be stored and “bookmarked”, converting them into tags for later use. When a suitable technique is performed, the user can place their hand on the book’s cover. The technique used is sealed and a tag containing the technique is produced within the book. Those which create multiple formulas produce multiple tags. The technique itself is unaffected by time and resumes once the tag is activated by Index, effecting the surface the tag in on at the time. These tags may be shot out from inside Index at will as well as other types of tags the wielder may have stored.

Stationary shield- Supplied with a technique of its own, the book can release a number of pages with an interconnecting formula that turns the pages into a stationary defensive barrier, spherical or planar in shape, capable of defending against one A-rank attack.

-Stored techniques must be mentioned in the user’s bio or at the start of battle
-Using stored techniques and paper barrier costs a move
-Only opens by mental command; pages and tags passively produced and resealed
-Can be destroyed by an A rank jutsu
-Can only be used by Ushiro and those he allows

‡ Declined ‡ A book with limited sentience performing techniques of one of the most complex fields? Damn, this weapon puts most shinobi to shame. That aside, I've been informed we're no longer allowing sentient weapons. The Stationary ability is very similar to a submitted CCJ.

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(Gakidō: Haisui-ba) – Preta Path: Draining Field
Type: Defense/Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30 (-10 each turn to maintain)
Damage Points: N/A
Description: Though the Preta path the user will create a spherical barrier around them that absorbs chakra within or in contact with the barrier over time and disperses it within the user’s body. Jutsu affected by this technique are absorbed gradually and are generally weakened, diminishing in strength and effectiveness. The speed of the absorption varies with the barrier’s size: (Short / -15 chakra / -30 damage) ( Mid / -10 chakra / - 20 damage) (Long / -5 chakra / -10 damage) Jutsu are completely absorbed when their chakra reaches zero. Jutsu maintained with a chakra cost are disabled until they leave this technique’s range if their costs are equal to or less than the absorbed amount. In the latter case, they are also weakened. If their costs are greater than the absorbed amount, the jutsu are unaffected. Once per turn, the barrier’s size can be changed but it will only come into effect next turn.
-Requires Preta Path to be active
-Lasts as long as the user continues to fuel the technique
-No Preta Path techniques while in use
-Does not effect the user's jutsu (Paths, clones, Animal path summons included)
-Can only be used by Ushiro

‡ Declined ‡ Restrict this to short-range and give it a duration limit. Lower the damage and chakra that's absorbed, a debuff of 30 damage is too high.

New:

(Chikushōdō: Tatakau ka Nigemasu ka) - Animal Path: Fight or Flight
Type: Offensive/Defensive
Rank: N/A
Range: N/A
Chakra Cost: N/A (-15 per summon)
Damage Points: N/A (Equal to the creature's rank)
Description: This is a passive technique that can be activated whenever a creature from the Animal path contract is summoned. Instead of simply appearing, the summoned creature will emerge from the summoning formula as if from a portal. When it does so the creature would already have momentum it can use to power a physical attack, evade an attack, or move to another location faster. Since the user already has direct control of the creature, it could act as required when summoned this way. When emerging from the summoning formula, the summoned creature is cloaked in chakra that temporarily enhances the creature's physical ability, allowing it to deal damage and block damage to itself equivalent to an elemental jutsu of the creature's rank.

-Requires Animal Path to be active
-Does not count toward the user's three jutsu per turn
-Lasts only for the turn the creature is summoned
-Can only be used by Ushiro

‡ Declined ‡ This is too much, especially given the Animal Path's ability to summon two creatures at once (as well as the default immunity many of the summons have already).
 
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