Custom Jutsu Submission - III

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21 Savage

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( Sennika: Kemono hen'i ) - Sage Transformation: Beast Mutation
Type: Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description: This is a type of sage transformation technique that requires no complex metamorphosis thus the transformation is able to be sustained so long the user has chakra to sustain it. The sage transformation user would morph only part of their body resemble those of animals though no new appendages are added, only the user's body parts itself undergoes rapid transformation. For example, the user's hands forms into that of a bear, legs of a cheetah, ears of a rabbit, legs of a frog or eyes of an eagle. Depending on the type of animal the body is morphed to, the user gains enhanced ability though only one enhancement can be made at a time. One metamorphosis would need to be deactivated before another is made.

Ears of Rabbit
The user, by transforming his ears into those of rabbits, his ears would now become long and sensitive to the slightest of sound, even any thing that moves through the pores of the ground from a very far distance. He would thus gain enhanced hearing due to rabbit high audible frequency range. This would increase tracking and reaction speed by a measly 3 folds.

Legs of Cheetah
The user, by transforming his legs into those of cheetah, his legs reconstructs to having stronger muscles and appendages for easy and swift retraction. The user would gain 2x running speed though he would be unable to use the legs properly for taijutsu due to how they are shaped.

Hands of Bear
The user, by transforming his hands into those of a bear, his hands would grow strong sharp claws and become stronger than they were. The user would gain +30 to their taijutsu, however, he looses the ability to make hand seals as the hands/paws would gain less fluidness in making hand seals like normal.

Shell of Tortoise
The user, by transforming his skin, they make it become as hard as a tortoise shell, thus his skin would become impenetrable to S-rank and below jutsu. As a drawback, he would become slow with a 3 level reduction in speed.

Hinds of Frog
The user, by transforming his legs to those of a frog, his legs would morph accordingly becoming webs and longer with stronger and easily retractable muscles at the knee joints. He would be able to jump 3x higher and thus able to traverse up to mid-range in a single leap and very fast. He is able to passively use this to dodge a technique with size threshold below its range once per turn though this would count as a move. The webbed feet allows for 2x swimming speed but Taijutsu used with the feet would suffer a -10 damage.

- Usable three times per battle, with each enhancement being able to be used only once.
- Each enhancement can last as long as the user has enough chakra to maintain it though one has to be deactivated for the other to work.


Declined: this reads like five separate CJ crammed into one under the shared, albeit rather broad idea of acquiring animal-like traits, which already has customs developing for it. Try to use this similar custom-turned-canon move that was made by Howard, entitled: "The Mighty Wings of Illidan" as a point of reference. But beyond just partitioning this into multiple CJ, some of the perks due to these transformations need to be reduced in effect. To say something like: "increase tracking and reaction speed by a measly 3 folds," well that's just sugarcoating it. A boost at that level put the "Ears of Rabbit" right on par with dōjutsu such as Byakugan and 3T Sharingan; that's too much of a boost, especially when it can last indefinitely. And there were, naturally, big issues with some of the others too. Under no circumstances are you going to be immune to S-rank and below damage, again, indefinitely. As for "Hinds of Frog," it too would need to be toned down.


( Sennika : Hōfuku ) - Sage Transformation: Retribution
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Applying the process of sage transformation, the user would collect chakra from their DNA makeup for a whole turn and whenever they are ready, imbue this additional chakra into a summoning animal they conjure. This would give the summoning a perfect layer of chakra in the form of a sage transformed skin. This layer of chakra would give the summoning a durability from techniques of the same rank as it but the durability would be overcome with techniques one rank above the summoning. This can only be applied to single summoning at a time and would expire when the said summoning expires. Collection of chakra is passive but giving this chakra to a summoning would cost a move but used in the same timeframe as the summoning of the animal.
- Usable only 3x per battle
- Works on only a summoning animal at time but can't be used on summonings from different contracts. (In any case)


DNR: effectively made by Howard via his "Blesssing of Forgotton Kings" CJ, which was donated to the canon list.


( Ninpou: Gen'in to kekka ) - Ninjutsu: Cause and Effect
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This is a simple jutsu used in the same timeframe of another supplementary jutsu. This serves the shift the nature of a supplementary jutsu to another nature. Elaborately, this works on supplementary jutsus that affect or augment a particular elememental nature or elemental natures. This jutsu would layer on the supplementary technique, reconfiguring it to work on another element instead. If the supplementary technique is meant to affect a single elemental nature, then this jutsu would change it to another single elemental nature. If it affects more than one elemental natures then this technique would change it to the amount of elemental natures but different or change one of them while leaving the other unchanged, but at least one must be changed.
- Can only be used in the same timeframe as the supplementary technique (only)

□ Declined. Just no. □
(Sennika: Kemono Hen'i) - Sage Transformation: Beast Mutation
Type: Offensive/Supplementary/Defensive
Rank: A - S
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description: This a Sage Transformation technique that requires no complex metamorphosis thus the transformation is able to be sustained so long the user has the chakra to sustain it. The Sage Transformation user is capable of morphing a portion of their body to resemble that of animals found in nature. The user does not create a new appendage, rather he alters the pre-existing appendage to mimic that of animals. This transformation is more of an advanced form of "Beast Mimicry" a technique used by those of the Inuzuka. For one this technique is incredibly versatile, the user is able to transform their body to any beast ever existence so long it' s logical and reasonable. While a full body transmutation requires the S rank application the A rank application is capable of transforming only a portion of the users body. With each transformation the user is capable of enhancing their abilities, for example with a quadrupedal animal like a cheetah, or a horse; the user gains enhanced speed, adding +5 lvls to their overall speed. For any primate, or animal with claws, all of the user physical attacks that utilize these claws, or the raw strength of these animals are enhanced by one rank. As for animals with innate abilities like the enhanced smell of a dog, the hearing of a rabbit, the eyesight of a hawk. This ability is translated into a tracking boost of +5 lvls, these innate sensing abilities also enable the user to see, hear or smell anyone a landmark away. Lastly animals with enhance durability or thick hides, such as Armadillos, or Turtles etc gain enhance durability, should the user replicate this property the user will be resistant to A rank and below techniques. The S rank application of this jutsu is able to completely replicate the animal 's DNA, using the nature energy passively absorbed the user can spark a controlled transformation.

Note: The S rank application is usable three times per battle, with each enhancement being able to be used only once. The A rank enhancement can
only last a total of four turns, while the S rank lasts three.


Declined: I'll preface this check with an acknowledgment that ST is a field I'm still becoming more informed about. First and perhaps most importantly, this CJ would actually infringe upon a still-pending CJ made by Howard, which is entitled " " and has an initial submission date that predates your own.


( Sennika: Itami Hōfuku ) - Sage Transformation: Armour of Retribution
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user would focus chakra throughout his body and create a thick armour skin, made from Jugo's cells. The armour is quite thick and very durable that it can not be weakened but only destroyed by something capable of destroying it. The armour is able to grow appendages like spikes, tendrils etc, which can grow up to mid range and can be used to attack, bind, etc. The armour's special ability is its sentience and its ability to morph into any shape to assist the user even if the user does not will it. It is able to use all sage transformation technique the user knows while leeching chakra from the user to do so. The armour however, is smart and while linked with the user's thought, is able to react in case the user is about to do a specific action. For example, the amour would leave openings if the user wills it or when it is required. The armour also would act as a conduit for chakra transportation as the user is able to throw or eject things outwards from the armour as if it is his own skin. Sage transformation used by the armour are stronger, carrying a +20 damage and of course would count as move like normal though they don't require the user's input.
- Lasts for Four turns
- Can be used Twice per conflict
- Two turns in between each use.


Declined: I will not allow this "armor" to be sentient unless there is some prior basis with regards to ST for it.


( Sennika: Taiyou no Eden ) - Sage Transformation: Garden of Eden
Type: Supplementary/Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By focusing the ever constant sage chakra all throughout the terrain, the user is able to transform it the way he likes. This can be done by creating organic appendages, spikes, tendrils, constructs only limited by the user's imagination. This is partially reminiscent to "Sage art; Inorganic Reincarnation", however, the user is not taking control of the terrain but summoning in the terrain, an abundance of Jugo cells mixed with the terrain and manipulated by the user as if he is manipulating his own skin. The fleshy terrain is sticky to everything except the user thus they would ensnare anyone touching it. By transforming the terrain, chakra would not be able to be channelled into the ground for Earth techniques due to the fact that they need to pass through a thick layer of sage chakra to have access to the ground.
- Lasts a maximum of Four turns
- Can only be used twice a battle with two turns interval between each use.


Declined: I believe this to be well beyond the scope of what ST can do and unless an approved CJ along a loosely similar concept can be offered to the contrary, then think of this more akin to a DNR.


□ All Pending. Leaving for Pekoms. □
 
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Skaaar

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(Genjutsu: Bekka Bijin) - Illusionary Technique: Fuzzy Voyage
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: The user would put their target in an illusion that is casted at the same time as performing a specific technique which the illusion is masking. The illusion would make them perceive the technique to be going a bit off target and away from aim. For the illusion to work, however, the technique in question has to be a projectile from short range of the user or it can be used on an existing technique that is already aimed towards the target. For example, the user can use the illusion to make the "Lightning Beast running" technique to be moving and aimed a meter past the target. Alternatively, the user could just use the illusion not to mask a particular technique but to every freeform projectiles the user throws. This would make every free-form projectiles or weapon technique launched by the user to be perceived going off target via all the 5 senses.

□ Declined, similar to existing customs. □

(Genjutsu: Utsusemi Muon) - Illusionary Technique: Quick Flash
Type: Supplementary
Rank: D
Range: Short-Mid
Chakra: 10
Damage: N/A
Description: An illusion where the opponent for a brief moment forgets everything they once were. They forget their name, them being a ninja and how chakra works. This just for a split second, though it is enough to stop any technique they are currently maintaining/sustaining in real life. Lasts for a moment that even the target may not be aware he had been put in an illusion. This is possible by placing a layer of false memories over the real ones on the part of the brain responsible for utilizing memories.

□ Declined, DNR. □
 
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Ryóma

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(Moukinrui no Kuchiyose: Shiranui) — Raptor Summoning: Shiranui
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shiranui is a female raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of her. Shiranui is a specialist of the fire element, being capable of using all fire techniques the user knows up to and including S-Rank by merely flapping her wings or releasing them from her beak, at the same speed as a ninja with a primary specialisation would have. Shiranui is also capable of cladding her entire body, or simply parts of it in hot fire chakra, capable of burning her target as well as defending her from incoming techniques. The armor has a power equal to that of an A-Rank fire technique and activation counts towards one of the summoner's three moves per turn.

Note: Must have signed the Raptor contract to summon Shiranui.
Note: Shiranui can only be summoned once per battle.
Note: Shiranui remains on the field for four turns.


Approved: omitted the one sentence about the raptor having telepathy and sensory, and I'll be using this post here as a platform to elaborate why, in a more broad context. With sensory now being categorized as AN and contracted animals able to acquire such a skill if one also has it included in their bio(s), there was a personal need to sort of reevaluate this checking process. And having discussed it with another mod, an element up to S-rank in addition to the sensory AN is too much at this time. This ought to prompt more attempts at contract passives and the like (which are fine when within reason and if the contract isn't all that developed), as well as the making of contracted animals that use basic ninjutsu. With the latter, yes, a summoning that opts to have that field can also have sensory but again, with the added caveat that it be useable only by bios that also have sensory. This is just my line of thought going forward and the basis for it is trying to keep sensory more consistent with the other AN.


(Moukinrui no Kuchiyose: Mizuchi) — Raptor Summoning: Mizuchi
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Mizuchi is a male raptor capable of human speech with a size roughly equal to that of Sasuke's Hawk, allowing the summoner and another person to ride atop of him. Mizuchi is a specialist of the water element, being capable of using all water techniques the user knows up to and including S-Rank by merely flapping his wings or releasing them from his beak, at the same speed as a ninja with a primary specialisation would have. Mizuchi is also capable of cladding his entire body, or simply parts of it in water tornadoes, capable of attacking his target as well as defending him from incoming techniques. The armor has a power equal to that of an A-Rank water technique and activation counts towards one of the summoner's three moves per turn.

Note: Must have signed the Raptor contract to summon Mizuchi.
Note: Mizuchi can only be summoned once per battle.
Note: Mizuchi remains on the field for four turns.


Approved: like above, the one sentence about telepathy and sensory has been omitted.


(Inkupo: Inku no Chi) Ink Ninjutsu: Blood Ink
Type: Offensive | Supplementary
Rank: S-Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description: Using an ink source, whether it is already present, or created with this technique, the user manipulates the ink to travel unnoticed through the ground to beneath the opponent. The ink then attaches itself to the bottom of the opponent’s shoes without them noticing, climbing up through it’s cohesive nature before pooling into their shoes. At this point, the opponent will feel the wet ink, but the ink will almost immediately then get absorbed into the opponents body. Again, because of its cohesive nature, the ink climbs up into the body, infiltrating chakra pathways as well as the circulatory system. This wreaks havoc in the opponent’s body, causing chakra flow to be ceased, which could eventually lead to death. It also mixes with the blood, changing its consistency, thereby causing great damage.

If the ink is created particularly for this technique, the user must pour ink into the ground, in which case the opponent will most likely notice. However, if the ink source is already present, the opponent will be unaware unless they have a doujutsu or sensory ability with which to detect this with. Also, once the ink pools into the shoes, the user does not have to pay attention to it anymore, as it proceeds onwards by itself.

Note: Has a two turn cool down
Note: Usable three times per battle
Note: Can only be taught by Ryóma

□ Declined, DNR. How does the Ink get through the material like that tho? Seriously, I am not sure how the Ink has effects like that, to be honest. Especially with entering the person's body, and then suddenly changing consistency and killing them. □
 
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Leathercandle

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Ryūsei yari ☯ Meteor Spear
Type: Weapon
Rank: S
Range: Short-Mid
Chakra: Varies
Damage: Varies
Description:
Ryūsei yari is the name of Achilles’ spear that was given to him by his father Peleus, which was given to him by Achilles’ mentor, Chiron. The Ryūsei yari, or Meteor Spear, has a long metal shaft and sharp blade at the end, with two shorter blades that jut out of the sides of it. The spear is made entirely of compact metal wire, making it light. The spear is approximately 6’4, standing a few inches above Achilles. When not being used, the spear’s metal wires unwind, and wrap around a part of the user’s body, providing an S rank defense in that particular spot. It contains enough wire to cover an entire arm, the user’s torso and shoulders, and proportions similar. In contrast to this, it can also be made extremely small, with the wires so compressed that they cover as much as the user’s wrist. At the start of any battle, the spear is in the form of wires wrapped around the user’s arm, torso, legs, etc (must state at the start of the battle).
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General abilities:
The conversion from the wires to the spear, or the other way around is passive, requiring no moves to be spent. Any damage sustained via the wires or the spear carry over even through the transformation from one to the other, though every turn after taking damage, the weapon repairs itself by a single rank until it returns to S rank. This passive repairing saps five (5) of the user’s chakra per turn that it occurs, and it happens automatically.

Abilities as unravelled wire:
The spear, while in wire form and wrapped around the user, can be used offensively by having the wires unravel partially, and attack the opponent in various ways. They can bind the opponent with A ranked strength up to mid range away (costs a move). The wires can stretch forth and then shape into weapons or blunt objects for strikes, or shields for defending which can also reach up to mid range away and are A ranked in strength (costs a move). The shields can be 3 meters x 3 meters at maximum size if a square, or have a diameter of 4m if a circle. The user can send the wires underground for their attacks as well, however an oncoming attack from them can easily be expected if the wires are seen funneled into the ground.

Abilities as a spear:
As a spear, it’s abilities are significantly different. Firstly, it is indestructible, but that is not to say that it cannot be damaged. The spear is naturally able to absorb and store water vapor from the air, which can then be combined with the user's chakra in order to create water sources. However, the process for this absorption and storage takes time, as only a limited amount of vapor can be taken from the air in a single turn (equivalent to 10 chakra points per turn). The user can speed up this process by pooling their own chakra into the spear at a maximum of 15 chakra points per turn. Both these functions are passive, and do not require any active involvement from the user. Based on this ability, the user can freely draw a controllable amount from the water vapor and chakra stored in the spear to eject a torrent of water from the spear up to mid range away to create a water source based on how much chakra was drawn from the spear's reserves (e.g. 20 points = B-Rank), costing a move and usable once per turn. This water source can be used to fuel any water techniques the user knows which require a water source up to the source's own rank. Because the water source is made from the user's own chakra, the opponent cannot utilize it for their own jutsus. The water source can be a maximum of medium range in diameter and 15 meters in depth. When the user creates a water source, the chakra used to create it is subtracted from the total amount stored up to that point, with the maximum amount stored being 300. The user can channel up to S ranked levels of chakra into the spear, causing a flaming aura of red chakra to engulf it. The user can throw the spear up to mid range away, moving at speeds equivalent to one rank above the base speed of the user, as the chakra in it propels it along at higher speeds. The spear will pierce the opponent’s heart, and then explode in a gulf of flames and actual explosions, covering everything up to mid range away in them. This can be done without chakra as well, though the speed of the spear will be equivalent to the user's base speed (determined by their rank). At any time, the user can channel freeform levels of chakra into it (similarly to how one can channel elemental chakra into a kunai as freeform), which will make the spear return to the user immediately (see below). The force behind this is great enough to easily tear it from opponent's hands, from under rocks, etc. If being held down by an earthen or steel jutsu of A ranked or above, the spear will not be able to return to the user until freed by the removal of such weight.
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Declined: Conversion from spear to wires shouldn’t be passive, that’s essentially a passive defense up to S rank. Also, the size of the wires is poorly defined. At one point you say its enough to cover your torso and arms, but then later seem to imply it covers your whole body. Which is it? The passive repair thing isn’t gonna fly, and the defenses need to be toned down a lot. I won’t allow you to be walking around immune to S ranks, be more reasonable lol. Also, fyi the opponent would technically be allowed to use the water source if their own jutsu contained more chakra. Overall though, there’s just too much going on here, and it seems like a lot of these abilities were just haphazardly thrown into the weapon. My advice would be to step back, focus (and fix) on the key abilities and remove the “clutter”.

(Raiton: Fenriru no Kiba) | Lightning Release: Fenrir’s Fang
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 Per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling lightning chakra from their body, and with the formation of three handseals converting the lightning natured chakra, by charging the surrounding air, to lightning; sculpted to take the form of dense, almost solid in nature, canines with streaming lower-bodies of unfocused lightning. The amount, and size of canines is subject to the users discretion, but could be enough to send gigantic surges - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of lightning to the opponent, led by the almost tangible charging canines, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming lightning that comprises the majority of their mass to shock, scorch and vaporize the opposition from existence. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic puppies, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The canines aren't necessarily sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the lightning moves and attacks, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Lightning Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the size of the lightning to be changed, whether it be combining and shrinking the canines and lightning so as to make the attack more concentrated, or allowing the canines to divide and grow so as to cover a larger area. Despite being given form, the canines can be made to charge along the ground or through air alike, though they will always be created in short range from the user and move outwards towards the target.

Note:
- Can only be used 3x
- No Lightning techniques above S rank for the rest of the turn.
- Can only be taught by Leathercandle


Declined: the "amount, and size of canines is subject to the users discretion.." bit is a no. Give tangible ranges to both.


(Raiton: Buraji no Uta: Kappuru ) | Lightning Release: Poem of Bragi: Couplet
Type: Supplementary
Rank: B
Range: Short-Long
Chakra Cost: 20
Damage Points:
Description: Poem of Bragi is a technique that, once activated, allows the user to instantly discharge their lightning chakra throughout the ground of the battlefield. This instant infusion of lightning into the ground is not in any way offensive, and instead serves purely supplementary purposes. Instead, the chakra infused into the earth will produce one of two unique phenomena - The Couplet. The first is that the lightning chakra will exert an effect similar to the canon effect ‘lightning levitating Blades’. The produced effect will be battlefield wide and serve to levitate anything in contact with, or near the ground. However the effect itself is generally unremarkable, as it will only produce a uniform levitation elevation of 0.5 meters, enough to cut contact with the ground to prevent usage of certain ground-contact requiring techniques, but aside from that generally useless. The second producible effect works on the same concept, except instead of elevation the levitation will take the form of a pull that will serve to drag objects near the ground to it. Not only will this serve to ‘ground’ anyone within 5 meters of the earth, but it will also make movement more cumbersome, thereby slowing the speed of opponents by a rank, and preventing them from surpassing their base speed. (won’t affect techniques, but will drag thrown weapons to the ground, etc.) Because it is the users chakra producing this effect, this technique will not affect them, or that infused or produced by their chakra in any way, shape or form.
-Once activated this technique will last for up to four turns (unless cancelled).
-When this technique ends the user will be barred from Lightning techniques above A rank for a turn.
-This technique can be used three times, each effect can only be used twice, and has a turn cooldown between uses.
-Can only be taught by Leathercandle

¤ Declined, not keen on instant activation because the effect isn't harmful techniques. Have been declining them for a while now and this follows that trend. In addition to that, the second effect is reminiscent of X's Turtle Pace if I remember correctly. Really not understanding how lightning is giving this effect itself, but lol. ¤

Resubmitting:

(Raiton: Fenriru no Kiba) | Lightning Release: Fenrir’s Fang
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (+15 per turn)
Damage: 80
Description: A technique in which the user is capable of rapidly expelling lightning chakra from their body, and with the formation of three handseals converting the lightning natured chakra, by charging the surrounding air, to lightning; sculpted to take the form of dense, almost solid in nature, canines with streaming lower-bodies of unfocused lightning. The amount, and size of canines is subject to the users discretion to a certain degree, but could be enough to send gigantic surges - rivalling that of larger water techniques (EG. 'Water Bullet Technique') - of lightning to the opponent, led by the almost tangible charging canines, which would be capable of delivering more than ample impact force thanks to their constitution, before allowing the streaming lightning that comprises the majority of their mass to shock and scorch the opposition. Likewise the user could also focus this technique to sizes equivalent to that of the tiniest of domestic puppies, in aims to produce pinpoint, smaller attacks so as to deal a precise offence. The maximum number of canines that can be produced from this technique is 4, with their maximum size being comparable to elephants. The canines aren't sentient, thus aside from their life-like moving bodies, they simply act as a projectile attack. Although, the user can choose to sustain control of the technique, manipulating the manner in which the lightning moves and attacks, sometimes through the aid of hand-gestures, however doing so means that the user becomes limited to manipulating Lightning Nature Chakra until they finally relinquish control. The sustained manipulation however, comes with the bonus of allowing the lightning to be changed, whether it be combining and shrinking the canines and lightning so as to make the attack more concentrated, or allowing the canines to divide and grow so as to cover a larger area (if the number isn't already 4). Despite being given form, the canines can be made to charge along the ground or through air alike, though they will always be created in short range from the user and move outwards towards the target.

Note:
- Can only be used 3x per event, with a two-turn cooldown.
- No Lightning techniques above A-rank for the rest of the turn.
- Can only be taught by Leathercandle


Approved: edits annotated in pink. Reduced the number of wolves to keep rank division easy to follow.


New techniques:

(Suiton: Andāwārudo no numachi) Water Style: Marsh of the Underworld
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: +10
Description:
The user begins by focusing their chakra into either the air, or a surface, like the ground or a wall. In the case of the air, a large sphere of water manifests itself from the water molecules floating about, being up to 5 meters in radius, at minimum 1. In the case that the user poured their chakra into a surface of some sort, a flat layer of water in a circle up to 5 meters in radius, and at minimum 1, takes form. A splashing sound can be heard within short range of it as the water takes form. These bodies of water have the ability to act as a water source for a single jutsu that the user may perform, up to S rank. Once a jutsu has been used with this as a water source, it becomes part of the jutsu itself, giving it a +10 damage boost. If the user creates a water source, it must be at least 5 meters away from any opponent. In the case that a water technique is simply too large to emerge from a water source of this size (something like a golem that is medium range long), this jutsu cannot be used as a source for it.
-This technique occurs in the same timeframe as the jutsu that uses this as a water source.
-This technique can only be performed directly before using a water jutsu that will use it as a medium.
-This technique can be used twice per battle, with a 2 turn cooldown
-Can only be taught by Leathercandle

□ Approved. Edits made. □

(Doton: Ishi no hitsujikai) Earth Style: Shepherd of Stone
Type: Supplementary / Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (Depends)
Description:
The user begins by placing their hand or feet onto an earthen structure or jutsu, and pouring their own chakra into it. If it is an opponent’s jutsu, if the amount of chakra sent into it is more than what was used to create it, the technique will shatter, sending the chunks of rock in a specific direction(s) that the user can determine. Alternatively, the user can reshape the technique into a weapon or armor (a sword, spear, dagger, shield, suit of armor, etc) which will be equal in rank to the jutsu that was just countered. On the other hand, if the chakra exerted into it was equal, then the jutsu will simply crumble. In the case of using this technique on one of the user’s own jutsu, they can cause it to crumble, shatter and launch in (a) direction(s), or reform it into something new in the exact same manner explained before. This technique can counter fast moving and even sharp earthen jutsu by instead of placing a hand or foot onto it, by weaving five hand seals and holding their hand out in front of the object, which will cause an aura of visible chakra to gather around them, flowing out of their extended hand and back past their body. This speeds up the process of affecting the oncoming jutsu dramatically, allowing it to take effect before the true force behind the object can exert itself upon the user. This is done to such a high degree that someone using this to counter the oncoming slap of the S ranked stone golem technique would take no damage from it, at worst feeling a light punch to their hand. If this technique is used on the terrain, it has the same effects, being able to cause it to crumble (up to short range), turn it into a barrage of spikes, or turn it into a weapon or armor. Because of how single-target focused this technique is, it has a difficult time countering something like a barrage of boulders or spikes, giving it an obvious weak point.
-Can be used twice per battle with a 3 turn cooldown.
-This technique has no effect on F ranked earthen jutsu, or any other type of chakra besides earth.
-The shards of earth, earthen tools, etc, have damage equal to the rank of the jutsu this technique was used against, or if it was the environment, it has freeform damage but can still be lethal in cases
-Can only be taught by Leathercandle.

□ Approved. □
 
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Vayne

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(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. □

(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. Upon transportation, the opposing technique would explode into a blast equal to it's strength, covering a short range radius. 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, with the sealing formula lasting until removed. Finally, when used against living creatures/humans, 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. I understand the concept, but what if the technique is still streamed, will it transport it whole, while the person using the streaming technique is still technically, streaming? As you say it doesn't affect the original source, that being, the person streaming. Why would it explode into a blast when transported (never explained). Issa no for sentient creatures, and it lasting indefinitely would be a no too, anyway. This needs an actual restriction on usage (not once every two turns, where it lasts 3 turns with no usage limit and no restrictions). □

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✦

(Kage Fūinjutsu: Battoman To Junbi Jiksn) - Shadow Sealing 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 , 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 or overcome 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 or the beginning of a battle. The technique can be used 4 times per battle, with preset tattoos not counting towards the 4 times limit if stated in bio, or at the beginning of the battle.

□ Declined, you're basically trying to make a Shadow version of what you achieved with Body of Creation, but I just don't see it being applicable with shadows in the way you want it to be. It's kind of a reach. □


(Kage: Sono Nagai Naito) Shadow Sealing Arts: The Long Night
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Created for the dichotomy between Fūinjutsu and Shadow techniques, The Long Night offers the user the ability to unify both fields in order to accomplish unprecedented feats, namely in the realms of allowing up to three tag/scroll based techniques to be used through the shadow, with the shadow acting as the reference point instead of a tag/scroll, enabling a more swift execution suitable to those of the Nara clan. Naturally the techniques must be mentioned beforehand in the user's bio/start of battle. Utilising the technique would naturally cost a move, however controlling the shadow in order to release the techniques through it would be passive, costing 5 chakra points. The Lone Night has one additional function that is directly related to self sustenance. Whenever a technique that aims to disrupt the integrity of the shadow, in any fashion, or the techniques applied to it(prior to release), an intangible barrier would instantly be formed, preventing the opponent from tampering with them. This is mainly done to counter techniques that aim to seal away the shadow. This extends to techniques that aim to rob the shadow of chakra, disrupt it, or simply manipulate it in an overall negative fashion. The barrier would essentially act as a counter seal, one that simply prevents other seals/techniques from influencing the shadow, allowing for it to last for the 'Long Night'. The barrier, at the very least would cover the entirety of the shadow and an area short range all around it, allowing for it to be suitable to defend even against underground based techniques. If need be, the barrier's range can extend to meet the opposing technique if it was beyond those parameters. (For instance a Fūin based dome that seals shadow/techniques from a long distance) The barrier carries enough strength to counter-act and seal away opposing techniques of S rank nature. The barrier would automatically be released whenever a disruptive technique comes within 5 meters of it, except in the aforementioned case of longer ranged barriers and similar, where the barrier would be released when the technique comes into play. However, in these cases double the chakra usage must be paid. Per a single use of 'The Long Night', two barriers can be used, with the potential of a dealing with forbidden ranked techniques, at double the chakra cost. In the case that a total of a forbidden ranked opposition is sealed away, then the technique must be used again in order to regain the uses of the barrier, however a turn break must pass before this is done. The technique is usable four times per battle, and it can not be stacked upon itself, as in the maximum number of techniques used through the shadow instead of a seal/scroll must never exceed three, and the barriers can not exceed the aforementioned capabilities.

□ Pending. Leaving for Vex. □

Declined: DNR. I'm not allowing tag/scroll based techniques to be utilized through shadows. The barrier and tag/sealing functions have no relation to one another, and should be separate techniques. I'll tell you right now though, that barrier won't be applicable in terms of normal elemental clashes.
 
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Jᴀʏ

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(Kimera, Sshizen no Fukushū no Sainan) — Chimera, Nature's Vengeful Calamity
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Chimera is a single ring composed of solid, silver earthen minerals, with a unique blue gem lining the center. The ring has a glossy tint, and seems to reflect the light, replicating the shimmering glow of the sea. This inexterminable ring is said to have belonged to the elder of the Sage Transformation Clan long ago. It is said the elder infused his life force into the ring, and from then on after that point the ring would be passed on from generation to generation. Due to the violent nature of the Sage Transformation Clan, the clan would be in a constant state of war with itself as well as with outside forces. Eventually the ring would be lost to the ages, and it's whereabouts would become a mystery. This powerful ring was said to enhance the capabilities of a clansmen tremendously. Centuries later, this ring would find its way into Taek's hands as he traveled about the ninja world, although at first ignorant to the powers this mysterious ring held despite his lineage. He would soon discover the ultimate power he could wield with it. After a number of battles wielding the Chimera Ring, Taek would realize that the ring was able to store the nature energy Taek passively absorbed, and supply this chakra into Sage Transformation forms and techniques. Through this Taek was able to increase the function of his transformations. This ring's purpose is to give the user a whole new dimension of control. For a clan that is practically synonymous with unstable, this meant something. Through this new found control, Taek would be able to enter the transformations with ease, increase the duration of these forms, and increase the rank of these forms/techniques. He would call each function of the ring: Horn, Fang, and Claw respectively.

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Fang
  • This refers to the the ring's ability to maintain and store nature energy passively absorbed by Sage Transformation Clansmen. The stored nature energy is then siphoned into transformations/forms and techniques. The ring acts as a gate of sorts, when the body passively absorbs nature energy a good portion of the nature energy absorbed isn't utilized. The ring serves to maximize the amount of nature energy the user uses in battle. So when a Sage Transformation Clansmen undergoes a transformation (described as a sage transformation technique that alters their physical form for a set period of time) the nature energy passively absorbed goes to the ring, through the ring, and used continuously in order to extend the duration of a Sage Transformation Form for up to four turns.
Horn
  • This refers to the ring's semi-sentience and the users mental link with the ring, due to the ring being basically a store house for nature energy, through mental commands the user can command the ring itself to use this nature energy to forcefully transform/alter the user's body. This way the user can passively enter their forms, and this occurs instantly, without the use of a time-frame slot. The user can command the ring to transform the user into any transformation the user knows, meaning Sage Transformation Attacks, like a Jet Booster Boost, or a Jet Booster Blast would not be viable techniques for this function of the Chimera Ring. Additionally, the technique will not take up a move-slot but must be posted in battle.
Claw
  • This refers to the rings ability to increase the power of Sage Transformation forms and techniques. As a result of the ring's storage capabilities, the nature energy passively absorbed is drawn towards the ring, which is then also passively siphoned onto the user's Sage Transformation forms and techniques. Due to the increase of chakra from the environment (+10 chakra) in addition to the users own chakra, the technique used gains an increase in the power, which is translated into a single rank increase up to S rank.
Restrictions
- The effects of the rings are passive.
- Can only be taught by Jᴀʏ.


Declined: in order to submit a sentient CW now, it'll require having Yang since at least the cycle prior. But aside from that, there are still some other issues to discuss. First, you aren't going to be able to extend your ST transformations for so long, instantly enter said forms passively, and also boost your ST moves as you've intended. There aren't any drawbacks to this and if the ring is to be a receptacle for nature energy, then give it a tangible limit. And while I wouldn't necessarily have approved all the parts of Klad's CW as it is (e.g., the omnidirectional sensing), the two main abilities of his pair of rings deal mostly with basic boosts that still abide by clearly set restrictions.

(Kimera, Sshizen no Fukushū no Sainan) — Chimera, Nature's Vengeful Calamity
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Chimera is a single ring composed of solid, silver earthen minerals, with a unique blue gem lining the center. The ring has a glossy tint, and seems to reflect the light, replicating the shimmering glow of the sea. This inexterminable ring is said to have belonged to the elder of the Sage Transformation Clan long ago. It is said the elder infused his life force into the ring, and from then on after that point the ring would be passed on from generation to generation. Due to the violent nature of the Sage Transformation Clan, the clan would be in a constant state of war with itself as well as with outside forces. Eventually the ring would be lost to the ages, and it's whereabouts would become a mystery. This powerful ring was said to enhance the capabilities of a clansmen tremendously. Centuries later, this ring would find its way into Taek's hands as he traveled about the ninja world, although at first ignorant to the powers this mysterious ring held despite his lineage. He would soon discover the ultimate power he could wield with it. After a number of battles wielding the Chimera Ring, Taek would realize that the ring was able to store the nature energy Taek passively absorbed, and supply this chakra into Sage Transformation forms and techniques. Through this Taek was able to increase the function of his transformations. This ring's purpose is to give the user a whole new dimension of control. For a clan that is practically synonymous with unstable, this meant something. Through this new found control, the power of Taek's transformation techniques and attacks were increased significantly, as a result of the additional infusion of nature energy.

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Fang
  • This refers to the the ring's ability to maintain and store nature energy passively absorbed by Sage Transformation Clansmen. The stored nature energy is then siphoned into transformations/forms and techniques. The ring acts as a gate of sorts, when the body passively absorbs nature energy a good portion of the nature energy absorbed isn't utilized. The ring serves to maximize the amount of nature energy the user uses in battle. So when a Sage Transformation Clansmen uses a Sage Transformation technique, the nature energy passively absorbed goes to the ring, through the ring. Due to the increase of chakra from the environment (+10 chakra) in addition to the users own chakra, the technique used gains an increase in the power, which is translated into a single rank increase up to S rank.
Restrictions
- The effects of the rings are passive.
- Can only be taught by Jᴀʏ.


CW Approved: edit annotated in pink, which reflects the prior submission's wording verbatim.


(Same Kuchiyose: Alexzander) - Shark Summoning: Alexzander
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Within the water country, in the village hidden in the mist dwelled a unique shark with special abilities, within the dense fog lived a somewhat large and incredible dangerous animal. This animal was known as Alexzander. Alexzander is summoned along with a plethora of water in which he is capable of instantly merging with in order to transform his body into a transparent adhesive slime, similar to that of the "Sticky Syrup Jutsu". While in this form, Alexzander is capable of absorbing large quantities of chakra upon contact, up to S rank energy based techniques (Wind/Lightning) within in a single time-frame and transferring 50% of this chakra to the user upon contact, (requires mastery of Shark Ninjutsu to transfer all 100% of the chakra to the users reserves). Additionally Alexzander is capable of passively manifesting a plethora of jaws onto the surface of the slime capable of devouring physical techniques, similar to that of "Paelmon's Touch". These jaws can devour up to S rank physical techniques within a single time-frame. As well as being capable of defending against Taijutsu attacks of the same rank. Alexzander's last and final ability is it's ability to use any water techniques the user knows up to and including S ranks. Alexzander is summoned along with a plethora of water in which he is capable of merging with.

Note: There cannot be any summons on the field, in order to summon Alexzander. Lasts four turns. Alexzander's absorption and devouring abilities both follow the strength and weaknesses of water. Can only be taught by Jᴀʏ


Declined: to begin, it's a no to instantly merging with the water source upon being summoned. For a contracted animal, especially one being S-rank, it'll cost a move but in doing so each time this could allow for some moves to be fully evaded. Moving on, the main ability reads like a bootleg chakra transfer with two key stages being done in the same time frame and presumably, only costing a single move slot. Also unsure about the shark's interactions with lighting despite Raiton being "energy-based" as within the framework of the RP this shark's transformation is very much akin to Hōzuki, and the HA bios incur an additional damage penalty when struck by the element if not also disrupting their Hydrification Technique.




(Futon: Saisho no Fuyu) — Wind Release: First Winter
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short- Long
Chakra: 40
Damage: 80 (+10)
Description: First Winter is a unique and multi-purpose wind based technique that can be used as an offensive attack, supplementary technique, or a pseudo-defense depending on the users needs. For the offensive version, the user will create a hallow transparent sphere/orb of wind chakra. This sphere/orb can be spawned anywhere on the field using the wind present (5m outside the opponent). The defensive version is generated from the users body by releasing a burst of wind chakra that is shaped into an sphere/orb that surrounds the user. In either case, the sphere/orb is comprised of highly concentrated wind chakra that behaves much like a vacuum, naturally drawing in wind currents over a number of turns. For the offensive application, the vacuum will be utilized in order to draw in and destroy enemies and or attacks/techniques following S/Ws, using the sharp rotating winds to slice up/devour the target. Furthermore, the user can re-position the sphere even after spawning it. As for the defensive application it will work roughly the same way, destroying nearby techniques using sharp rotating winds, however, because the orb surrounds the user it works as a pseudo-defense and for this reason the user cannot re-position the orb in this case. For both applications, the sphere will initially begin at 80 DMG, but as long as the technique is not destroyed by an opposing technique the sphere will draw in more wind effectively building up a substantial amount of power. So that going into the next turn, the technique gains an additional +10 damage with an upper limit of 90 DMG. The technique can remain on the field for a maximum of three turns. During each turn the technique will become more powerful and violent, before expanding outwards in a violent omni-directional blast on the third turn if not called down prior. The supplementary application behaves similarly to the offensive version, but is applied to techniques used by the user, or even by allies. When used it will coat the jutsu affected using it's vacuum like nature to draw in wind. Through a fire technique, the technique will serve to feed and enhance the flames. Through a water technique, this technique will compress the water shooting it forward at higher speeds. Through an earth technique, this technique will propel the earth, increasing the force of impact. Through a wind technique, this technique will simply add on to the existing wind creating a more powerful technique. The supplementary version unlike the defensive and offensive applications will increase the damage by twenty and can be used within the same time-frame as the technique being boosted, and the user need not wait a turn for the boost.

Note: May only be used thrice per battle. The turn after this technique is used the user will only be able to use a single jutsu. The supplementary application counts as an active boost and therefore follows active boosting rules. The supplementary application cannot be used on lightning techniques due to S/Ws. This jutsu has a three turn cooldown. No wind S rank or above for one turn after the orb detonates. Can only be taught by Jᴀʏ.

□ Pending. Leaving for Pekoms. □
 
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ZandaT

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Aki san no ishi | Will of the Akimichi
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (+5-20cp to unison technique)
Damage: N/a
Description: This is a simple ninjutsu technique usable by those of the Akimichi clan, requiring only the user's will in order to initiate during battle. Utilizing their own will power the user will boost their self morale through the sheer thoughts of not only overcoming the opponent before them with the power that lies within themselves, but the thoughts of enjoying their favorite high calorie meal once more as the user under goes an unseeable, but feelable, change in mentality, will, and demeanor. In turn the user becomes more fierce while initiating their next nintaijutsu attack which they boost in power by tapping into their mass chakra reserves giving the technique used in unison with this one added chakra thus empowering said attack beyond its usual parameters. The process of utilizing one's own will when using this technique is suitable enough to deter mind intrusions of the same rank and below used on the user, and all though this technique comes with its advantages it also comes with its risks after using, one being a mild fatigue.
►Usable 3x per battle
►No nintaijutsu S rank and Above after use due to strain

□ Declined, issa no. □

Ningen no taisō | Human Gymnastics
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: While partial expansion is activated this technique allows the user to expand their arms and/or legs while performing acrobatic flips, cartwheels, and somersaults for a wider range and swift, versatile movements during battle. Like any other forms of expansion the act is quite swift, minimizing the chances of leaving the limb open for attack, while expanding outwards or shrinking inwards to the norm.. The user's total limit of reach while expanding their limbs is 5m, but while performing a sequence of flips, cartwheels, somersaults, etc., the user can cover greater distances.

✪ Approved ✪
 
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Klad

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Fuuin/Meiton: Rekuiemu o Ukeireru - Sealing/Dark Release: Embrace the Requiem
Type: Supplementary/Defensive
Rank: S-rank
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user places a seal with the kanji "Disconnect" on solid matter by simply having any of their dark marks in contact with the ground. This seal, imbued with Dark chakra, will raise a pruple barrier with the user in the center of it and can expand omnidirectionally up to medium range, both horizontal and vertical wise. The main purpose of this barrier is to sever any connection anyone (barring the user and his clones) may have with any technique, entity and overall anything which requires them to constantly put chakra. The way it does is due to the barrier's inherent ability to track any additional chakra being put out by the opponent(s) and the Dark chakra absorbing it. This translates that they won't be able to maintain a "connection" with a specific technique, for example stream-type techniques which require steady chakra feeding or sentient techniques based on the S&W scheme of "Absorption" Dark Release. Stream type techniques will simply disperse and not happen and sentient techniques will freeze on spot and unable to act anymore due to the lack of chakra being put in them. This technique will also be effective on these type of techniques even if they're already in process previously and the opponent is unable to regain control of them anymore. To counter this technique, the opponent can do so by simply phasing through the barrier's scope however it will cost them 100 chakra points. The barrier also serves as a defensive mechanism to anyone which is inside of it, being able to absorb techniques based on the S&W scheme of "Absorption" Dark Release, but being able to do so only with the outside layer. The entirety of the absorbed chakra automatically goes to the seal which is placed on the ground, which the user can freely interact with by having any of his dark marks in contact with it and retrieving the absorbed chakra inside his marks.

Notes
- The user cannot use any other Fuuin or Dark techniques in the same turn, and can only use either of them next turn.
- Can only be used once a battle and lasts three turns
- The Fuuin component is only A-rank
- Can only be taught by Klad.

□ Declined. Ambiguous wording, from what I understand, this barrier will sever a connected with techniques, which require a connection of chakra, how far does this reach? Fuuinjutsu? Modes, etc? What can it affect? □

Fuuin/Meiton: Rekuiemu o Ukeireru - Sealing/Dark Release: Embrace the Requiem
Type: Supplementary/Defensive
Rank: S-rank
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user places a seal with the kanji "Disconnect" on solid matter by simply having any of their dark marks in contact with the ground. This seal, imbued with Dark chakra, will raise a pruple barrier with the user in the center of it and can expand omnidirectionally up to medium range, both horizontal and vertical wise. The main purpose of this barrier is to sever any connection anyone (barring the user and his clones) may have with any technique, entity and overall anything which requires them to constantly put chakra. The way it does is due to the barrier's inherent ability to track any additional chakra being put out by the opponent(s) and the Dark chakra absorbing it. This translates that they won't be able to maintain a "connection" with a specific technique, for example stream-type techniques which require steady chakra feeding or sentient techniques based on the S&W scheme of "Absorption" Dark Release. Stream type techniques will simply disperse and not happen and sentient techniques will freeze on spot and unable to act anymore due to the lack of chakra being put in them. This technique will also be effective on these type of techniques even if they're already in process previously and the opponent is unable to regain control of them anymore. This technique will, thereof, be effective against abilities which require chakra output, such as modes, Fuuinjutsu, streaming and anything chakra based as long as it follows the S&W guidelines of Absorption Meiton. To counter this technique, the opponent can do so by simply phasing through the barrier's scope however it will drain them 100 chakra points. The barrier also serves as a defensive mechanism to anyone which is inside of it, being able to absorb techniques based on the S&W scheme of "Absorption" Dark Release, but being able to do so only with the outside layer. The entirety of the absorbed chakra automatically goes to the seal which is placed on the ground, which the user can freely interact with by having any of his dark marks in contact with it and retrieving the absorbed chakra inside his marks.

Notes
- The user cannot use any other Fuuin or Dark techniques in the same turn, and can only use either of them next turn.
- Can only be used once a battle and lasts three turns
- The Fuuin component is only A-rank
- Can only be taught by Klad.

Meiton: Hashiru ka Tobu - Dark Release: Run or Fly
Type: Defensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A
Description: A Dark technique classified as defensive, the user needs to have absorbed chakra through any means before using this. This jutsu makes use of the “shockwave” variant of the Release part of Meiton, allowing the user to generate shockwaves of any shapes in order to fulfill his needs. They can be of any shape, however a prime example of this technique’s usage is evading a small scaled attack. Being able to generate up to two shockwave(s) of any shape with one usage (can be done with two marks at once), the user is able to propel himself towards any direction he chooses to. One shockwave release can propel the user up to a five meter distance and due to a shockwave’s nature, the user will appear as a blurred version of himself, requiring one the tracking abilities of 2T Sharingan and higher to track this movement. Another usage of this technique is to suspend and/or push away objects thrown at the user, respecting the S/W Guidelines of the “Release” variant of Meiton. The shockwaves are in no way harmful and the user can even use these while being in mid-air.

- Can only be used six times a match
- Can only be taught by Klad

□ Declined. The technique is fine, but @bolded, is that a way of stating that you move at 2x speed when you use this? □
Meiton: Hashiru ka Tobu - Dark Release: Run or Fly
Type: Defensive
Rank: B-rank
Range: Short
Chakra: 20
Damage: N/A
Description: A Dark technique classified as defensive, the user needs to have absorbed chakra through any means before using this. This jutsu makes use of the “shockwave” variant of the Release part of Meiton, allowing the user to generate shockwaves of any shapes in order to fulfill his needs. They can be of any shape, however a prime example of this technique’s usage is evading a small scaled attack. Being able to generate up to two shockwave(s) of any shape with one usage (can be done with two marks at once), the user is able to propel himself towards any direction he chooses to. One shockwave release can propel the user up to a five meter distance and due to a shockwave’s nature, the user will appear as a blurred version of himself, moving at twice his current speed. Another usage of this technique is to suspend and/or push away objects thrown at the user, respecting the S/W Guidelines of the “Release” variant of Meiton. The shockwaves are in no way harmful and the user can even use these while being in mid-air.

- Can only be used six times a match
- Can only be taught by Klad

Meiton: Zaion - Dark Release: Zion
Type: Supplementary
Rank: N/A (Depends)
Range: N/A (same as Dark technique it is used on)
Chakra: N/A (+5 to Dark techniques it is used on)
Damage: N/A
Description: Zion is a passive Dark technique which can only be used in conjunction with “Absorption” Dark techniques, always when said techniques are performed. This jutsu comes in the shape of one or more (up to ten) dark chakra strings which emerge from any of the user’s marks. Even though they are harmless at first, they collectively have the same rank as the technique they’re used with, which for the sake of simplicity will be called “host”. Zion strings also got the same absorbing properties of the host, along with its color/speed and they’re also able to go as far as the technique goes in the battlefield. The user can attach them to to any part of the host, and thanks to their energy nature they can phase through underground, and don’t hinder the user from making hand-seals. If the strings are cut, they can passively reform to their former position/state with an additional +5 chakra cost from the user. The user can control the strings mentally in order for the host to move in their desired way, making it a handy supplementary technique. The main purpose of this technique is however, because the strings are attached to the host, any chakra absorbed from the host are seamlessly transported to the user’s Dark mark. Simply put, the host only serves as a “bridge” and the strings send the absorbed chakra to the mark. Of course, if the host has a distinct ability that comes once they absorb chakra or a technique (i.e exploding in flames), they would no longer have access to said ability for as long as the user wills the absorbed chakra to come to his mark. Alternatively, the user can apply reverse effects. He can send the chakra he has earlier absorbed and stored through the strings and into the host. The chakra cost would be the amount the user decides to give away. The main disadvantage of this technique is that the user cannot use any other Dark techniques from the mark that is releasing the strings. This would translate technique that require both markings cannot be used while this jutsu is in effect.

-Lasts as long as the host does and if the host is destroyed, so are the strings.
-Can only be taught by Klad

□ Pending. Leaving for someone else. □
 
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Detective L

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New Cycle: 10/02/2018 - 17/02/2018

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

Kai NB

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(Taijutsu: Shōgekiha Hogo) — Body Art: Shockwave Protection
Type: Supplementary/Offesnive/Defensive
Rank: A

Range: Short
Chakra Cost: N/A
Damage Points: 60 OR +1 Rank (If Combined to Taijutsu Tech)
Description: Shōgekiha Hogo is a defensive Taijutsu technique that emphasizes the fact that the greatest offense comes from a strong defense. As the user is assailed by some manner of projectile, such as ranged Elemental Ninjutsu, which are typically very troublesome for Taijutsu users, the user can react and perform what appears to be a standard standard strike, whether it be a punch, kick, slashing motion, etc. While this is indeed a basic physical motion with no modifiers, the user exerts far more force with this strike than they would for a normal one. This results in a protective layer of wind pressure as the sheer strength of the punch collides with the air, which, upon the user's fist making contact with the incoming projectile, disperses it away from both the user's fist, and their body as a whole, negating it entirely. For example, if the user were to perform this technique against a generic fireball or lightning attack, as the strike connects, instead of enveloping and overwhelming the user's form in, the attack dissipates from are instead safely diverted around the user's form, thanks to the flow of air around insulating and scattering the attack away from the user's form. As this technique focuses on increasing force and speed to create the wind pressure effect, this technique can be applied to normal Taijutsu techniques as well to create the effect the same effect. Due to the purely physical nature of this technique, and it's usage of natural air currents, not Wind Release Chakra, this technique is able to affect, and negate techniques up to an equivalent Rank, similar to the interactions of the "(Konoha Ryūjin) Leaf Dragon God".

Note: Can only be used once per turn
Note: Can only be used by Taijutsu Specialists or Bios with advanced Taijutsu skills (EIG, CES, SHB, etc.)
Note: Taijutsu Masters are able to perform this technique passively, no longer counting towards a move per turn

□ Declined, similar to existing techniques. □


(Kiryū Dansu) — Air Current Dance
Type: Supplementary
Rank: D
Range: Short
Chakra Cost: -5 Per Turn
Damage Points: N/A
Description: Where Walking on Walls teaches basic chakra control, and Walking on Water teaches better chakra control, this represents the ultimate level of chakra control. Similar to how each technique builds off from lessons of the previous, this technique takes the lessons from the previous two techniques and adds one more component. The first requirement to walk on solids was to focusing a fixed amount of chakra that was not too strong or too weak, emphasizing restraint. The second requirement to walk on liquids was to constantly shift the amount of chakra to match the nature of the fluid, emphasizing adaptability. The third requirement to walk on air is to focus chakra in tiny bursts, as opposed to a steady stream, emphasizing precision. The bursts allow for constant lift from the air. This technique is nearly impossible to learn without having perfect chakra control. But, should the user have the required control, this technique, like the others, will become second nature to shinobi with more practice.

Note: Can only be used bios with advanced chakra control (CES Bios, Med-Nin, Sage Mode, Hyuga, etc.)
Note: Their flight is directly proportional to their own max speed, so they can not fly faster than they can run.
Note: After one month, this technique becomes second nature and can be passively activated and other techniques can be used while "flying".
Note: This technique is bio-bound, so should someone drop their bio and switch, they must wait one month again before it becomes passive.

□ Declined. There is a technique that uses a similar concept to achieve a form of flying, and this would clash with that. Also, I wouldn't allow this to be passively used without limit anyway. □

Bracelets of Submission
Type: Weapon
Rank: S
Range: Short
Chakra Cost: 15 - 40 (-5 Per Turn for Pantheon's Armory)
Damage Points: 30 - 80
Description: The Bracelets of Submission are a unique pair of armbands bestowed only to the most worthy and powerful of warriors. The bracelets, created by the patron Hephaestus from remnants of the legendary Shield of Aegis, are were designed to both empower the user's defensive capabilities, while providing additional offensive capabilities. Thanks to their source being one of the most powerful shields in legend, the bracelets have notable abilities. Due the quality of Hephaestus' forging, the bracelets are completely immune to attacks, but a single powerful attack (F-Rank) will shatter the bracelets.

Aegis’ Protection — The most obvious capability of the bracelets are to defend from incoming attacks. Whether it be matter or energy based, the bracelets will protect the user by blocking attacks as well as resisting dangerous things like extreme temperatures or shock. This makes it ideal for easily blocking small attacks such as from kunai, or swords. Interestingly, the bracelets can defend from much larger attacks too. By crossing the bracelets together, they can actually form an ethereal chakra shroud of the original shield of Aegis. This extends as a protective wall or chakra shroud around the user's form when blocking from larger attacks and collateral damage. Physical attacks can only be deflected, never redirected back at an enemy. Energy-based attacks are momentarily absorbed but released a moment later in raw form, though it can be expelled out directionally. (Refer to Notes)

Victory Force — A sort of offensive application of the bracelet’s incredible defensive capabilities. Using the super-durable material against itself, the bracelets can create a golden concussive force when struck against one another. The force can be either omnidirectional as a sphere that emanates from the user up to mid-range or as a forward facing wave that can reach up to long-range. The attack is on par with elemental chakra. This is not ninjutsu, but rather high level Tai/Buki jutsu that creates an incredible physical wave. (Refer to Notes)

The Pantheon’s Armory — From the bracelets, the user can passively expel weapons. While drawing it out, the weapons as raw chakra. When fully expelled, it takes on a physical, tangible form. As they are formed from the chakra, they can combat and interact with any chakra-based attacks, whether matter or energy, though they are still as strong as ordinary weapons. However, it can not combat ethereal attacks like spirits or pure natural energy. Only a single weapon can be drawn from the bracelets at a time and per turn, and keeping said weapon in possession takes away constant energy.

Berserker Rage — The most dangerous function of the weapon. Despite it’s already impressive defensive capabilities, the user is actually at their strongest without the weapon. The bracelets act as inhibitors that normally restrain chakra flow in a confined space. However, the removal of the bracelets results in the inhibitors being lifted, forcibly flooding out all the stored chakra back to the user. This results in an surge of chakra that forcibly places the user in a "Bersker Rage". As a result, all other abilities of the bracelets are lost completely. On top of that, the user's chakra flow intensifies, increasing their attacks by a factor of +20 Damage Points, but the state constantly drains 40 chakra points per turn. What's worse is that, even with exceptional chakra control, a user can not manage to maintain a sane states and their sense of reason becomes slowly lost, resulting in more brute and less strategic attacks, basically forcing a constant head-on approach until the job is done. The drain in energy also completely leaves the bracelets inert for the remainder of the battle.​

Note: Berserker Rage lasts 3 turns
Note: Can only be used on Tai/Ken/Buki specialists
Note: Can only use Aegis' Protection OR Victory Force once per turn
Note: Using Aegis' Protection OR Victory Force at above B-Rank level counts as a move and requires a one turn cool down after use
Note: Chakra Cost/Damage Points for Aegis' Protection and Victory Force are equal to the countered technique and amount of chakra put in respectively

□ Declined. Nice CW, just need to know, shall I edit in the fact that the defense can only defend up to S rank, and of course, below? Because your last note says that it is equal to the countered technique in terms of chakra and damage, just wanted to make sure you know its capped at S rank damage of 80 and a defense of S rank. Nothing above that. If that is what you intended, VM me or send me a message on Discord. Rest of the CW is fine, and Beserker Rage also needs a limit of 1 or 2 uses (If 2 uses, then lasts 2 turns with a breather between uses). □
 
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Smirk

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(Mei Shinsou) illusionary Arts: Dark Lies from Darker Truths
Type: Genjutsu
Rank: A
Range: short-mid
Chakra: 30
Damage: N/A
Description: The user will raise their palm toward their opponents, revealing their dark mark seal on their palm as they activate it, causing it to quickly glow/flicker catching their opponents within range into a dark genjutsu which throws its victims into a trance like state as they gaze at the users dark seal, causing them to feel as if they are falling deep and deeper within themself. The flicker of the users dark mark is meant to catch the attention of whom ever is within range, activating the genjutsu, which the seal will appear to continuously glow, when in reality the dark seal is no longer glowing.

Note: upon activation of this technique the victims get caught in place immediately stopping their movement, while In the genjutsu the victims can feel themself falling making it appear as if they are being pushed further away from seeing out of their own eyes and moving their own body, as the victims vision becomes tunneled, narrowing in on the casters “glowing” dark mark in their palm.
Note: Must be a Dark release user
Note: useable 3x per battle(not consecutively)
Note: Taught by Belmod

Declined: You need to separate this from dark release lol. Make it so that your hand flickers or something and the light acts as the trigger for the gen.
Removed the dark seal/dark user parts and replaced it with “translucent diamond”

(Mei Shinsou) illusionary Arts: Dark Lies from Darker Truths
Type: Genjutsu
Rank: A
Range: short-mid
Chakra: 30
Damage: N/A
Description: The user will form three hand seals, and raise their palm toward their opponents, revealing a translucent diamond on their palm, causing it to quickly glow/flicker catching their opponents within range into a genjutsu which throws its victims into a trance like state as they gaze at the users palm, causing them to feel as if they are falling deep and deeper within themself. The flicker of the users translucent diamond on their palm is meant to catch the attention of whom ever is within range, activating the genjutsu, which the diamond will appear to continuously glow, when in reality the users palm is no longer glowing.

-Note: upon getting caught in the Genjutsu, they immediately stop their movement. While in the genjutsu the victims can feel themself falling making it appear as if they are being pushed further away from seeing out of their own eyes and moving their own body, as the victims vision becomes tunneled, narrowing in on the casters “glowing” translucent diamond in their palm.
-Note: useable 3x per battle(not consecutively)
-Note: Taught by Stussy

□ Approved. Edits made. □

__
This will be my if Approved / may edit for necessary changes

(Sebun Zaiaku) Seven Deadly Sins
Type: Weapon
Rank: Forbidden
Range: Short-Long
Chakra: 40(50)
Damage: 80(90)
Description: Legend says the sword was created with the skin of an ancient Dragon, with the dormant chakra of the “Seven Deadly Sins”. Held by one of the seven sins, The Sin of Wrath. The sword being known widely for its unique abilities. All black handle with white grip tape wrapped around it, along the top portion of the blade is a metallic green with the resemblance of a dragons skin in texture, five holes along the middle of the blade, lower half of the blade is silver.
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-Sin of Wrath (Full Counter)
The user wills the sword to release a force of chakra that forms around incoming physical techniques(jutsu that contain mass) upon contact. Altering its route back toward the original sender.
-Note: Range Short-Long
-Note: Up to Forbidden
-Note: Usable twice per battle. Usable upon the users fifth turn and five turn wait between uses.

-Sin of Envy (Creation)
Enables the wielder to control and shape the Earth and physical Advanced Elements as they please, through the use of the sword.
Combining earth techniques to perform such things as raising the ground to form towers or turning minerals to sand to add mass, as well as freely adding weight to their bodies to prevent the pull of force attacks, with the user being able to move at their normal speeds. While in this mode the sword passively becomes reinforced allowing the blade to be able to penetrate materials such as steel.

-Sin of Greed (Snatch)
Enables the ability to “steal” physical object and the abilities of others with out making any actual or direct contact. “Stealing” objects is the effect of stopping the particular objects motion. Allowing the user to grab and pull it, may be used to stop the usage of equipment during battle.
Users are also able to temporarily steal the physical abilities of their opponent such as speed, stamina, raw strength, adding it to their own.
-Note: Abilities last Four turns

-Sin of Sloth (Disaster)
Enables wielders the ability of control, elevate or diminish the natural state of something. Upon contact with or techniques used from the sword the user may turn small scratches into a severe wounds, or a severe wound into a small scratch.
Note: does not heal but minimizes lethality of the wound by causing chakra to invade the wound/ may increase lethality in the same manner by causing chakra to cut deeper and or stretch the wounds.
-Note: No limit usage

-Sin of Lust (Invasion)
Allowing the user to imprison targets within their fondest memories, as well as altering moments of what the targets have previously seen while the user was within range. While in the illusion targets are incapable of movement, causing mental stress, this illusion is also capable of reaching targets though long distances. This also enables the ability to detect when the user is under/being invaded by foreign chakra, allowing the user to break through it willfully.
-Note: A-rank (so that its breakable) but consumes chakra and uses damage of S-rank.
-Note: Causing mental stress at the end of every turn it remains unbroken. Remains active until broken.

-Sin of Gluttony (Infinity)
An incredible technique that has various ways of use. Enabling the wielder to restrict targets abilities upon contact such as modes, restricting their added speed or added elemental/physical boosts.
-Note: Up to forbidden
-Note: Affects Last four turns

-Sin of the Lion (Sunshine)
Enables the user the ability to either absorb fire and heat(steam) related techniques to boost their own physical strength adding 20 damage to taijutsu and kenjutsu OR absorb lightning related techniques to boost their own evasiveness, allowing them to move double their current speed.
-Note: Abilities last four turns or until mode is changed.

-Note: Only one mode may be active at a time/used during the users turn, although the modes may be cycled through instantly at will, which mode must be stated within the users move description.
-Note: Cycling abilities do NOT cost a move, but using abilities cost a move.
-Note: Each mode is useable four times per battle(excluding Wrath and Disaster).
-Note: Techniques use chakra/damage of S-rank, unless noted as Forbidden.
-Note: Forbidden chakra output cause 50 damage to the user from chakra usage stress.
-Only usable by Stussy


Declined: a mishmash of several far too varied abilities, many of which are very farfetched or unlikely to be approved as is. So to begin, the Sin of Wrath (Full Counter) can be considered the latter, as it appears to be generic and already done in various ways by other customs prior. As for Sin of Envy (Creation), that would appear to infringe on Caliburn's 7SM: Goddess of the Earth's passive ability, which enables its wielder to forgo any requisite handseals for all doton techniques. Moving on, Sin of Greed (Snatch) lacks any basis for approval; it raises some questions, like "What is the precise process for 'stealing' physical abilities?" This could perhaps be done to some extent or another via fūinjutsu, but it doesn't seem to be a field you have yet to learn.

By this point, the CW deals with a minimum of three fields (basic nin, doton, and fūinjutsu [?]), yet Sin of Lust (Invasion) can also be added to the list for being genjutsu. I won't get into the specifics for this one though, as it's better left to Reborn or others to assess in greater detail. As for the penultimate ability, Sin of Gluttony (Infinity), it lacks sufficient elaboration much like Sin of Greed does. Again, this one might be better suited as fūinjutsu. And lastly, Sin of the Lion (Sunshine) deals with two other fields yet to be included in the rather expansive list of things this CW is involved with.

 
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Solf J Kimblee

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(Suiton: Torento) Water Release: Torrent
Type: Defense/Supplementary/Offense
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A (+10 to Taijutsu)
Description: The user gathers up their water chakra which in results creates a barrier around themselves to protect against themselves and showing their love of water by giving it beautiful look. This barrier is only used for defense usage but also just for show but since it is a dense it does enhance the user’s taijutsu a little. When using this technique the user can only use Water Release jutsus and no other elements but can still use Ninjutsu, Taijutsu, Genjutsu etc as long as it doesn’t have any other elements in it.
-Has to have a Water source to use unless user has the ability to use water jutsu of this rank without water source

Visual of the Aura but it has more flare to it similar to that of a Super Saiyan

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from Vegeta to make a Water Release verse of his Fire Release Aura jutsu

□ Declined. As it is now, it gives an unlimited +10 to Tai, just give it a duration and usage limit. □

(Misuto Yajirushi) Mist Arrow
Rank: S
Type: Weapon
Range: Short
Chakra cost: 40
Damage points: N/A
Description: Mist Arrow is two cannons strapped to the user's forearm. They have different designs(meaning the skull is a different shape or different look like for and example it could be a snake head) based on the user of the weapon. The default design is that of a skull on the front of it attach to a barrel.

The Arrow are made of a material so the user can channel their chakra and manipulate water sources or even the moister in the air for varies objects such as weapons and shields on top of them as its main ability. These two cannons are the perfect weapon for a weapon user and water user. The user channels their chakra and absorbs some water or moister in the air. The highest the rank of the object that is made of water is A rank or lower.

Mist Arrow secondary ability is to use the user's chakra to produce the same weapons and shields as if they were to use it with a water source described before. The highest rank of the object is A rank or lower.

The third and last ability of Mist Arrow is to release a compress blast(can be shaped into different figures so fit the situation at hand) of one of the first two abilities to use a water source describe before or using the user's chakra to send it at a target. This ability is B rank and can only be used every other turn.

-Only one ability is able to be used a turn
-Water ability is only used when the air has enough moister to make the weapon of chose of the user or a some type of water source is in the area of short range of the user to use to use to make the weapon of chose of the user and must have the user chakra in it or no chakra at all.
-The weapons made from the water/chakrae still go by the elemental advantages and disadvantages
-The weapons also feel like the real weapon when used
-Cost a jutsu slot every time to defend or attack
-Water users like Tobirama, Gyojin clan members, and Mei who all can in their own unique way generate/create water from thin air, can create the water this way.

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(Mizu Beara)) Water Bearers
Rank: N/A
Type: Weapon
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: Water Bearers(WB) are hilts that can be used for two certain ways. This weapon was created by some Kaguya members to use their bone abilities via the weapons but they were founded and modified to be used with raw chakra and water. Kaguya's can still use them but they became to be used by nearly any with chakra. Hilts sits in a pack on the user's back that has no abilities beside the hilts sitting in them. The hilts when used by a Kaguya can extend the hilt(s) out into a long sword(passive) and when used with the two abilities they coat the sword in chakra or water and whatever shape the user see fits with said ability.

The WB are made of a material so the user can channel their chakra and manipulate water sources or even the moister in the air for varies objects such as weapons and shields on top of them as its main ability. These two hilts are the perfect weapon for a weapon user and water user. The user channels their chakra and absorbs some water or moister in the air. The highest the rank of the object that is made of water is A rank or lower.

WB secondary ability is to use the user's chakra to produce the same weapons and shields as if they were to use it with a water source described before. The highest rank of the object is A rank or lower.

-Only one ability is able to be used a turn
-Water ability is only used when the air has enough moister to make the weapon of chose of the user or a some type of water source is in the area of short range of the user to use to use to make the weapon of chose of the user and must have the user chakra in it or no chakra at all.
-The weapons made from water/chakra still go by the elemental advantages and disadvantages
-The weapons also feel like the real weapon when used
-Cost a jutsu slot every time to defend or attack
-Making weapons doesn't cost a move slot but still does use chakra for whatever rank the weapon is created for
-Ranges of a weapon can only be short range of the wielder.

-Water users that can use water without source can make the weapons without a source also
-Techniques cost chakra equivalent to the rank that they are

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□ Update Approved. Edits made. □
 
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Onii Chan

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(Sūpā Gōsuto Kamikaze Atakku) - Ninjutsu Art: Super Ghost Kamikaze Attack
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 20 per Ghost
Description: This technique is very unique, those that use it are regarded as goofy and childish but also very tactical and intelligent in battle. The user first begins by manipulating their core chakra, taking up to 10 small bursts from it to travel to the mouth to where the user will then transform the chakra in their mouth into a ghost resemblance of themselves then expel them having the ghosts float around the user. These ghosts are controlled by the user, although they've been considered to have consciousness they can either guard the user or fly off to harass or even commit a kamikaze offensive to the opponent. When performing their kamikaze attack they'll rush down the opponent, no matter where they're, once coming into contact with the adversary they'll explode causing 20 damage per explosion that touches the opponent. When guarding the user they'll also explode but will only deal damage to those that have enough confidence to rush down the user into close range. These ghosts will last the full match if not touched, however due to the way they're used its highly unlikely they'll last more than five turns.

□ Declined. First of all, fix the damage. It can't be 20 per ghost, the technique is A rank, so in total, it can deal 60 damage in total. So each division would divide the power of the ghosts, so one ghost would be 60 damage, two would be 30 each, and three, 20 each, 4, 15 each, etc. Nonetheless, are the ghosts just made of chakra? So they function akin to a Shadow Clone Explosion? Also, the ghosts won't last the whole time, it needs a turn limit duration and usage limit. Lastly, it won't be up to Long range, Mid range at most. □

(Omamori Seishin Gādian) - Summoning Technique: Guardian Spirit Talisman
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: This technique is a very unique Ninjutsu tag that is utilized with the art of summoning beasts from the other realm. It is known that those who wield this tag is seen as a skilled user in both shinobi weaponry and Ninjutsu, famous for their ability to reach within the realms of the beasts and yokai more often than those of regular ninja. Stored within this tag is the same mechanisms and traits of summoning animal contracts which makes it rather easy for any shinobi to utilize this tag, a small blood spot of the user will be placed pre-battle across each tag carried for future usage. Taking out the tag and holding it with two fingers, preferably between the pointer and middle fingers, the user will flow their chakra directly into the tag then thrusting their hand either forward or downward it'll summon a temporary summon of a singular signed animal contract for 2 turns. During the 2 turns the animal is summoned for they're only allowed to perform one action, either it be offensive or defensive. What makes this tag unique is that this technique is a bypass alternative to reducing the required chakra usage amount to summon signed animal contracts, at the same time it bypasses any summoning limit restrictions, however due to the limitations of the talisman it balances this technique perfectly.
➟ 3 tags max
➟ 1 turn cooldown
➟ Must be mentioned in the users bio
You must be registered for see images

Declined: it's a simple no to a tag that "bypasses any summoning limit restrictions." And for future reference, please don't include things like "beasts from the other realm" or "yokai"; to be sure, such things are not acceptable ways to describe any contracted animals and alluding to something else/more isn't going to fly either.


(Genshō Sokudo) - Ninjutsu Tag: Decreasing Speed Seal
Type: Supplementary/offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This seal is similar to the default red rectangle tag seals that every shinobi uses, however this seal is a few inches longer, blue in coloration, and has some different kanji written upon the paper. The tag upon activation with a singular ram hand seal will explode within short range; expelling a small conjuration of thick blue smoke that'll fade within just a few seconds. If the adversary gets caught within the explosion of the tag their speed will decrease down 2.0% for 5 turns.
➟ 2 tags max
➟ 5 turn cooldown
➟ Must be mentioned in the users bio

You must be registered for see images

Decline: to be honest, the CJ above was iffy but this one is even more so. To begin, seals by and large fall under fūinjutsu. This is also significant due to there being no tangible reason for why the smoke decreases one's speed for anywhere near as long as it does. Also, please don't refer to any change in speed via percentages.

 
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(Senninka: Enjin; Reshipurokakuchō) - Sage Transformation: Engine; Recipro Extend
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (+30 for Recipro Burst)
Damage: N/A (+20 to taijutsu actions for Recipro Extend, +40 to taijutsu actions for Recipro Burst)
Description: A Sage Transformation clansmen creates six small vents upon their forearms, calves and shoulders creating six somewhat rudimentary combustion engines powered by chakra in the specific limbs that work like internal pistons pumping chakra and newly created energy out of the exhausts. Creating these cavities, pistons and exhausts mimic what can already easily be done by a Sage Transformation clansmen with ( Kassokuken ) - Living Wall Fist but it is done in a much more refined and specialized way. This cavity amasses chakra concentrating and molding it into several fine streams of chakra mixed with oxygen from the users body, and energy created by the piston that are constantly released from the vents and valves increasing the Sage Transformation clansmen's speed, dexterity and strength by putting extra force, energy and strength behind their movements while attacking or running. While using this technique running is more akin to gliding across the ground at high speed with the legs needing to work half as hard to get this increase in speed due to the increase in force, energy and strength. This is similar in usage to ( Senninka: Funsha Atooshi ) - Sage Transformation: Jet Booster Boost but again in a much more refined manner with the effect being a constant.
These engine like constructs increase the users speed x1.5 increasing their all around movement speed including both their running speed and the fine dexterity required for close quarters taijutsu usage being able to move limbs at a heightened speed. However these engines require that the exhaust pipes on the back of the arms, legs and shoulders remain clear of obstructions in order to function properly. If clogged the chakra will build up with no place to go and could become explosive in nature causing damage to the Sage Transformation clansmen dealing 20 damage to them if left clogged for two turns. Recipro Extend adds an additional 20 damage to any taijutsu attack used while active. The Sage Transformation clansmen's own blood works as a coolant that cools the internal combustion engines stopping them from becoming extremely hot due to friction but this has the effect of heating up the entire body to a slight degree causing them to breathe heavier and sweat more as to release the created heat causing them 15 damage spread out over their body causing muscle pain. This isn't substantial damage just muscle wear and tear.

Engine; Recipro Burst By releasing all of the chakra that is being manipulated or molded as well as doubling it the user can increase their speed momentarily by x2.5 but this deactivates the transformation forcing them to return to their previous state after it's deactivation this doesn't effect other sage transformation techniques or transformations leaving them unaffected. This also has the added effect of clearing the exhausts of any debris if they happen to be clogged. The explosive force is so great that the vents make a loud audible kick-back noise that signals the opponent to the activation of the ability. This is in essence like shifting an engine into a higher gear thus gaining higher performance allowing the Sage Transformation clansmen to go faster and hit harder by burning and releasing his chakra at a higher capacity using the piston like engines to force chakra out of their body at a higher rate than just releasing it. Recipro Burst adds 40 damage to any taijutsu action. After the deactivation of Recipro Burst the Sage Transformation user takes 15 additional damage as their muscles cramp slightly from being overworked. This reduces their speed by 1 rank for the next turn.


Note: Recipro Extend can last for five turns and can only be used twice per battle
Note: Recipro Burst can only last for two turns and deactivates Recipro Burst after those two turns


Appearance: [ ]


♪ Approved ♪
(Senninka: Enjin; Reshipurokakuchō) - Sage Transformation: Engine; Recipro Extend
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (+40 for Recipro Burst)
Damage: N/A (+20 to taijutsu actions for Recipro Extend, +40 to taijutsu actions for Recipro Burst)
Description: A Sage Transformation clansmen creates six small vents upon their forearms, calves and shoulders creating six somewhat rudimentary combustion engines powered by chakra in the specific limbs that work like internal pistons pumping chakra and newly created energy out of the exhausts. Creating these cavities, pistons and exhausts mimic what can already easily be done by a Sage Transformation clansmen with ( Kassokuken ) - Living Wall Fist but it is done in a much more refined and specialized way. This cavity amasses chakra concentrating and molding it into several fine streams of chakra mixed with oxygen from the users body, and energy created by the piston that are constantly released from the vents and valves increasing the Sage Transformation clansmen's speed, dexterity and strength by putting extra force, energy and strength behind their movements while attacking or running. While using this technique running is more akin to gliding across the ground at high speed with the legs needing to work half as hard to get this increase in speed due to the increase in force, energy and strength. This is similar in usage to ( Senninka: Funsha Atooshi ) - Sage Transformation: Jet Booster Boost but again in a much more refined manner with the effect being a constant.
These engine like constructs increase the users speed x2 increasing their all around movement speed including both their running speed and the fine dexterity required for close quarters taijutsu usage being able to move limbs at a heightened speed. However these engines require that the exhaust pipes on the back of the arms, legs and shoulders remain clear of obstructions in order to function properly. If clogged the chakra will build up with no place to go and could become explosive in nature causing damage to the Sage Transformation clansmen dealing 20 damage to them if left clogged for two turns. Recipro Extend adds an additional 20 damage to any taijutsu attack used while active. The Sage Transformation clansmen's own blood works as a coolant that cools the internal combustion engines stopping them from becoming extremely hot due to friction but this has the effect of heating up the entire body to a slight degree causing them to breathe heavier and sweat more as to release the created heat causing them 5 damage spread out over their body causing muscle pain. This isn't substantial damage just muscle wear and tear.

Engine; Recipro Burst: By releasing all of the chakra that is being manipulated or molded as well as doubling it the user can increase their speed momentarily by x3 but this deactivates the transformation forcing them to return to their previous state after it's deactivation this doesn't effect other sage transformation techniques or transformations leaving them unaffected. This also has the added effect of clearing the exhausts of any debris if they happen to be clogged. The explosive force is so great that the vents make a loud audible kick-back noise that signals the opponent to the activation of the ability. This is in essence like shifting an engine into a higher gear thus gaining higher performance allowing the Sage Transformation clansmen to go faster and hit harder by burning and releasing his chakra at a higher capacity using the piston like engines to force chakra out of their body at a higher rate than just releasing it. Recipro Burst adds 40 damage to any taijutsu action. After the deactivation of Recipro Burst the Sage Transformation user takes 10 additional damage as their muscles cramp slightly from being overworked. This reduces their speed by 1 rank for the next turn.
Note: Recipro Extend can last for five turns and can only be used twice per battle
Note: Recipro Burst can only last for two turns and deactivates Recipro Burst after those two turns
Note: No other Sage Transformation techniques can be used the turn this is activated


Update Declined: in short, due to insufficient drawbacks.



Resubmitting the following because I was jounin when I first submitted it.
It was never checked though so I left the old bolded changes:




(Senninka: Ta keita) - Sage Transformation: Polymorph
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 ( user regains 100 chakra per creature )
Damage: 60 ( also heals 60 to the user per creature )
Description: The Sage Transformation clan has already shown the ability to absorb other human cells no matter their origin and convert them into usable cells for their own body healing it and gaining chakra from their target. This works on that exact principle but on animals instead of humans namely summoning creatures either summoned by the user or even their opponent if they are weak enough. The Sage Transformation user by using this technique absorbs the flesh, muscle, bone, blood, organs, and chakra from the creature molding the tissue and bone into usable tissue and bone for the their own body. The user doesn't need to completely absorb the creature if they're large enough just a small portion will do, and depending on the size and strength of the creature it may not harm them excessively. In doing so they alter the structure of their body with the newly acquired structures intuitively mimicking them and applying them to their own body. This is done by extending one, or multiple needle like growths out of their body and puncturing flesh, or making direct contact with the creature and can be done in the same time frame as a summoning technique as long as direct contact is being made between the summoner and the summon. This allows them to gain a heightened form of sensing on the level of that creature doubling their reaction speed due to their new found sensing abilities for example if a snake is absorbed the user is able to gain heat sensing, brill that block visual genjutsu A rank and below, tough flexible scales that can block A rank and below ninjutsu and S rank taijutsu once similar to how snakes can shed their skin. If for example a bird was absorbed they gain enhanced sight and large wings granting flight. A frog-like creature or a creature with strong leg muscles would create the ability to jump long distances and increase taijutsu damage by 20 damage, a cat-like creature or a clawed beast would grant nightvision and claws allowing for modified taijutsu granting an additional 20 damage to taijutsu. Two separate summoning creatures can be absorbed to gain different traits by creating an amalgamation of the creatures and the Sage Transformation users own previous form but damage buffs cannot be stacked. The Sage Transformation clansmen doesn't gain inherent traits from the specific creature absorbed just their overarching species traits like wings, claws, talons, eyes or brill, muscle structures, bone structures etc. If they absorb a creature with venom producing glands, they can mimic the venom producing glands of that animal long enough to augment a poison technique. This allows them to gain an additional rank to poison ninjutsu up to A rank with S rank gaining 20 damage instead of a rank augmenting a single poison technique per creature absorbed. These glands last until the user uses a poison technique, and after this the glands breakdown returning to the body. Absorbing two creatures allows for the augmentation of two poison techniques, after the glands vanish from the body.

Note: Can consume two creatures per use, those creatures cannot be summoned again for the rest of the battle
Note: Can only be used two times per battle and lasts four turns per use
(Senninka: Ta keita) - Sage Transformation: Polymorph
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( user regains 150 chakra per creature )
Damage: 80 ( also heals 80 to the user per creature )
Description: The Sage Transformation clan has already shown the ability to absorb other human cells no matter their origin and convert them into usable cells for their own body healing it and gaining chakra from their target. This works on that exact principle but on animals instead of humans namely summoning creatures either summoned by the user or even their opponent if they are weak enough. The Sage Transformation user by using this technique absorbs the flesh, muscle, bone, blood, organs, and chakra from the creature molding the tissue and bone into usable tissue and bone for the their own body. The user doesn't need to completely absorb the creature if they're large enough just a small portion will do, and depending on the size and strength of the creature it may not harm them excessively. In doing so they alter the structure of their body with the newly acquired structures intuitively mimicking them and applying them to their own body. This is done by extending one, or multiple needle like growths out of their body and puncturing flesh, or making direct contact with the creature and can be done in the same time frame as a summoning technique as long as direct contact is being made between the summoner and the summon. This allows them to gain a heightened form of sensing on the level of that creature doubling their reaction speed due to their new found sensing abilities for example if a snake is absorbed the user is able to gain heat sensing, brill that block visual genjutsu A rank and below, tough flexible scales that can block A rank and below ninjutsu and S rank taijutsu once similar to how snakes can shed their skin. If for example a bird was absorbed they gain enhanced sight and large wings granting flight. A frog-like creature or a creature with strong leg muscles would create the ability to jump long distances and increase taijutsu damage by 20 damage, a cat-like creature or a clawed beast would grant nightvision and claws allowing for modified taijutsu granting an additional 20 damage to taijutsu. Two separate summoning creatures can be absorbed to gain different traits by creating an amalgamation of the creatures and the Sage Transformation users own previous form but damage buffs cannot be stacked. The Sage Transformation clansmen doesn't gain inherent traits from the specific creature absorbed just their overarching species traits like wings, claws, talons, eyes or brill, muscle structures, bone structures etc. If they absorb a creature with venom producing glands, they can mimic the venom producing glands of that animal long enough to augment a poison technique. This allows them to gain an additional rank to poison ninjutsu up to A rank with S rank gaining 20 damage instead of a rank augmenting a single poison technique per creature absorbed. These glands last until the user uses a poison technique, and after this the glands breakdown returning to the body. Absorbing two creatures allows for the augmentation of two poison techniques, after the glands vanish from the body. This technique cannot be used on people or other bios though and can only be used on summoning creatures.
Note: The user is unable to use any other healing based Sage Transformation techniques the following turn
Note: Can consume two creatures per use, those creatures cannot be summoned again for the rest of the battle
Note: Can only be used two times per battle and the senses lasts four turns per use


Declined: to start, reframe the initial CJ description as a derivative of the newly added "Cellular Regeneration Absorption." Moreover, the boosts to be yielded from this ought to be more succinct and ironclad. And in order to do so, reword this so that the user gains only the physical traits and their associated boost(s) as per each each contracted animal's description. That being said, speed boosts via this move may or may not be allowed. And to be sure, this'll only be useable on one summoning at a time and any target of this CJ is likely going to lose access to whatever is absorbed by the user, which makes a strong case for their dispelling after the matter.


(Senninka: Kuromū~eru shōnin) - Sage Transformation: Cromwell Approval
Type: Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 20 - 40 ( +20 - +40 )
Damage: 40 - 80 ( +40 - +80 healed )
Description: The user is able to augment their body by proliferating it into a congealed mass of flesh, bone, organs and appendages creating various growths that mimic the appearance of different creatures. For example by creating a massive amount of flesh and bone from their chest, side, or arms they can create the head of a wolf or another beast or create tentacles or hands that reach outward with the potential to bite, tear or strike at the opponent or can be used to ram into things with a considerable amount of force. This is enough to play on par with elemental releases as the flesh and bone is constantly supplied with natural energy making it naturally more resilient and destructive. The creations can move forward away from the body similar to how the user can naturally extend their arms or legs to attack but the creations need to stay connected to the body having it's mass and substance provided by the Sage Transformation user's own body with them moving at twice the user's running speed. These aren't additional creatures as they appear to be but are basically flesh constructs created by molding excess flesh into maws, claws, eyes, or other beast-like appendages similar to how the Sage Transformation user can create weapon-like appendages. Creating multiple eyes on various non-natural parts of the congealed mass has the added benefit of extending the user's range of vision up to a three hundred and sixty degree area of effect depending upon where the eyes are placed. This increases their reactions 2.5xs until these eyes are destroyed or the transformation is ended.
With these more animal like growths the user is able to attack and defend their own body and form not being harmed by what happens to the constructs with the potential for the entire construct to be destroyed without effecting the user. directly This is because the flesh isn't supplied with nerves so the pain that should be felt by it's destruction merely isn't and it ends up working sort of like a defensive cushion taking damage for the user negating it in most cases. The maws and mouths are able to consume opponents or portions of their body if not properly defended and the user can even use this additional flesh and bone to heal their own body similar to how Sage Transformation users have been shown to consume other individuals to heal their body by supplying organs, flesh and tissue. Additionally if the user consumes a creature or person they are able to mimic their appearance by molding flesh into a replica of the creature or person they consumed. They don't have any special abilities it just allows the Sage Transformation user to psychologically mess with their opponents if they so choose to. This portion of the technique is referred to as Level Zero and is basically an alternative to the Complete Sage Transformation. In this form, the user is incredibly resilient akin to the Complete Sage Transformation, being able to take Taijutsu attacks up to A rank with little damage and being able to function even when severely injured as if they were at full power. He can further manipulate his body into suitable constructs and like the Complete Sage Transformation manifest chakra cannons from it to attack with powerful chakra blasts as well as using them to move quickly being able to use the Jet Booster Boost and Jet Booster Jump and similar techniques alongside this passively and in the same time frame. His physical strength becomes greatly increased basically doubling his raw strength adding thirty damage to his Taijutsu techniques with this boost counting as a passive one. His running and moving speed doubles but this cannot stack with other speed increasing techniques and he can spend additional chakra to regenerate minor to severe wounds easily healing his body. This ability can only be used once per turn twice per battle and can be used in the same timeframe as another Sage Transformation technique. His resilience is such that he can take B rank ninjutsu or equivalent and not suffer hindering damage.

Additionally the user is able to use this technique to augment his natural appearance into anything he chooses within reason, needing it to remain mostly human in appearance. He is able to take on a younger or older state at whim passively similar to how a Sage Transformation user is able to reject or consume cells to appear younger or older. He is able to augment his height and weight passively changing his body type with ease changing his appearance in basically any way he wishes. He is also able to compartmentalize portions of his personality as to never fully lose control of himself like other Sage Transformation users are prone to. This is because each form has a specific portion of the base personality tied to it stopping the user from losing their mind to their rage or murderous intent however usually the more involved the transformation the more violent and sadistic the user becomes. This set of transformations are referred to as Level One. Additionally, by referencing this technique alongside another Sage Transformation technique the user is able to passively augment it's usage instead using more beastly, and animalistic transformations instead of the more rudimentary weapon based ones this doesn't count towards a usage and doesn't enter time frame.
Note: Level One can be used passively not needing a move slot or counting towards the usage limit
Note: Level Zero lasts six turns and can be used twice just like Complete Sage Transformation
Note: Cannot use Complete Sage Transformation if this is used and vise-versa


Level Zero example: [ ]
Level One example [ ]
 
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(Hiraishin: Urutorafurankingu tenmetsu-kō dansu no kaiten) - Flying thunder god: Ultra flanking flashing steel dance rotation
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This technique is unique to Minato Namikaze, the technique begins with the user drawing and holding six flying thunder god kunai, three in each hand between his fingertips, then using his unique variation of body flicker he dashes towards the opponent in a blur of speed using his unique body flicker, untrackable to anyone without the sufficient reactions to follow his movement, however as he begins to run he throws the kunai one at a time, to his opponents left and right in sequence, each kunai is aimed to arc inwards to the opponents flank one at a time, he reaches the opponent with one kunai left in his hand, moving towards the opponent and attempting to slash him with the kunai. The user can either complete the first slash successfully or choose to use it as bait, for once the first slashing motion has begun the first flanking kunai would be reaching the opponent. At which point Minato will teleport to the kunai in sequence slashing the opponent in a flurry of kunai strikes leaving him severely damaged likely bleeding out and unable to move if not dead already.
-Note- Usable twice per battle.
-Note- This technique takes two jutsu slots.

□ Approved. Edits made. □

(Ninjutsu: Rasen-jō no kōto) - Ninjutsu: Spiraling Coat
Type: Supplementary
Rank: B-S Rank
Range: Short
Chakra: 20-40
Damage: 40-80
Description: Having created original raw ninjutsu techniques in the past, Minato began to develop further on the principles of chakra control and enhancement and focused instead on applying it to weapon techniques. Having witnessed many ninja especially those from Kumogakure who were capable of enhancing their blades with elemental chakra, Minato decided to develop a technique that used the principles of both of these applications. By applying a similar level of chakra control used to create his original jutsu the user will apply a very different end effect to any weapon he happens to be holding, creating a spiraling construct of chakra around the weapon be it a kunai a sword or any general item that can be regarded as a weapon even the users limbs if desired. Once this spiraling coat is created the user will focus on condensing the chakra making the technique behave like raw chakra that has been compressed, becoming able to fight with elemental techniques in the same way as the some basic ninjutsu. This enhancement will allow the user to cause increased damage when using basic attacks with the weapon such as freeform kunai or sword slashes or basic techniques. The coating once activated will much like some basic ninjutsu be self sustaining but must be applied to the object while it's being held by the user. The B rank version of this technique can be used an unlimited amount of times in battle however the A and S rank variants are restricted. The A rank version may only be used thrice per battle and the S rank version twice and when using the S rank version the user may not use any S rank or above raw chakra jutsu the following turn, though this applies directly to raw chakra techniques like the Rasengan and not techniques like summoning jutsu and weapon summonings. An alternative usage of this jutsu is that the user can coat their entire body in the spiraling chakra, causing their hair to stand on end and become blue as well as gaining a glowing blue aura. In this form their taijutsu attacks are enhanced by the chakra coat and it can be sustained for three turns but can only be used in this fashion once per battle and counts as an S ranked usage. With the chakra coat applied the user can access the normal abilities by shifting the chakra coat from an aura to an enhancement at will. For example shifting the entirety of the aura to create a large aura blade on the end of his fist for striking.
Notes:
-Can only be used by those who have completed mastered basic ninjutsu, due to the level of skill required.
-May be used by any bio it is not a Minato specific technique.
-Only teachable by ReXii

□ Declined. It clashes with several individual techniques, or the concept around them. □

(Taijutsu: Tetsu no shatsu) - Body Technique: Iron Shirt
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: This technique is used as a defensive ability when faced with both slicing and blunt forced attacks, though it works primarily against taijutsu it can also block kenjutsu and some ninjutsu techniques. By adopting a horse stance and thoroughly grounding their body the user will lay in wait for an attack to land. The moment before it does the user will tense the entirety of the muscles in his body allowing him to deflect the blow. If used against taijutsu it can block techniques up to A rank damage and cause recoil damage for half the damage directed against the user, this will cause a numbing effect against the opponents limb making it paralyzed for two turns after this techniques usage. If used against blunt force techniques such as earthen pillars it can block techniques up to A rank and will destroy or disperse the technique usually if they're solid based or simply block them if it's a liquid. Against cutting techniques of any nature however it can only block abilities up to B rank and will not recoil damage in any scenario.


~Notes~
- Usable 3x per battle
- May only be used by those who have mastered basic taijutsu.
- Must be taught by ReXii

□ Declined. Similar to existing techniques. □
 
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Raiton: Akai ko no akai hane | Lightning Release: Red Feather of the Red Child
Type: Supplementary/Offensive/Defensive
Rank: S Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The user begins by performing three hand signs and focusing their lightning chakra into the center between their shoulders. Immediately after this happens the lightning will begin to spread out like feathers, the feathers can stretch anywhere from a meter up to the distance of short range. The feathers are intangible at first, but with a simple mental command can take on what looks like a crystallised form of lightning causing them to become tangible. The feathers have specific abilities which the user can use. The first is being capable of using the feathers for close range fighting. The user has free control over how he uses the feathers, whether it be to wrap the user’s body in the feather’s or to use it to attack an enemy head on. The second ability being the most useful and offensive is it’s ranged capabilities. The user spreads the feathers out and manipulates the chakra within the lightning composed feathers. Then upon a mental command the user can release what looks to be crystallised version of lightning almost similar to shards that travel at the speed of a thrown kunai, the user has free reign over how many of these crystals are released and each is ranked accordingly but all compile to being S rank in strength. The user is capable of using these bursts of lightning twice per move. The crystallised lightning has both cutting abilities like most lightning techniques but also explosive properties. If the user wishes they can detonate the crystallised lightning to release pulses of lightning (S rank strength) that are capable of paralysing living things it comes into contact with for up to one turn. The pulses themselves can reach up to short range of where they were detonated from, however if one of the crystallised pieces of lightning impact a living being it is capable of paralysing it for two turns or even death depending on where it struck.
Notes:
Can only be used twice times per battle
Remains active four turns total
Using the abilities counts as a move (Wrapping the body, shooting the lightning etc)

□ Declined. Just need clarification on the first part there, twice releasing in one time frame? And also, the pulses won't be S rank, they'll be A rank. The technique in its entirety is S rank. And decided, death or paralysis? □




Raiton: Akai ko no akai hane | Lightning Release: Red Feather of the Red Child
Type: Supplementary/Offensive/Defensive
Rank: S Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description:
The user begins by performing three hand signs and focusing their lightning chakra into the center between their shoulders. Immediately after this happens the lightning will begin to spread out like feathers, the feathers can stretch anywhere from a meter up to the distance of short range. The feathers are intangible at first, but with a simple mental command can take on what looks like a crystallised form of lightning causing them to become tangible. The feathers have specific abilities which the user can use. The first is being capable of using the feathers for close range fighting. The user has free control over how he uses the feathers, whether it be to wrap the user’s body in the feather’s or to use it to attack an enemy head on. The second ability being the most useful and offensive is it’s ranged capabilities. The user spreads the feathers out and manipulates the chakra within the lightning composed feathers. Then upon a mental command the user can release what looks to be crystallised version of lightning almost similar to shards that travel at the speed of a thrown kunai, the user has free reign over how many of these crystals are released and each is ranked accordingly but all compile to being S rank in strength. The user is capable of using these bursts of lightning once per move. The crystallised lightning has both cutting abilities like most lightning techniques but also explosive properties. If the user wishes they can detonate the crystallised lightning to release pulses of lightning (A rank in strength) that are capable of paralysing living things it comes into contact with for up to one turn. The pulses themselves can reach up to short range of where they were detonated from, however if one of the crystallised pieces of lightning impact a living being it is capable of paralysing it for two turns.
Notes:
Can only be used two times per battle
Remains active four turns total
Using the abilities counts as a move (Wrapping the body, shooting the lightning etc)

□ Approved. Edits made. □

Koton: Roiyaru Shihai Gurēkingu | Steel Release: Royal Dominion of the Grey King
Type: Supplementary/Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: N/A
Description:
The user begins by performing two hand signs and activating an ability within his body (If following a steel technique can be activated within the same timeframe) The ability switches all control over the user’s techniques to the hands of the user. All steel techniques and steel sources of all ranks consisting of the user’s chakra can be controlled with his hands and move with perfect precision and timing to the user’s hand movements. The user has complete control over which steel he manipulates and how. While active the speed of the steel this applies to matches the speed of the user’s current speed, and if the user’s speed changes while this remains active then it follows the change in speed (For example Resurgence of Savagery resulting in the user losing half their speed) due to the change in natural speed from their hand movements.
Notes:
Can only be used three times per battle
Lasts for a total of four turns
Damage inflicted from this matches damage of what it is used on


Declined: won't permit this CJ to freely bypass requisite handseals unless there's a prior basis for it. But that being said, this may also loosely infringe on the passive included in Daemon's pending " " CFS.

 
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Goetia

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Meiton: Warakia no Yoru - Dark Release: Night of Wallachia
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/A (same as chosen technique)
Description: A passive jutsu that is similar in nature to Dark Release: The Philosopher’s Stone, though serves to be its inverse. Through this jutsu, the user is able to apply Dark Release techniques and their individual features and effects to their own body, effectively transforming themselves into an altered form of the technique in question. This jutsu is mainly intended to be used with techniques that are familiars, and are not attached to the user themselves already, or merely projectile attacks. As such, techniques that are originally armors or appendages bound to the user, cannot be used with this technique. When this jutsu is used, the user’s body will take on the properties of a chosen Dark technique. For example, should the user choose a technique that is composed of the element’s signature purple flames, their body will become cloaked in that substance. Likewise, should the technique be composed of tangible Dark chakra, the body will be cloaked by it. Furthermore, this jutsu will also adapt any special features of a chosen technique, e.g. Dark Release: Corruption of Necromancy, where the user will also possess the tentacled creature in its entirety as part of the cloaking they adopt when using this jutsu. Effectively, this jutsu can be summarised into 2 parts; the cloaking and the unique features of the chosen Dark Release jutsu. Any Dark Release jutsu chosen to be used as part of Night of Wallachia retains its original strength and rank, and follows the same descriptions and restrictions as if it were used as the standalone technique. It should be noted that the Dark Release cloaking and the jutsu that is to be adapted to the user’s body are one in the same, meaning that the cloaking of the body is simply a medium through which any given Dark Release technique can take form in, with the unique features and effects of specific Dark Release jutsu manifesting as part of the cloaking. As an example, an S-Rank familiar will instead create an S-Rank cloaking and possess whatever unique features exist in the original technique (e.g. tentacles, wings, etc.). When any given Dark Release technique is used through Night of Wallachia, another technique cannot be used through it until the current technique is dispelled, forcibly or otherwise. The jutsu being used as part of Night of Wallachia must be mentioned in the user’s move as a reference, and usages of those techniques counts towards their usage limit and is bound by their restrictions as described. Whilst this technique is in use, due to its nature, the user is only capable of utilising Dark Release and its composite nature releases.

⇒ Usable 3x per battle

□ Declined. You have to link techniques that you reference in techniques to make it a bit easier for us (otherwise I have to go look for that technique now ;-; ). Cause now all these references are made, and I am IN THE DARK (pun intended). □

Raiton: Kigen no Saisei - Lightning Release: Rebirth of Genesis
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By chaining together a set of 3 seals, the user will imbue the ground with an electrical charge. Whilst the charge is in the ground, for however long, it is capable of cancelling out other foreign energies such as chakra within the ground based on the S&W scheme (S-Ranks weak to Lightning, B-Ranks strong to Lightning, A-Ranks neutral to Lightning). Then, the user will make use of that charge, assuming it hasn’t been neutralised in cancelling out other jutsu, and carve out a single or many earthen masses from the ground with a maximum individual or collective size able to rival that of War Arc Gamakichi. The Lightning chakra can be used to form virtually any shape the user desires, such as weapons, or platforms. In the vein of Lightning Blades Levitation, the user can exert passive mental control over the earth masses he has created, allowing him to send weapons flying at a target, or to stand on a floating platform. Because the charge of the Lightning is only strong enough to give control to the user over objects containing the chakra, the chakra itself does not shock upon contact and is essentially non-lethal. In elemental interactions concerning earth masses created and controlled by this jutsu, they will take place with respect to the S&W scheme of Lightning Release. Obviously the strength of multiple pieces will add up to S-Rank strength total, and the strength of a single one being S-Rank. At any point, the user is able to passively reshape earth masses to suit their purposes, such as turning a platform into a weapon, or vice versa. This extends to breaking apart or combining earth pieces as well. When the jutsu ends, the Lightning charge will simply fade out, with the earth pieces crumbling apart, preventing their further usage. It should also be noted that this technique can still be used even if there are any techniques which would act to coat the earth and/or seep into it, in which case masses can still be made and manipulated, but the element is replaced by that of Lightning, and will still follow the same effects outlined in this jutsu's description.

⇒ Usable 2x per battle
⇒ Lasts 4 turns

□ Declined. Similar to existing customs. □

Shinryūō: Haimudaru, Iruminēta True King: Heimdallr, The Illuminator
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By stringing together a sequence of 4 handseals, the user will call forth a large bolt of lightning from the sky. Upon striking the ground, it will remain as a large mass of solid, pale electricity, in the shape of a 30 ft tall winged beast, with 3 heads and a single extremely long tail. It possesses a form of sentience that allows it to act both independently and at the command of the user. In the center of the familiar’s chest, lies a large golden-yellow orb of pulsating electricity, which acts as the core for its abilities. This orb is also special for another reason, which is that it is the very source of the familiar itself. This jutsu can be considered as 2 separate pieces combined into a single one; the inner core made of electricity, and the exterior “shell” of the familiar, which is generated by the core. This shell, which is made of electrical currents exhibiting an aspect of tangibility, is intended to protect the core, which is pure Lightning Release. As such, the strength of each separate piece, the shell and the core respectively, is effectively A-Rank. In order to eliminate this familiar, it is necessary to either blast through the shell and eliminate the core, or wait until the jutsu itself expires. Because of this electrical composition, Water techniques are unable to affect it, since Water merely acts as a conductor to Lightning and doesn’t inhibit any of its natural properties or power, unless the core itself is struck, which will result in its dissipation and the destruction of the familiar should the attack be of sufficient power. Heimdallr exhibits an extent of sentience that allows it to act with autonomy, though it can still follow the mental command of the user. Its Lightning Release core allows it to use generic A-Rank projectiles and streams of Lightning Release, as well as all Lightning Release that the user knows, including specialty-bound techniques. The trade-off is that, due to the core and shell being two separate pieces, the core can only create a single S-Rank Lightning Release jutsu per turn, whilst it is able to use as many A-Rank techniques of Lightning Release as it pleases. In addition, Heimdallr is able to lose its shape and transform itself into a smaller, compressed, bolt of pure Lightning Release, and in the essence of a thunderbolt, quickly shoot itself in any direction up to short-range, in order to evade attacks from an enemy, at the cost of a move. Being made of pure Lightning Release, the user is able to tap into its electrical composition and create Lightning techniques from it, though following the same restrictions for use as stated above (1 S-Rank per turn, unlimited A-Ranks), though still costing a move as stated with a halved chakra cost. Should the user wish to stand on Heimdallr, they must stream chakra equivalent to 5 points per turn to their feet so that they don’t fall from it. When Heimdallr deactivates, its entire body will simply dissipate, the electrical currents evaporating into the air. For the duration of the turn of deactivation, forcibly or otherwise, the user’s Lightning Release is confined to A-Rank and below.

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⇒ This jutsu cannot be used as a lightning source by enemies
⇒ Usable 2x per battle
⇒ Lasts 3 turns

Declined: First of all, you need to clarify that this is not natural lightning, and will not have the speed of natural lightning. Furthermore, you need to realize that this will still follow normal elemental S/Ws. Instead of summoning a lightning bolt, just create the familiar using lightning chakra or something.
Shinryūō: Haimudaru, Iruminēta ♚ True King: Heimdallr, The Illuminator
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By stringing together a sequence of 4 handseals, the user will release a large mass of lightning from their body. Shape manipulation will be utilised to form it into a large mass of solid, pale electricity, in the shape of a 30 ft tall winged beast, with 3 heads and a single extremely long tail. It possesses a form of sentience that allows it to act both independently and at the command of the user. In the center of the familiar’s chest, lies a large golden-yellow orb of pulsating electricity, which acts as the core for its abilities. This orb is also special for another reason, which is that it is the very source of the familiar itself. This jutsu can be considered as 2 separate pieces combined into a single one; the inner core made of electricity, and the exterior “shell” of the familiar, which is generated by the core. This shell, which is made of electrical currents exhibiting an aspect of tangibility, is intended to protect the core, which is pure Lightning Release. As such, the strength of each separate piece, the shell and the core respectively, is effectively A-Rank. In order to eliminate this familiar, it is necessary to either blast through the shell and eliminate the core, or wait until the jutsu itself expires. It should be noted that if any layer of the technique (the shell or the core) is only partially damaged, it will passively regenerate within the turn. However, regenerating an entire layer from scratch (e.g. the whole shell is destroyed) will cost a move. This obviously cannot be done with the core as once it is destroyed the jutsu ends. Because of this electrical composition, Water techniques of the user can be directly enhanced by this jutsu, since Water merely acts as a conductor to Lightning and doesn’t inhibit any of its natural properties or power. In such a case, Heimdallr is able to freely stream himself through the Water jutsu in question, giving it +20 damage whilst it is in contact with the technique. Otherwise, it follows the standard S&W scheme of Lightning Release. At any point, Heimdallr can emerge from the stream and return to his original form, and will not disperse once the Water technique it has been streamed through expires. Heimdallr exhibits an extent of sentience that allows it to act with autonomy, though it can still follow the mental command of the user. Its Lightning Release core allows it to use generic A-Rank projectiles and streams of Lightning Release, as well as all Lightning Release that the user knows, including specialty-bound techniques. The trade-off is that, due to the core and shell being two separate pieces, the core can only generate a single S-Rank Lightning Release jutsu per turn, whilst it is able to use as many A-Rank techniques of Lightning Release as it pleases. In addition, Heimdallr is able to lose its shape and transform itself into a smaller, compressed, bolt of pure Lightning Release, and in the essence of a thunderbolt, quickly shoot itself in any direction up to short-range, in order to evade attacks from an enemy, at the cost of a move. Being made of pure Lightning Release, the user is able to tap into its electrical composition and create Lightning techniques from it, though following the same restrictions for use as stated above (1 S-Rank per turn, unlimited A-Ranks), though still costing a move as stated with a halved chakra cost. Should the user wish to stand on Heimdallr, they must stream chakra equivalent to 5 points per turn to their feet so that they don’t fall from it. When Heimdallr deactivates, its entire body will simply dissipate, the electrical currents evaporating into the air.

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⇒ This jutsu cannot be used as a lightning source by enemies
⇒ Usable 2x per battle
⇒ Lasts 3 turns

□ Declined. First of all, this technique is too long and can be shortened. Secondly, the core of the technique, and the technique in general is S rank, so what rank is the "layer"? Also, passively regenerating is a no. Make this smaller in size, and more concise. Streaming through Water is nice, but it forming into its full size is a bit wild lol. It needs limits on what it can do, in terms of A rank Lightning projectiles, not drastically decreased but just limited? Lastly, 2 turns and 2x per battle and break in between turns. □
 
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(Katon: Mjolnir no Kyoku) - Fire Release: Rising Phoenix
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost:
Damage Points: N/A
Description: Rising Phoenix is a unique technique that seeks to emulate the applications of elements such as Earth, Water and Wind, wherein users of such elements can produce phenomena by imbuing their chakra into natural sources of the substance in question. While fire itself is not as ubiquitous as the previously mentioned elements in terms of naturally existing as part of the common paraphernalia of battlefields, and only rarely and situationally occurs in nature - and only for a short time when it does at that, an alternative release of Fire - ash, is often found as a natural part of terrain. Fire techniques that make use of fire produced by another source, such as a lighter or open flame already exist, proving that is possible for fire techniques to be produced from a source rather than just the users body. This technique then seeks to extend that application, allowing the user to produce fire techniques from naturally occuring ash, or ash that has formed as a result of their chakra. This technique is a passive one, with passive functions - the technique in question will be produced as normal, but emanating from the user’s chosen source of ash instead of being released, or spewed from their body. Just as Earth rumbles when it begins to come under manipulation by chakra, wind stirs and so on, similar disturbances will be found in ash that is being sparked into a fire technique. Firstly it will heat up and emit a crackling sound, then it’ll spark into a flame, or whichever form of fire release is being utilised.

‡ Declined ‡ This needs a turn and usage limit, as well as a minor additional chakra cost to applied techniques.
(Katon: Saigo no Ankooru ) Fire Release: Last Encore
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+ 10 Infusion)
Damage Points: N/A
Description: Last Encore is a unique technique that seeks to emulate the applications of elements such as Earth, Water and Wind, wherein users of such elements can produce phenomena by imbuing their chakra into natural sources of the substance in question. While fire itself is not as ubiquitous as the previously mentioned elements in terms of naturally existing as part of the common paraphernalia of battlefields, and only rarely and situationally occurs in nature - and only for a short time when it does at that, an alternative release of Fire - ash, is often found as a natural part of terrain. Fire techniques that make use of fire produced by another source, such as a lighter or open flame already exist, proving that is possible for fire techniques to be produced from a source rather than just the users body. This technique then seeks to extend that application, allowing the user to produce fire techniques from naturally occuring ash, or ash that has formed as a result of their chakra. This technique is a passive one, with passive functions - the technique in question will be produced as normal, but emanating from the user’s chosen source of ash instead of being released, or spewed from their body. Just as Earth rumbles when it begins to come under manipulation by chakra, wind stirs and so on, similar disturbances will be found in ash that is being sparked into a fire technique. Firstly it will heat up and emit a crackling sound, then it’ll spark into a flame, or whichever form of fire release is being utilised. However regardless of its passive nature; it can only be used four times per battle with a cool down of two turns between each use.

Permission to resubmit:

□ Declined. Despite the interesting wording used, this technique can't be passive and also needs to be done within Short-Mid range of you. Nice technique though. □

(Dokuton/Genjutsu: Sayōnara Moonmen) - Poison Release/Illusionary Arts: Goodbye Moonmen
Type: Supplementary, Offensive
Rank: A - Rank
Range: Short - Mid
Chakra cost: 30
Damage points: N/A ( 60 if layered with a genjutsu and controlled to cause pain )
Description: The user begins by producing a poison fundamentally the same as Ayahuasca releasing it from their body either the mouth or pores creating a gust of the poison or creating liquid poison on their body that they can poison someone through by touch. When it makes contact with the skin, is breathed in or enters the blood stream it has the potential to induce vivid, surreal and psychedelic hallucinations including both visual and auditory stimulation leading to the mixing of sensory modalities, and psychological introspection that may lead to great elation, fear, or illumination. These hallucinations mimic genjutsu and are the basis for the next portion where the user layers in a genjutsu to control and manipulate the hallucinations using the poison as a trigger mechanism. The user from this point forward is able to induce multiple different streams of hallucinations and control the hallucinations. During this time the entire world becomes extremely trippy everything begins to warp and twist. Colors and objects begin to fade and slowly the real world is replaced by a series of events that you'd expect to see on an extremely bad acid trip. Colors slowly flash brightly, time seems irrelevant as visions of objects, people and colors move and twist together in a swirling mass of intense sound and rhythm. The opponent begins to rise their body feeling as if they are floating and they're taken on a trip through space, where they see planets and stars along with other celestial bodies all the time they're seeing colors this is the basic hallucination brought on by the poison but can be altered and changed radically by the induction of a genjutsu. The poison makes these hallucinations seem even more real by inhibiting certain parts of the brain making the person more likely to believe what they are seeing and hearing. The opponent is unable to see their opponent at this point as they are left in a sort of catatonic state. Even if the opponent breaks the genjutsu they are left dealing with moderate hallucinations brought on by the poison and the user doesn't have to lace in a genjutsu it's just an additional effect that can cause mental pain or anguish to be forced upon the opponent when they're at a vulnerable state. Due to the way this technique acts as a trigger mechanism it allows a genjutsu to be layer into it almost seamlessly in the same timeframe and allows for a much more in-depth control over the genjutsu than regular genjutsu usage or the poison's effects themselves allowing the user to know exactly what the opponent is seeing and hearing. This technique makes it twice as hard to break a genjutsu through chakra usage or pain due to the the real effects the poison has commingling with the "fake" effects the genjutsu has. Can be used two times per battle with a four turn cool down. Can effect multiple people at the same time but the user will have less control over the genjutsu aspect. The genjutsu can last three turns if not broken unless layered with a genjutsu that has it's own usage limit The poison lasts three turns if not cured.

Declined: The idea is cool, but this needs a lot of work. Be more clear on the effects of the poison itself, what does it do the body? Try to quantify the adverse effects that the opponent is experiencing. As it is now, it's very vague. Additionally, what kinds of genjutsu can stack with this poison? Also, make sure to clarify that (like other gaseous poisons), the gaseous form of the poison is not absorbable through the skin. Remove the portion wherein you state that the poison makes the opponent more likely to believe that what they're experiencing is real. This isn't going to make Gen unbreakable, or make it impossible to realize that you're actually in a genjutsu.

Basic version reference: [
Poison Training:


(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 three 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.

Declined: Keep the original.
(Dokuton/Genjutsu: Sayōnara Moonmen) - Poison Release/Illusionary Arts: Goodbye Moonmen
Type: Supplementary, Offensive
Rank: A - Rank
Range: Short - Mid
Chakra cost: 30
Damage points: N/A ( 60 if layered with a genjutsu and controlled to cause pain )
Description: The user begins by producing a poison fundamentally the same as Ayahuasca releasing it from their body either the mouth or pores creating a gust of the poison that would need to be breathed in as it won't pass the lipid bylayer of the skin itself or creating liquid poison on their body that they can poison someone through by touch. When it makes contact with the skin, is breathed in or enters the blood stream it has the potential to induce vivid, surreal and psychedelic hallucinations including both tactile, visual and auditory stimulation leading to the mixing of sensory modalities including sight, sound and touch, and psychological introspection that may lead to great elation, fear, or illumination.
This is due to the fact that it increases the complexity of brain activity in essence increasing the areas of the brain that revolve around the imagination and visualization. Meaning the poison basically tricks the brain into perceiving the imagination as real in the form of hallucinations. This is caused when the poison passes the blood brain barrier, where it can then activate receptor sites in the brain namely the ones that revolve around serotonin usage. It creates this increase because it binds itself to the 5-htp receptor sites, the same sites as serotonin. The poison is able to bind itself at a higher rate, and the body adapts to this by increasing the number of 5-htp receptor sites, making better use of natural serotonin levels which is the "mood" neurotransmitter of the body. It also effects the specific portion of the brain called the Default Mode Network dramatically compromising it the DMN is associated with the ego and the sense of self. This is basically like hitting a reset switch on that portion of the brain when effected by the poison it basically shuts down then after the psychedelic experience it comes back stronger than before. During the time when it is compromised it is weakened creating the emotional responses mentioned above. These hallucinations mimic genjutsu and are the basis for the next portion where the user layers in a genjutsu to control and manipulate the hallucinations using the poison as a trigger mechanism. This genjutsu can be either visual or auditory and pain and feeling can be linked into these genjutsu as it mixes the sensory modalities meaning sight, hearing and pain are all intertwined. The user from this point forward is able to induce multiple different streams of hallucinations and control the hallucinations.
During this time the entire world becomes extremely trippy everything begins to warp and twist. Colors and objects begin to fade and slowly the real world is replaced by a series of events that you'd expect to see on an extremely bad acid trip. Colors slowly flash brightly, time seems irrelevant as visions of objects, people and colors move and twist together in a swirling mass of intense sound and rhythm. The opponent begins to rise their body feeling as if they are floating and they're taken on a trip through space, where they see planets and stars along with other celestial bodies all the time they're seeing colors this is the basic hallucination brought on by the poison but can be altered and changed radically by the induction of a genjutsu. The poison makes these hallucinations seem even more real by inhibiting certain parts of the brain as mentioned above including the Default Mode Network. The opponent is unable to see their opponent at this point as they are left in a sort of nearly catatonic state. They will need some form of additional sensing akin to chakra sensing or something not related to sound, or sight to perceive the user past this portion. Their reactions are heavily restricted halving them as well as halving their speed. This is due to the fact that their perception of the world and thus their balance and their natural bodily kinesis is hindered severely from the vivid and surreal hallucinations. The floating sensation also forces them to no longer feel the ground below them intensifying this loss of balance and kinesis. Even if the opponent breaks the genjutsu they are left dealing with moderate hallucinations brought on by the poison and the user doesn't have to lace in a genjutsu it's just an additional effect that can cause mental pain or anguish to be forced upon the opponent when they're at a vulnerable state. Due to the way this technique acts as a trigger mechanism it allows a genjutsu to be layer into it almost seamlessly in the same timeframe and allows for a much more in-depth control over the genjutsu than regular genjutsu usage or the poison's effects themselves allowing the user to know exactly what the opponent is seeing and hearing. This technique makes it twice as hard to break a genjutsu through chakra usage or pain due to the the real effects the poison has commingling with the "fake" effects the genjutsu has. Can be used two times per battle with a four turn cool down. Can effect multiple people at the same time but the user will have less control over the genjutsu aspect. The genjutsu can last three turns if not broken unless layered with a genjutsu that has it's own usage limit The poison lasts three turns if not cured. Due to the way pain is controlled and manipulated through the use of the poison linking it to the other senses, pain isn't a viable method to break this genjutsu needing a proper surge or foreign source to do so.

□ Pending. Leaving for Vex. □
 
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Delta

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(Meirusutorōmu)Maelstrom
Type: Offensive
Rank: A-S
Range: Short-Mid
Chakra: N/A
Damage: 60/80
Description: Maelstrom is a technique created by Grimmjow after altering Muramasa slightly. By adding an Additional switch to the hilt, Grimmjow was able to add a new feature to Muramasa, The Purge. The Purge is an ability to purge all the chakra from the blade in one rapid fire action, creating a Maelstrom blast of chakra from the blade, hence the jutsu name, Maelstrom. Maelstrom works by using Muramasa's ability to channel and store abnormal amounts of chakra in the blade. While the blade is fully charged with chakra or any element, the user is able to flick this switch on the hilt, and purge all the chakra in one blade, creating a blast of chakra from the entire length of the blade which explodes outsides into an AOE blast of whatever element is currently flowing through Muramasa. Maelstroms damage is dependant on how much chakra is already stored inside Muramasa(must be stated at the start of each battle), this also corresponds to how large the attack is. If only A ranked chakra is stored, Maelstrom will only reach up to Short range from the intial striking position, before dissipating into the air. If S rank chakra is stored inside Muramasa when Maelstrom is activated, the blast will reach up to Mid range.

Restrictions:
S rank version can only be used twice per battle, While A rank can be used three times.
Muramasa needs a minimum of One turn before being used again, going up to Two turns if Maelstrom is used more than once..
Chakra Amount stored inside Muramasa must be stated at the start of a battle, and deducted each time, requiring either 30 or 40 chakra to be inside the blade before Maelstrom can be activated.
Muramasa, as per the sword, will always have 30 chakra inside it when charged, as the blade also drains -30 per turn.

□ Declined. Only elemental chakra? This also doesn't need to be multi-ranked, choose one rank and stick to it. What do you mean already stored inside, from previous fights or? □​

(Muramasa Himitsu: Kyūshū/Henkō)Muramasa's Secret Technique: Absorb and Deflect.
Type: Offensive/Defensive
Rank: D-S
Range: Technique Dependant
Chakra: N/A
Damage: Technique Dependant
Description: A secret art created by the user to use Muramasa's ability to store and hold energy based chakra to a new height. Using this ability of Muramasa, the user has created a way to absorb or deflect an enemies jutsu using Muramasa's unique ability. The technique is broken into two parts.

Absorb: The more basic part of Muramasa, is its ability to store energy based chakra. This part takes it to a new height, instead of using the users chakra to charge Muramasa, the user will use the opponents chakra instead. While Muramasa is uncharged, the user will activate Muramasa's ability to absorb energy based chakra, and point the blade at an enemies technique. When the blade comes into contact with the jutsu, Muramasa's ability to store energy will kick in, absorbing the entire technique into the blade and charging it with that element up to that elements chakra. If Muramasa absorbs a C rank jutsu, it will have 15 chakra inside it, ect. After doing this, Muramasa will be charged with that element until purged. When Muramasa absorbs a jutsu, the cost of keeping the sword out of its sheath is reduced by the amount of chakra stored, so if a C rank is absorbed, the sword will only drain 15 chakra from the user while being out of the sheath, however, if an S rank is absorbed, the sword won't drain chakra from the user during that turn, but will drain -20 the next turn. Due to Muramasa's ability to store energy, the chakra type doesnt matter to the blade, as it can hold any amount of chakra at one time, whether the users chakra or another.

Restrictions:
Muramasa can only activate this ability every other turn up to B rank. When using A-S, can only be used every two turns.
S rank can be used Twice per battle, A rank 3 times, B rank 4 times, and C and below unlimited.
Can only absorb Energy based elements, as Muramasa lacks the ability to remove solids, so Earth and Water would have the chakra absorbed, but the actual mass itself would continue. Due to this, Muramasa only works on Lightning, Wind and Fire, and elements derived from those that as classed as "Energy" and don't have mass.
Absorb is based on Chakra not Damage, so as long the technique has 40 chakra or less, Muramasa can Absorb it.

Deflect:Deflect is the other part of this ability. Once again, using Muramasa's ability to absorb energy, the user will use Muramasa to absorb an opponents jutsu, similar to the first part of this technique, however, Deflect adds a new element to it. Once the jutsu is absorbed, the user will swing Muramasa, and release that same jutsu straight back at the user in the form of a sword slash. This deflection holds the same chakra and damage of the original technique, while also keeping the same element. This is a quick deflection, absorbing and then sending back in one fluid motion, allowing for the jutsu to be sent back very quickly. The Original jutsu won't keep its form, As Muramasa will reshape the jutsu, creating a sword slash of chakra.

Restrictions:
Muramasa can only activate this ability every other turn up to B rank. When using A-S, can only be used every two turns.
S rank can be used Twice per battle, A rank 3 times, B rank 4 times, and C and below unlimited.
Same with Absorb, this only works on Energy based elements, that Muramasa can come into contact with.
This jutsu also works based on Chakra not Damage, but will send the jutsu back at its base power, not enhanced. Therefore, an Enhanced S rank wont be sent back at its enhanced damage, but the base 80 damage, as Muramasa cannot replicate damage boosts, only chakra.
Deflect cannot be used in the same turn as Absorb, Nor can it be used when Absorb is on cooldown. Vice versa applies to Absorb, as it cannot be used while Deflect is on cooldown.

□ Declined. While I like the concept, you are adding abilities to an existing CW to the extent that it changes the entire CW. One, either make a new weapon or completely resub the CW with new bonuses like this. Right now, Muramasa is completely different with Purge and this Absorb and Deflect abilities added. □​

(Muramasa Hōrei)Muramasa's Decree
Type:Supplementary
Rank: A-S
Range: Short
Chakra: N/A/+10
Damage: N/a(+50/+60 To kenjutsu)
Description: Muramasa's decree is a passive and an active technique used when the sword is initially drawn. When drawn, the initial chakra drain from the sword can be turned into Lightning chakra, which will passively boost all Kenjutsu and freeform damage the user inflicts with the blade by +50. This is done by utilizing Muramasa's unique ability to vibrate more intensely than any other blade known. The A version of this ability is passive, as it activates the moment the sword is drawn. The S rank version, however is slightly different. By channeling an extra +10 chakra into the blade upon drawing it, the sword will vibrate at an even stronger frequency, becoming an activate boost that gives all kenjutsu techniques and freeform attacks used with Muramasa by +60. However, unlike the A rank version, the S rank version will take up a move slot when the blade is drawn.

Restrictions:
The A rank version is passive, and doesnt require a move slot, where the S rank will require a move slot.
When the A rank version is active, the user may still use other jutsu besides kenjutsu, and channel other chakra natures, as the blade itself takes the chakra, and doesnt require the user to channel. However, if the S rank version is active, the user is restricted to Kenjutsu techniques and Lightning jutsu, as well as any basic ninjutsu.
A rank remains active while the blade is drawn, where as the S rank lasts for 5 turns, and requires 2 turns before it can be used again

□ Declined, DNR. +50 or +60 passively? No. And then it lasts 5 turns? Wew. □​
 
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(Teikoku guntai) Sealing Arts: Voodoo Queen’s Gift
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20 to activate seal
Damage Points: N/A
Description: A unique type of seal that activates upon foreign chakra being inserted inside of the user’s chakra system. The Voodoo Queen’s Gift is a sealing technique that comes in the form of miniature doll that can be worn as a necklace. Similar to the First Hokage’s necklace which was able to imbue an object with a sealing technique. In this case too, the user will have imbued a sealing technique inside of their “Voodoo doll”. Upon activation of foreign chakra being inserted inside of the user’s body, primarily genjutsu, the doll will open its eyes in response to it. The eyes of the doll will glow a crimson red color upon activation and will begin to seal off a portion of the user’s chakra. The crimson glow of the doll will also appear physically so anyone could know that it is activating, but the image of the eyes will also appear inside of the user’s head. The image of the eyes is purely cosmetic to the user. Once activated a portion of the chakra flowing inside of the user will be absorbed into the doll. Any chakra that has entered inside of the doll will become purified in a seal and all remnants of it being the user’s chakra will be wiped away from the it. When inside of the doll, the chakra will transform into that of raw chakra or chakra unknown to the user. Immediately, after the chakra has been sealed inside of the doll, it begins to release the chakra back into the user and by doing so, will allow for the user to surge their chakra system and release the use of any genjutsu bar Mangekyo level.

Notes: Can only be used four times
Notes: Must be stated in the user's biography.

□ Declined. This could possibly work better as an ability of a CW, than a seal. □

(Teikoku guntai) Sealing Arts: Head of the Demon
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra Cost: 15 (+5 each turn if activated for longer than one turn)
Damage Points: N/A
Description: This is a sealing technique that will act as many abstract Fuinjutsu do, and will be imbued inside of the user with no real physical form. This seal activates passively and only when a physical substance is at least ten meters around the user. Head of Demon will have no effect on any technique that is purely energy based. The purpose of the seal is to inform the user of any physical based attacks or hidden adversaries that will try to make their ways towards the user in a stealth like manner. This applies to techniques such as Hidden in Camouflage which makes it difficult for the user to see the opponent coming, and also to underground techniques which can potentially offer a surprise attack to the user. Essentially, all physical entities will cause its activation. Also, Head of the Demon plays mainly upon fact that Fuinjutsu is capable of sealing physical and abstract things even noises. Once activated, the seal will inform the user of the seal of the incoming attacks by producing a low hissing sound noise similar to that of a gust of wind. The noise that the user hears will only increase when the attack is near and decrease when it farther away. This noise that the user hears is only in their head so it offers no real ailment in hearing. When this technique is activated, the user will mainly rely on their sense of hearing in order to figure out which direction it appears that the sound is originating from. If the opposing technique consists of of multiple projectiles or attacks then the noise will appear to be originating from all of them which might make it more difficult for the user to realize where the attacks are coming from specifically, but they will know that there are attacks from all angles or at least the ones where the attack is coming from.

Note: Can only be used four times
Note: Lasts until the physical attacks disappears or is out of range
Note: Must be stated in the user’s biography.

□ Declined. This is basically just a passive version of Barrier: Dome Method Formation, which also tells you via sound, instead of sensing. □
 
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