Custom Jutsu Submission - III

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Zatanna

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Raiton: Kanadzuchi no Kyōju Konton | Lightning Release: Hammer of Professor Chaos
Type: Offensive/Defensive
Rank: S
Range: Short (Long)
Chakra: 40
Damage: 80
Description:
The user forms 3 seals and focuses raiton chakra into their hand, releasing and using shape manipulation to form a large 2 handed hammer, comprised completely out of lightning chakra. This hammer while being completely manoeuvrable and light, still has the momentum and weight behind it of a heavier hammer weapon. Being perfectly balanced, the user can swing and throw the hammer around as if it were almost nothing at all. Each strike of the Hammer deals 80 damage, letting out a small frontward facing electrical explosion. Should the user choose, they can compress the hammer's chakra completely into the tip of the maul, and slam it down onto the ground sending 1 S-rank>2 A-rank>4 B-rank>8 C-rank>16 D-rank bolts out racing along the ground at the cost of losing the weapon.
Notes:
-Can only be used twice per battle
-Lasts for 3 turns
-Two turn cooldown inbetween each expirey

□ Declined. Two hammers, each are A rank so a strike by one hammer would be 40 damage. Lasts for 2 turns. Edit those in. □

Hattori Hanzo
Type: Weapon
Rank: S
Range: Short (Long)
Chakra: N/A (-10 per turn)
Damage: 80
Description:
Hattori Hanzo is the name of the armour that has been passed down for generations between ninja. This armour set has been word for centuries, each ninja upgrading and perfecting the armour until the armour itself became a weapon that was able to be used in battle. Originally crafted and created by a Samurai named Hattori Hanzo, the actual name of the armour has been lost long ago, after it was stolen and claimed by a ninja, who proceeded to pass it down. They say the spirit of the Samurai who made it still dwells within the armour, watching over who ever may wear it protecting them. (simply cosmetic, doesnt actually give the user any sensing or any abilities)
Hattori Hanzo is a dress armour with unique properties of being both offensive and defensive. While comprised of lightweight leather underneath, on top of the armour actually are slots for ninja tools that may be stacked on top of each other, forming a scale like pattern on top of the leather, but underneath the cloth design cover that is on top (fig. 1). By simply flicking the dress one can fire out a ninja tool in the chosen direction as it comes loose from the dress, travelling at the same speed as if being thrown. These ninja tools are specially made by the current wearer to be custom made chakra metal ninja tools, able to conduct chakra. The advantage of the battle dress firstly is that while all the ninja tools are stacked like scales. they provide the user immunity to B rank blunt force and slashing damage, simply cutting the cloth but unable to cut or punch through the chakra reinforced steel. Each ninja tool is capable of being taken from the dress by the user and held or thrown. Several of these shuriken are custom made to be larger shuriken (fig. 2) again able to conduct the chakra of what ever element the user is currently using at the cost of an extra 20 chakra dealing 60 damage.
Passively once per turn, the user can do a pirouette spinning on the spot sending out a barrage of these shuriken, dealing 80 damage. As this does not cost chakra this can be done passively without a time frame slot taken.
Fig. 1
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Fig. 2
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□ Its basically approvable, but the last technique can't be passive and not cost chakra. How does it do 80 damage if its not chakra fueled? And if its passive, it needs a limit as to how many times it can be done. □

Hotaru Kuchiyose no jutsu: Kazikusu | Firefly Summoning Arts: Kha'Zix
Type: Summoning
Rank: A
Range: Short
Chakra: 30
Damage: 60 (basic claw slash)
Description:
With the ability to selectively breed ninja fireflies, one of the fireflies that eventually came about was Kha'Zix. He is roughly 5 feet tall, often hunched over, with his wing also often hidden down his back and capable of moving twice the summoners speed. Kha'zix has evolved as a firefly to be just as deadly and just as lethal as his other chakra wielding ninja firefly counterparts by evolving his body. Firstly, on each of his front arms, instead of hands he has blades, which while do restrict him from performing handseals (not that he needs any) does allow him to use all kenjutsu techniques. Due to his size, Kha'Zix cannot fly constantly like other fireflies however he can leap long distances very quickly, and even use his wings to hover for 1 turn, (with a 1 turn cooldown).
During the users turn, Kha'Zix can choose to 'evolve' one of his traits for the battle, where this action takes the entire turn. Each trait can only be evolved once and only one trait can be evolved per turn.

-Claws
Kha'Zix evolves his claws to increase their size, adding a +20 to his kenjutsu attacks

-Wings
Kha'Zix grows stronger wings allowing him to fly for 2 turns with a 2 turn cool down inbetween. Once per turn he can use a move slot to "dodge" an incoming attack if it is feasable.

-Camouflage
Kha'Zix evolves his body and carapace to bend light around himself to be able to use the Dustless Bewildering Cover technique, where he seemingly erases his presence, causing him to have neither a physical form nor detectable chakra while the technique is active. This makes him untrackable by any chakra, visual, or physical means.

Notes:
-Can only be summoned twice
-Lasts 4 turns on the field
-The second time he is summoned, he retains all evolutions, however they reset each battle.
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Declined: this firefly cannot use a canon move exclusive to Mū bios. And no, it can't be summonable twice.

 
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Rucken

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Resubmitting with some Updates from Archive:

(Metamateriaru no kōgaku meisai to shinigami sukaru) --- Reaper Skull with a Metamaterial Optical Camouflage
Type: Weapon
Rank: S-class
Range: Short
Chakra Cost: N/a (-40 to sustain per turn)
Damage Points: N/a (-20 to User's health per Elemental Ninjutsu used per turn)
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered from the maker, meanwhile its also referred as to many names; the exceptional Reaper's skull, the mantle of Death’s hair, and Interdivisional Camouflage. Besides the endless nicknames, it’s called the "light distortion camouflage" the reaper skull of the dead's calling by the creator whom simplified to MOC. Made by a Uchiha prodigy, Illumi, and a Master Engineer, Duke, this suit’s highly unfathomable and contemporary superior mechanisms couldn't be taught but rather only be made by Illumi and fixed by Duke.

The whole cape can only be accessed, when the user places on the skeleton mask with red eyepieces (still capable of allowing the opponent to see their eyes). When placed on, it draws chakra from them immediately activating its ninjutsu and wears down onto the user with a dark optical camouflage mantle coating around them from head to toe. This cloak is created with a thin metamaterial that can conform to irregularly shaped objects and render them invisible in wavelengths of light. The scattering the incoming light using a very thin metamaterial – a material whose physical structure, rather than its chemical composition, allow it to manipulate light making them partially or fully invisible to the naked eye whenever they want.
Usually, when light bounces off a three-dimensional object, the light is scattered and the wavefront gets distorted, which is what allows us to see the object’s angles and curves. The new and improved cloak is covered with nanoantennas made by tiny material blocks of different sizes that can counteract that distortion, making it seem to an observer like the light is coming from a flat surface. A cloak made out of this metamaterial, just 80 nanometers thick, with the same cloak, it could be used, theoretically, to also perform the opposite feat: turning a two-dimensional image into a three-dimensional one, for that's only what is within its range. Because of the substances its made of absorbing optical wavelengths of light, they actually do make what they’re covering seem darker than their surroundings, which can be a dead giveaway.​

Once they place on the mask and the red glowing will appear then after, which symbolizes the activation. This suit is powered with the chakra of the user, as they're powering the whole skull and cloak with it. Through the skull mask's eyepieces, the user will be able to see levels of concentrations of chakra in an object or person with colors, similar to that of infrared vision. This allows the user to perceive layers of chakras as they'll be able to tell the amount of chakra within the preceded area. Meaning, if they're in a chakra fog, they'll be to tell the amount of chakra within a given place in time; i.e just like when you close your eyes and have a someone flash a flashlight right past you. Users also through observation and making an hypothesis, they'll be able to predict the chakra power rank of the jutsu.

These lenses however only “see” chakra as it radiates off of an object. It may “see” the chakra coming from a house, but it can’t see into the house because the lenses picks up the house’s exterior chakra-thermal concentrations first. In fact, the thermal imaging doesn’t even see through glass because the glass has its own chakra-thermal concentrations (if any). Chakra-thermal concentrations can't "see" through clothing. This is although, if, for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses and indicate to user that someone may be carrying a chakra item.

While this skull is powered with the chakra of the user's cerebral, nervous system, the stress with the chakra flow of their body is under a major strain of control. This leaves the user feeling so disengaged from your surroundings, that they wonder whether or not they're actually in their body. This effect is so powerful that they'll be experiencing a state of mind which is like they're actually someone else, watching their body walk through life, while they're like-floating in it much like a ghost trapped in a body of another.

The point of that is to present the idea of how it would appear within the body of the user. While the flow of their chakra would be manipulated by the mask to follow strictly, that any fluctuation of their chakra would not be feasible.​

Being in that state has its advantage, for the user becomes immune to Genjutsu equal to or below S-ranks. Sadly, this still toils, their health as this makes the user unable to mold effectively an advanced form of chakra control (elemental ninjutsu), that entails to defining one's chakras into an innate of any-kind of chakra nature without harming themselves mentally (as if like they're suffering from severe migraine headaches). For whenever that happens, the mask releases a cooling steam from the skull, this helps remove the sweat within the mask.

Notice --- The color scale will be as like the Infrared vision, for enormous chakra amount of concentration in an object to less amounts.

Note --- The attire is flame Resistant clothing, but is NOT fire proof. The whole attire is quite durable and extremely hard to rip apart/ breaking of the skull.

Notice --- Costs 1 move slot: to remove the mask (stopping to sustaining it) which ultimately ends the weapon to being active, Or when to activate the weapon (wear it), while also to becoming invisible, and finally activating /deactivating inferred vision (due to the fact Doijutsu users will be hindering themselves from peeking into their opponents chakra system while inferred vision is active).

Note --- While as they're invisible, their chakra within the cloak happens to influence their scent, changing it to the any-type as that of the field surrounding the them. Additionally, the cloak prevents the user from being detected by sound, for it hinders the opponent's by coating the user in the chakra that muffles short-range sounds/ movement from them.

Analogy:
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When perceived through the eyes of a Doijutsu user, they'll be able to see that their opponent's chakra follow is irregular as of someone within a Genjutsu. Farther to complicate things for the opponent is that they'll be two forms of colors if that user has through the sharingan. However, when forming elemental ninjutsu that user will see a straggle within their chakra flow as through their going against a natural flow of their chakra.
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As they're in stress, even when casted a Genjutsu upon or after an elemental jutsu, This action will always occur as long as they have the skull on.

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Whenever they can to choose they can appear/disappear on will, However, it seems to hold a delay and if the opponent is a doijutsu user this is rendered more-less a waste of a move.

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What the users see through the chakra-thermal concentration lenses, it appears as their area's chakra is displayed not as like the sharingan vision.

Declined -its still way too long and remove all the coding, make jutsu look nice in your cj thread no here

Approved Contact Summon Related to CW: [ ]

(Metamateriaru no kōgaku meisai to shinigami sukaru) — Reaper Skull with a Metamaterial Optical Camouflage
Type: Weapon
Rank: N/a
Range: N/a
Chakra Cost: N/a (-10 to sustain per turn)
Damage Points: N/a (-5 to User's health per Elemental Ninjutsu used)
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered from the maker, meanwhile its also referred as to many names; the exceptional Reaper's skull, the mantle of Death’s hair, and Inter-divisional Camouflage. Besides the endless nicknames, it’s called the "light distortion camouflage" the reaper skull of the dead's calling by the creator whom simplified to MOC. Made by a Uchiha prodigy, the suit’s highly unfathomable and contemporary superior mechanisms couldn't be taught but, rather only be made.

The whole cape can only be accessed, when the user places on the skeleton mask with red eyepieces (still capable of allowing the opponent to see their eyes). When placed on, it draws chakra from them immediately activating its ninjutsu and wears down onto the user with a dark optical camouflage mantle coating around them from head to toe. This cloak is created from scales of the personal snake contact summon of the Uchiha: Obi, due to those natural scales that happened to have microscopic uneven textures which would normally act with the light to act as an complex camouflage mechanism. Using those scales, the Uchiha can conform to irregularly shaped objects and render them invisible in wavelengths of light. The scattering the incoming light using a very thin metamaterial – a material whose physical structure, rather than its chemical composition, allow it to manipulate light making them partially or fully invisible to the naked eye whenever they want. Usually, when light bounces off a three-dimensional object, the light is scattered and the wavefront gets distorted, which is what allows us to see the object’s angles and curves. The new and improved cloak is covered with nanoantennas made by tiny material blocks of different sizes that can counteract that distortion, making it seem to an observer like the light is coming from a flat surface. A cloak made out of this metamaterial scales, just 80 nanometers thick, with the same cloak, it could be used, theoretically, to also perform the opposite feat: turning a two-dimensional image into a three-dimensional one, for that's only what is within its range. Because of the substances its made of absorbing optical wavelengths of light, they actually do make what they’re covering seem darker than their surroundings, which can be a dead giveaway.

Once they place on the mask and the red glowing will appear then after, which symbolizes the activation. This suit is powered with the chakra of the user, as they're powering the whole skull and cloak with it. Through the skull mask's eyepieces, the user will be able to see levels of concentrations of chakra in an object or person with colors, similar to that of infrared vision. This allows the user to perceive layers of chakras as they'll be able to tell the amount of chakra within the preceded area. Meaning, if they're in a chakra fog, they'll be to tell the amount of chakra within a given place in time; i.e just like when you close your eyes and have a someone flash a flashlight right past you. Users also through observation and making an hypothesis, they'll be able to predict the chakra power rank of the jutsu.

These lenses however only “see” chakra as it radiates off of an object. It may “see” the chakra coming from a house, but it can’t see into the house because the lenses picks up the house’s exterior chakra-thermal concentrations first. In fact, the thermal imaging doesn’t even see through glass because the glass has its own chakra-thermal concentrations (if any). Chakra-thermal concentrations can't "see" through clothing. This is although, if, for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses and indicate to user that someone may be carrying a chakra item.

While this skull is powered with the chakra of the user's cerebral, nervous system, the stress with the chakra flow of their body is under a major strain of control. This leaves the user feeling so disengaged from your surroundings, that they wonder whether or not they're actually in their body. This effect is so powerful that they'll be experiencing a state of mind which is like they're actually someone else, watching their body walk through life, while they're like-floating in it much like a ghost trapped in a body of another.

The point of that is to present the idea of how it would appear within the body of the user. While the flow of their chakra would be manipulated by the mask to follow strictly, that any fluctuation of their chakra would not be feasible. Being in that state has its advantage, for the user becomes immune to Genjutsu equal to or below S-ranks. Sadly, this still toils, their health as this makes the user unable to mold effectively an advanced form of chakra control (elemental ninjutsu), that entails to defining one's chakras into an innate of any-kind of chakra nature without harming themselves mentally (as if like they're suffering from severe migraine headaches). For whenever that happens, the mask releases a cooling steam from the skull, this helps remove the sweat within the mask.

Note The attire is flame Resistant clothing, but is NOT fire proof. The whole attire is quite durable and extremely hard to rip apart/ breaking of the skull. The color scale will be as like the Infrared vision, for enormous chakra amount of concentration in an object to less amounts.

Notice Costs 1 move slot: to remove the mask (stop sustaining it) which ultimately ends the weapon to being active, Or when to activate the weapon (wear it), while also to becoming invisible, and finally activating /deactivating inferred vision (due to the fact Doijutsu users will be hindering themselves from peeking into their opponents chakra system while inferred vision is active).

Note While as they're invisible, their chakra within the cloak happens to influence their scent, changing it to the any-type as that of the field surrounding the them. Additionally, the cloak prevents the user from being detected by sound, for it hinders the opponent's by coating the user in the chakra that muffles short-range sounds/ movement from them.

Analogy:
You must be registered for see images
You must be registered for see images

When perceived through the eyes of a Doijutsu user, they'll be able to see that their opponent's chakra follow is irregular as of someone within a Genjutsu. Farther to complicate things for the opponent is that they'll be two forms of colors if that user has through the sharingan. However, when forming elemental ninjutsu that user will see a straggle within their chakra flow as through their going against a natural flow of their chakra.
You must be registered for see images


As they're in stress, even when casted a Genjutsu upon or after an elemental jutsu, This action will always occur as long as they have the skull on.

You must be registered for see images


Whenever they can to choose they can appear/disappear on will, However, it seems to hold a delay and if the opponent is a doijutsu user this is rendered more-less a waste of a move.

You must be registered for see images



What the users see through the chakra-thermal concentration lenses, it appears as their area's chakra is displayed not as like the sharingan vision.

Declined: with this CJ being over 1,000 words in length, I deem it still too long for further input.

 
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Ushiro

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Some of these weren't checked before so i'm just submitting them again.

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

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

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

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

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

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


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

New:

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

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

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

(Gakidō: Haisui-ba) – Preta Path: Draining Field
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30 (-10 each turn to maintain)
Damage Points: N/A
Description: Though the Preta path the user will create a spherical barrier centered around them that absorbs chakra within or in contact with the barrier over time and disperses it within the user’s body. Jutsu affected by this technique are absorbed gradually and are generally weakened, diminishing in strength and effectiveness (-10 chakra/-20 damage each turn) and being completely absorbed when their chakra reaches zero. Jutsu maintained with a chakra cost are disabled until they leave this technique’s range if their costs are equal to or less than the absorbed amount. In the latter case, they are also weakened. If their costs are greater than the absorbed amount, the jutsu are unaffected. If an opponent attempts to form jutsu originating even partially within the barrier area, they are prevented from being completed due to the absorption of chakra interfering with the jutsu’s creation. However, this does not apply to jutsu which happen internally or those expelled from the body.
-Requires Preta Path to be active
-Lasts up to four turns
-No Preta Path techniques while in use
-Does not affect the user's jutsu (Paths, clones, Animal path summons included)
-Can only be used by Ushiro

(Chikushōdō: Tatakau ka Nigemasu ka) - Animal Path: Fight or Flight
Type: Supplementary/Defensive
Rank: N/A
Range: N/A
Chakra Cost: N/A (-10 per summon)
Damage Points: N/A (Equal to the creature's rank)
Description: This is a passive technique that can be used whenever a creature from the Animal path contract is summoned. Instead of simply appearing, the summoned creature will emerge from the summoning formula as if from a portal. When it does so the creature would already have momentum it can use to power a physical attack, evade an attack, or move to another location faster. Since the user already has direct control of the creature, it could act as required when summoned this way and can use techniques in the same timeframe as its summoning as if it was already on the field. When emerging from the summoning formula, the summoned creature is cloaked in chakra that temporarily enhances the creature's endurance, raising the creature’s damage resistance by one rank. If no rank is specified, their general resistance becomes B rank. For creatures with specific resistances (i.e Fire element attacks), both.rules apply (specific raises one rank and general B rank).

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


Declined: none of the edits appear to address NK's check.



New:

(Kuchiyose: Genbu) – Summoning: Black Turtle
Type: Summon
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A creature resembling a turtle with several piercings that link its own chakra with that of the user, a feature that makes it so that the creature manifests the Rinnegan and as such, has its vision shared with the user. From above, Genbu appears to be an ornate, round shield with an array of fuuinjutsu seals engraved into its surface. Genbu has five somewhat snake-like heads that can retract into its shell from different openings along its body and extend its heads up to 3 feet. It lacks legs or a tail as it is small enough to be conveniently carried or attached to someone. Genbu has an ability granted through its seals that allows objects and people that make contact with its shell to enter a hollow space within by allowing them to phase through the shell like a barrier which shrinks them to a size capable of fitting within and maintains their forms while inside. The scale of shrinking may vary. From within, the space appears to be a relatively large metal platform with a dome surrounding it. The turtle has absolute control over what is allowed to enter and exit its shell including air, light, and sound, and can hide the chakra signatures of its inhabitants. When light is allowed to enter, the inside can be illuminated and anyone within the space will be able to clearly see outside the shell. However, people outside the shell will be able to see inside as well. Anything Genbu allows to leave the space can do so freely by simply moving through the dome and will return to normal size upon exiting. This includes any objects the inhabitants have carried with them and any jutsu released from the space. The shell is very durable and can protect the turtle from an attack up to A rank in strength. Sustaining any more damage will break the shell and disperse the turtle, returning anything within its space to its normal size. If used as a personal summon, the user can have things pre-stored in Genbu's shell like tools and linked Paths but they must be specified in the user's bio or the start of a battle/event.

-Can only be used by Ushiro
-Genbu’s abilities are passive and do not count toward the user’s three moves per turn
-Can only be summoned once per battle
-Lasts for 4 turns
-Can only be summoned by a Rinnegan bio with Animal Path active



□ Pending. Leaving for LoK. □

¤ Declined, sorry but this clashes with Spirits of Balance CFS ¤
 
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KeotsuEclipse

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(Mugen Ittōryū) Infinite One-Sword Style
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: 40
Damage: N/A
Description: The user will throw into the air a large container of katana that are wrapped in some sort of cloth or wire in order to bind them for easy travel – while in the air, a seemingly endless number of katana will slide from their casing and scatter all across the battlefield to supply the user with swords to fight with no matter where they are; conversely, the swords can be summoned from scrolls in the same manner as Tenten’s weapons. This technique was created with the belief that a swordsman didn’t need a perfect sword, but rather, the ability to wield any sword with great skill. Each sword has a mechanism built into their hilt that allows only those who know how to use this technique to wield the swords. If someone with no knowledge of how to use this technique attempts to wield one of these blades, needles will extended from the hilt, much like how Samehada does. Due to this, the Infinite One-Sword Style not only assists the swordsman and his allies in battle, but also puts an extreme amount of psychological pressure on the opponent, due to the sheer number of blades.
*Only Musasibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used once per battle.
*Only users of this technique may wield the swords.
This technique is demonstrated in the first 15 seconds of this video.
(Mugen Ittōryū) Infinite One-Sword Style
Rank: S
Type: Supplementary
Range: Short-Long
Chakra: N/A (40)
Damage: N/A
Description: The user will throw into the air a large container of katana that are wrapped in some sort of cloth or wire in order to bind them for easy travel – while in the air, a seemingly endless number of katana will slide from their casing and scatter all across the battlefield to supply the user with swords to fight with no matter where they are; conversely, the swords can be summoned from scrolls in the same manner as Tenten’s weapons. This technique was created with the belief that a swordsman didn’t need a perfect sword, but rather, the ability to wield any sword with great skill. Each sword has a mechanism built into their hilt that allows only those who know how to use this technique to wield the swords. If someone with no knowledge of how to use this technique attempts to wield one of these blades, needles will extended from the hilt, much like how Samehada does. Due to this, the Infinite One-Sword Style not only assists the swordsman and his allies in battle, but also puts an extreme amount of psychological pressure on the opponent, due to the sheer number of blades.
*Only Musasibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used once per battle.
*If the swords are carried into battle with a case, the chakra cost for this technique is zero. If the scroll summoning variant is used, the chakra cost applies as normal.
*Only users of this technique may wield the swords.
This technique is demonstrated in the first 15 seconds of this video.


¤ Pending, I can't find the original since the original thread is hidden but you can only update this if you are the original submitter. Also, the more about multiple people being able to teach it needs to be removed as well. Only the person who owns the technique can teach a CJ. ¤

(Densetsu-no Kamei Gigei: Akira) Legendary Command Art: Daybreak
Type: Offensive
Rank: S
Range: Short-Long (Short-Mid)
Chakra Cost: 40
Damage: 80 or 40x2
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend, while the Command Arts as a whole have always taken on the characteristics of the blade used to perform them. This Legendary Command Art is the ultimate form of the first Command Art Keotsu ever created, (Kamei Gigei: Kougenjin) Command Art: Mirage Blade and its later child technique (Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing, and takes complete use of the nature of Mythos. Like Mirage Blade, this technique focuses Keotsu's energies within Mythos and allows his energies to rebound and resonate with themselves, augmented by the nature of his blade and held as a type of charge. Swinging Mythos allows Keotsu to release the energy as a brilliant shockwave. Like Mirage Blade, Daybreak carries the properties of the blade used to fire it - in this case, Mythos - though this ability is expanded upon slightly due to the nature of the technique as a Legendary Command Art. The shockwaves released by Daybreak are capable of cutting through any object that is not in itself indestructible, just as Mythos is, and can be impregnated by the powers of (Kamei Gigei: Saisho no Inori: Hikaru Aki Hasira) Command Art: First Prayer: Shining Autumn Pillar and its refinement (Kamei Gigei: Fukutsu no Inori: Gokumonken) Command Art: Prayer of Fortitude: Prison Gate Sword; and (Kamei Gigei: Raijinshō) Command Art: Raijin Rising and its refinement (Kamei Gigei: Ensuizan)Command Art: Circling Water Slash when these techniques are active, such that the shockwaves will dispel any technique they come into contact with that could be dispeled by the powers of the refined First Prayer without consuming the shockwave itself, and will force any technique that would be effected by Raijin Rising or its refinement to target the shockwave, instead of its original target.
*Note: Daybreak can launch either a single shockwave, or two shockwaves in a single casting; like the parent technique, the two shockwave varient of Daybreak is capable of the same "silver-bullet" stacking that Mirage Blade is known for. Unlike Mirage Blade, however, the Silver-Bullet version of Daybreak has a lesser range than its single-shockwave varient.
*Note: Like all Command Art shockwave attacks, this technique is elementally neutral and moves at twice the rate of traditional shockwaves.
*Note: Like Violent Mirror Severing, Daybreak can be used up to three times per turn, with a cooldown of turns equal to the number of times it was used.
*Note: For the purpose of interacting with other Command Arts, this technqiue's name is treated as (Kamei Gigei: Kougenjin) Command Art: Mirage Blade, and it does not satisfy Legendary Command Art requirements that require other Legendary Command Arts to be used.

There are a lot of referenced techniques in the above two techniques, so I'll put links to each technique's approval down below.








□ Pending. I'll leave these ones for LoK lol. □

¤ Declined, yeah this can't be approved being based on the rest of the CA it utilizes lmao ¤
 
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(Fuuton: Kugari no Odoro-Ju no Mai) Wind Release: Dance of the Man-Eating Briar Tree
Rank: A
Type: Offense/Defense
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: With this technique, the user can create a vast network of thorn-covered vines across the battlefield. The vines can also be created in the form of multiple “bushes” that cover the field in certain areas to make it easier for the user to move around the battlefield. The vines are composed entirely of highly-compressed wind and therefore more tangible than most other Fuuton techniques. This tangibility allows them to latch onto, injure, and restrict the moment of anyone who runs through the briar. The vines are created swiftly and in such a way that the wind is almost entirely transparent, but not completely invisible. This makes them difficult to see from more than 3 meters away. Likewise, the wind doesn’t make any noticeable sound upon forming, allowing the vines to go largely unnoticed until one gets close enough. This technique is designed in such a way that the faster one is moving, the more damage it deals and the harder it is to avoid. The damage to someone running at their normal, base speed would be minimal; a few minor cuts and scratches to the feet and ankles. One might even trip depending on how the technique is used. To someone moving at twice their normal speed, their feet would get tangled in the briar and the thorns would dig into and cause heavier damage to their legs. To someone moving three times their normal speed (or faster), their legs would be tangled to the point of complete mutilation and immobility. Because the user knows what patches of the ground are covered and which one’s aren’t, they can walk through the field with no difficulty, unlike their opponents. Besides this, the technique has a few other uses. After forming the briar field itself, should the user wish it, they can perform a series of three handseals in order to manipulate the vines and have them converge on and constrict the body of a chosen target(s). The user can also perform a different set of (3) handseals to manipulate the briar and have it act defensively by rising up and assimilating into a thick defensive wall. In either case, the wind will behave more aggressively and lose its stealth by generating noticeable rustling and howling sounds.

*This technique can only be used 4 times per battle and not on consecutive turns.
*The briar bushes cannot be formed within a 3 meter radius of the opponent unless they are within short range.

□ Declined. This technique is fine, but requires a turn limit for the bushes (or do they disappear if they aren't utilized?). Also, up to Mid range and an amount of bushes to be made. □


(Suiton: Kirigakure Ryu - Dai Shiro Same) Water Release: Hidden Mist Style - Great White Shark
Rank: A-S
Type: Offensive/Defensive
Range: Short - Long
Chakra Cost: 30/40
Damage Points: 60/80
Description: The user will begin by chaining together four handseals and imbuing their suiton chakra into the surrounding air. This chakra will manifest itself as a large water shark that takes form within short range of the user. In its base A-Ranked form, the shark is 2.5x the size of a real Great White Shark. Upon forming, the user will manipulate the water composing the shark’s body to form multiple rapidly-spinning torrents within it. These torrents spin in every which direction and move so fast that they color the shark white instead of the usual blue color. The spinning torrents grant the shark two main abilities: the first is an incredible piercing power. The shark can act as a drill to literally plow through lower ranked solid-obstacles, though some of its power and momentum would be lost depending on the rank of said obstacle. Should the shark actually hit a person, the alternating currents would rip them to pieces. The second ability granted is the ability to “devour” other water techniques. The torrents have the inherent effect of pulling more water into themselves when they come into contact with other water sources, including an opponent’s suiton jutsu. Unlike with solid obstacles, plowing through an opponent’s water jutsu doesn’t detract from the techniques speed. The mechanism of action by which the torrents pull water into themselves is similar to the formation of a whirlpool – two opposing currents meet and form spiraling currents of water, which ultimately assimilate with the shark. The shark can only devour a single water technique of A Rank and below. This also applies to techniques that have been "reduced to the power of an A Rank" (i.e. an S-F Ranked attack that has been weakened by clashing with other techniques). Pulling water into itself causes the shark to grow bigger and stronger by increasing the volume of water, bringing it to S-Rank strength and making it as big as Deidara’s C2 Dragon. In this case, more chakra is required of the user to control the larger volume of water (bringing the chakra cost to 40). If there is a large water source present, the user has the option of forming the shark within the source. In this case, handseals are no longer necessary to perform this technique and the shark will immediately manifest as an S-Rank. Upon forming, the shark will be propelled forward, swiftly closing in on the user’s intended target.

*The Shark moves at 2x the user’s base speed.
*This technique can only be used 3 times per battle, though not on consecutive turns.
*If formed in the air, the shark can only devour a single Suiton jutsu. If formed in a water source, it will manifest as an S Rank and cannot devour any Suiton jutsu.


Declined: ever since canon contracts got an update, this kind of CJ would need a stipulation that enables it to be useable only by signers of the shark contract. All canon suiton techniques involving sharks or their form have been reassigned to being contract-bound. LoK has also said to make it known to you that as it would constitute contract ninjutsu, the use of this CJ would have you limited to using the shark contract for the duration of the event in which it's used. Anyways, this particular CJ also appears to infringe a fair bit on this: Water Release: Great Shark Missile Technique and isn't likely to be approved as is, even if you've signed the shark contract and are willing to stipulate it only be used by contract signers.


Resubmitting:

(Suberi Yasui no Mai) - Dance of the Slippery Elm
Rank: S
Type: Offense/Defense
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: This is a technique unique to those of the Kaguya clan where the user will begin by slamming their hands on the ground and pooling their chakra in one desired area of the battlefield. With that area as the focal point, the user will create a large 15 meter tall bone-tree that erupts from the earth. Upon forming, the tree sprouts innumerable large "bone-branches" that grow in every which direction away from the tree trunk. The bones that comprise these branches are special in that they are all segmented and lined with thorny protrusions, similar to one's spine when using the Clematis Vine. Similar to the vine, the branches can be manipulated to stiffen and relax so that they can be as flexible as whips or as stiff as ordinary bones. The user can control the branches by channeling chakra through the tree and controlling them remotely to move or even lash out like whips. With its incredible size, the branches can be used to extend all the way out to Long Range if desired. Just as the Kaguya are capable of doing with the Dance of the Young Ferns technique, the user is capable of passively fusing with and travelling throughout the entirety of the bone-tree. Likewise, the branches can be manipulated from within the tree if the user desires.To support its size and wide range of movement, the trees cements itself in the earth by spreading a network of bone roots underground -- the bones spread up to Mid-Range away from the tree trunk underground. This multi-purpose technique was created for the sake of combating larger foes; the branches can be used to twist, wrap, and constrict around most boss-level summoning animals to simultaneously immobilize and gravely injure them. The branches can also be used in a more aggressive manner where they lash out like whips to form a flurry of powerful attacks with a combined power equivalent to an S-Rank technique.

*The tree itself can only be created once per battle.
*The user can only use one other technique in the same turn that the tree is created.
*The branches can be manipulated 3 times per battle, with each use counting as one of the 3 allotted moves per turn.
*After using the branches 3 times (if it hasn't been destroyed before then), the tree remains on the battlefield completely idle and unable to be manipulated (similar to the bone spikes created by Dance of the Young Ferns).
*The user must wait at least one turn in between each usage of the branches.
*The user can only use A Rank and below Kaguya jutsu in the same turn as using the branches. The same goes for the following turn.

Declined: By member's request.
Ready to Resubmit:

(Suberi Yasui no Mai) Dance of the Slippery Elm
Rank: S
Type: Offense/Supplementary
Range: Short - Long
Chakra Cost: 40 (-10 per turn)
Damage Points: 80
Description: This is a technique unique to those of the Kaguya clan where the user will begin by slamming their hands on the ground and pooling their chakra in one desired area of the battlefield. With that area as the focal point, the user will create a large bone-tree that erupts from the earth. The size of the tree is equal to the Great Stone Golem technique. Upon rising out of the ground, the tree will form five large bone branches and sprout multiple smaller offshoots along each one. The bones that compose the branches are special in that they are all segmented and lined with thorny protrusions, similar to one’s spine when using the Clematis Vine. Similar to the Vine, the branches can be manipulated to stiffen and relax so that they can be as stiff as ordinary bones or lash out like flexible whips. Normally the branches stick out in the air up to Mid-Range away from the tree. However, with its incredible size, the branches can be manipulated to lash out and attack a target in Long Range with the combined power of an S-Ranked technique. The user can control the branches remotely by manipulating the chakra they constantly feed into the tree. To support its wide-range of movement, the tree cements itself in the earth by spreading a network of large bone roots underground. The bone roots spread up to Mid-Range away from the tree trunk underground in every direction, preventing opponent’s from avoiding its attacks by escaping underground. Just as the Kaguya are capable of doing with the Dance of the Young Ferns technique, the user is capable of passively fusing with and travelling throughout the entirety of the bone-tree. Likewise, the branches can be manipulated to lash out from within the bone tree. The tree is so large that it can even be used as a source of bone for other Kaguya techniques if the user desires, halving the chakra cost required for said techniques. However this only applies to bone techniques of A-Rank and below. The main purpose of this technique is to combat larger foes; the branches can be used to wrap around and constrict most boss-level summoning animals to simultaneously immobilize and gravely injure them. Once the turn limit is reached – if the tree has not already been destroyed – the tree will “wither” from a lack of chakra supply from the user. It cannot be manipulated in anyway thereafter.

*This technique can be used twice per battle and lasts 3 turns per use or until it’s destroyed.
*There can only be one active tree on the field at a time. The user must wait at least 1 turn after the tree expires (or is destroyed) to create another one.
*Each manipulation of the branches costs a move, separate from creating the tree itself.


□ Declined. Not sure what's with the large scale attacks these days ¬_¬. Nonetheless, the colored area, why does it halve the chakra? And why passively travel through it? Requires a move. And shorten this technique, you can also make the tree a bit smaller tbvh. □
 
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(Raiton: Sutōmumēru) Lightning Style: Storm Mail
Type: Supplementary / Defensive / Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 to objects/people who touch it (+10 to future lightning techniques)
Description: Storm Mail is the name of a lightning technique that amplifies the user’s lightning style techniques while acting as both a defense and offense. The user weaves four hand seals, and releases a full body surge of chakra, which takes the shape of rings of lightning. These rings surround the user from ankles to the top of their head, being an inch off of their body in all cases. Alternatively, the rings can manifest themselves up to short range around the user, where they will fly around rapidly, attempting to cut into anything before going to the user’s body. In this case, the rings return to the user’s body at whatever rank they would be after clashing with any techniques. The rings have a number of advanced applications that this technique utilizes. Because they do not cover the entire body, they are generally better suited to defending against taijutsu and kenjutsu than they are against ninjutsu, however, if a jutsu is not large enough scale, the armor can defend against it due to the spacing between each ring (a good example of this would be the canon technique “Water Style: Water Dragon Whip”). If something touches the armor/rings, it shocks them for 60 damage.

Once per turn, the user can infuse part of the strength of the armor into a lightning jutsu of their own, lowering the rank of the armor by one, and increasing the damage of the jutsu by 10 by transferring the chakra. Doing so costs a move, but can occur in the same timeframe as performing the jutsu. As the rank of the armor decreases from infusing chakra from it into techniques, the damage the armor does to people that touch it decreases to match that new rank (with boosts to the armor from other techniques applying afterwards).

Once per turn, the user can levitate off the ground up to ten meters in the air by charging the rings with an electrical field identical to the one in the canon technique “Lightning Style: Lightning Blades Levitation.” While levitating through the air, the user moves at their regular running speed, which is determined by their rank. The levitation effect can be released at any time by the user, and lasts two turns.

-Levitation can only occur / be utilized if the armor is at least C ranked.
-The levitation effect has a two turn cooldown after wearing off.
-Buffing the damage of a jutsu can be done once per turn, with a two turn cooldown.
-Storm Mail lasts five turns, unless released early.
-Can only be taught by Leathercandle.

□ Declined. Most of the technique is fine, but just a few things. Just limit how many times flight can occur (x times per fight within the period the armor lasts) or lessen the amount of turns the armor lasts in general as five is too much as it is. □

(Bōgyo īguru) Defensive Eagle
Type: Defense
Rank: A
Range: Short
Chakra: 0/30
Damage: 60
Description: The Defensive Eagle is a variation of the standard "Defensive Crane" canon technique which involves the use of outward circular arm movements to defend against incoming strikes with the back of their hand. The Defensive Eagle takes this stance a step further, by incorporating more power into the strikes. Unlike the more "passive" Defensive Crane which relies on redirecting with the back of the hand, the Defensive Eagle is performed with more speed and strength, using the back of their clenched fist, forearm, feet, or legs to intercept strikes. The Defensive Eagle is closer to an offensive taijutsu technique than the Defensive Crane. If the user so desires, they can perform this technique after gathering chakra in the body part being used to intercept an attack, which adds a small explosive power to the strike, capable of breaking bones and knocking the object or opponent defended against back up to the edge of short range in the direction that the limb was moving.
-This technique can be used thrice per battle
-This technique cannot be used in successive turns
-Must be taught by Leathercandle

□ Declined. Doesn't need to be a techniqu, can still be done in free form. □

(Raiton: Kaminari no shukufuku) Lightning Style: Blessing of the Thunder
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (+10 to future lightning techniques)
Description: Blessing of the Thunder is a primarily defensive technique that can also be used offensively in certain situations, and has some supplementary applications. The user begins by expelling chakra from their body to create up to 4 circular saws of electricity around them, which rotate in whichever direction(s) the user so pleases. These saws can reach up to short range, and can be up to 5 inches thick. The primary purpose of these are to cut, slice, shock, and burn objects that they come into contact with. The user can release the original forms of the saws into unfocused electricity that expands outwards 360°, reaching up to mid range. Alternatively, the user can release the unfocused charge of electricity without the need for the saws prior, however this must be done with three hand seals. This unfocused electricity can paralyze non-lightning specialists, leaving them immobile for 2 turns before it wears off. The unfocused electricity gives off a charge that allows all other lightning techniques created using the same chakra as this one to have their electrons move around at much higher speeds than normal, increasing their cutting and slicing capabilities, and thus damage, for 2 turns. The rapid movement of electrons also occurs throughout the air, decreasing the damage of all earthen jutsu by 10 for 2 turns (including the user's) through weakening their structure.
-The user cannot perform lightning techniques above S ranked this turn
-This technique can be used 4 times per battle
-Must be taught by Leathercandle

□ Declined. The bolded part needs clarification. What is faster? I know it gets a +10 to the technique, but clarify what you mean with faster. And decreasing damage of Earth isn't the same as empowering the Lightning, while the Lightning technique is stronger, how does it hinder or weaken Earthen techniques? And that filler restriction as well. □
 
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Ōtsutsuki-ryu: Hangeki | Otsutsuki Style: Repulse
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra:40
Damage: 80
Description: As the original wielders of the Byakugan, the Otsutsuki clan have developed techniques that utilize the Byakugan as a way to attack or defend against the enemy. Beginning by storing chakra in the eyes, the user will then release the chakra from their tenketsu as a incredibly fast and invisible wave which then forcibly repels whatever the user is directly looking at. When the wave hits the target(s) it attacks a wider range of their tenketsu all over their body and temporarily causes them to switch off, resulting in the inability build or mold chakra over B-rank for the next turn. Those that are hit by the wave from a shorter range might be repelled a few feet away from the user. This technique can also be utilized defensively allowing the user to completely repel an oncoming attack.
Note:
Usable twice per battle.
Only usable by Otsutsuki biographies.

Ōtsutsuki-ryu: Tenketsu Suteppu | Otsutsuki Style: Chakra Point Step
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10 per turn)
Damage: N/A (+10 to taijustu involving the legs)
Description: An Otsutsuki Style fighting technique, rather than vitalizing one's body, the user will vitalize the tenketsu in their legs and feet increasing the flow of chakra. As they run, the user will then rapidly release the chakra in short but continuous bursts with each step they take allowing the user to achieve tremendous speeds that normal eyes cannot track. The speed of the user is augmented to the point that it seems as if they are teleporting from one place to another as they gain a +5 bonus to their base speed for a short duration. This technique can also allow the user to ascend through the air at incredible speeds as well. The user can turn sharp corners without resistance and can easily change the direction they wish to go.
Note:
Last two turns.
Usable twice per battle.
Only usable by Otsutsuki biographies.

Both Declined: These are Gentle Fist techniques a field that, unless I'm mistaken, Otsutsuki biographies are unable to use.
 
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Magunoriapedaru ✦ Magnolia Pedal
Type: Weapon
Rank: B rank
Range: N/a
Chakra: (-5 per turn to maintain passive)
Damage: N/a
Description: Requiring extensive excavation via the magnetism KG, the Magnolia Pedal was crafted from a highly concentrated iron ore found deep within the earth that is so dense that it is said to be an abundant source of dense iron in itself. Crafted and fashioned to simulate cloth in design and quality, the Magnolia Pedal is an overcoat that is blackish in color as it enshrouds the user's body from the ankles to collarbone, similar to the Akatsuki garments, but opens up with major movements where it then splits at a golden crest before the collar which stands 270° around the user's neck and chin leaving the front of the face exposed. Due to the highly concentrated quality of the ore used to craft this weapon, in our rp the Magnolia Pedal can be used as an alternate source of iron sand as it produces iron sand in abundance without the cloak diminishing in form whatsoever. Amongst other things, this weapon's ability to produce iron sand allows the user to passively emit a translucent shroud of iron sand outwards within the space of short range making the production of iron sand jutsu swifter within that realm.
{Active Skills}
AS:1) For 20 chakra points the user can produce a B rank static, short range storm shroud of iron sand that blocks view from the outside coming in, while hampering view within its realm. The shroud mimics a wind storm in nature as it ravages on within its realm, with similar wind gust noises, as it hampers view to a degree based on size. Objects bigger than the user are easier to notice while objects the size of the user and slightly smaller are harder unless within 1m of a person, or they are equipped with an enhanced KG sights like the byakugan. Activation is swifter if the user already has the passive shroud outwards in play, and lasts for 4 additional turns at -5 chakra per turn.
|>Can be used 4x per battle |>Up to three storms can be in play at once

AS:2) For 20 chakra points the user can create B rank iron sand replicas of themselves within short range that mimicks the user's exact cosmetic appearance and chakra signiture, but cannot use any type of jutsu. The user can create up to 4 replicas at once, their mentality being the user's will, and each can throw up to 5 iron sand shurikens for -1 damage that act as free form actions. The replicas can be used as a source for iron sand jutsu at the cost of their sacrifice, or when disbursed, where they release a harmless 3m cloud of iron sand that can then be manipulated. All replicas last for 3 turns, and the user cannot use this technique again until the jutsu has ended or all replicas have been destroyed.
|>Can be used 4x per battle

AS:3) For 20 chakra points the user can create a specialized B rank iron sand binding anywhere outside of short range of themselves with 1 hand seal. Manipulating an iron sand source within the desired area the user can create vine like structures of iron sand that entangle the target while rooting into the ground below 2ms from its base as it forms a tree like top that engulfs the head of the target blocking vision. Its production is quite swift, as it just harmlessly binds the target while it forms, until the binding is faced with opposing chakra from within where it is set to forcefully twist and dismangle the target within if left improperly defended.
|>Can be used 4x per battle


Declined: not taking issue with the general concept of this CW, but rather some of the active skills. Looking at the second active skill, the iron sand replicas, it should be noted that an actual iron sand clone exists and thus, this more or less infringes upon that. But aside from that, the third active skill is a bit too generic and something more unique ought to be strived for in order for it to be approvable. Also, try to incorporate the skills more directly into the overcoat.


Satetsu: Demidāto ✦ Iron Sand: Demi Darts
Type: Offensive | Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Demi Darts is a simple iron sand jutsu that creates bird like creatures that resemble a seagull in size and stature within short range of the user after waving a single hand seal. The user can create up to four birds at once, dividing in rank if so, and upon creation the creatures soar above the battlefield into mid.range where they then wait for further instructions while taking on random flight patterns distinct from one another. The offensive part of this jutsu is then triggered in the succeeding time frame moments after where the birds, abiding to the user's will, will fix their wings linear to their body as they dive down upon the target in order to pierce them like a spear with great force and speed. The amount of birds triggered to dive, as well as their direction angle, target, and time of impact is all set by the user and must be done within the same turn the jutsu is activated in, although the attack doesn't happen within the same time frame.

>Can be used 4x per battle
>After the birds creation the user can use other techniques


Approved: edit annotated in pink, keeping the range in line with its description.

 
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Jᴀʏ

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(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.

(Same Kuchiyose: Alexzander) - Shark Summoning: Alexzander
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: After exploring every corner of the water country, Taek would discover a unique shark with special abilities. This shark was known as Alexzander. A medium-sized shark summoned along with a plethora of water in which he is capable of merging with at the cost of a move in order to transform his body into a transparent adhesive slime. He is capable of using this transformation as a form of evasion in battle, manipulating his now gel-like form however he pleases. The adhesive slime although it is very similar to that of the "Sticky Syrup Jutsu." That being said, this form is also somewhat comparable to that of the Hozuki Clan, as both are susceptible to lightning based attacks. While in his slime form Alexzander is capable of absorbing large quantities of chakra upon contact, up to S-rank energy based techniques (Wind/Fire) at the expense of a move, when it comes to Lightning, B-rank and above techniques are capable of knocking Alexzander out of his slime form and causing considerable damage. Additionally Alexzander is capable of 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 be manifested at the same time Alexzander enters his slime form, or after the fact with the cost of a move-slot. The jaws devour up to A-rank physical techniques (Earth/Water) within a single time-frame passively. As well as being capable of defending against Taijutsu attacks of the same rank. Due to Alexzander's adhesive slime form, he is more than capable of latching on to and coating physical constructs. Alexzander's last and final ability is this ability to use any shark and water techniques the user knows up to and including S ranks.

Note: There cannot be any summons on the field, in order to summon Alexzander. Lasts four turns. Can only be taught by Jᴀʏ


Approved: edits annotated in pink. Note that its unique form is also weak to Earth.


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

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

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

Technique was originally S rank, and I dropped it down to A rank without changing the restrictions. I'm bringing it back up to S rank since I'm now Sannin.

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

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

□ Approved. Edits made. □

Same/Suiton: Yurieru no Yubikitasu Ryūki ▽ Shark/Water Release: Uriel's Ubiquitous Upheaval
Type: Offensive/Defensive
Rank: S-F
Range: Short - Long
Chakra: 40-50
Damage: 80-90
Description: A technique in which the user is capable of rapidly expelling water chakra from their body in all directions outwards, and along with the formation of two hand-seals summoning a plethora of sharks within the tidal wave expanding outwards in all directions. The amount, and size of sharks are subject to the users discretion, as well as the amount of water to a certain degree, but could be enough to send gigantic walls - rivaling that of larger fire techniques (EG. 'Great Majestic Fire Annihilation') - of water to the opponent, led by the hungry and durable sharks within the waves which would be capable of delivering more than ample impact force thanks to their constitution. The tidal wave of water is capable of dousing out large flames, cracking through defenses, knocking back enemies or attacks, as they find themselves being devoured by the sharks within. The technique is similar to that of "Kamohoali'i Return", except the scale and range of the technique as well as the flexibility this technique affords the user. In order to increase the angles from which this technique can attack from, the user can also choose to focus this technique to a water source, instead of through their body by performing a single hand-seal. Through this method the user will attack the enemy with a pillar or wave of water filled to the brim with a multitude of sharks. For example, the user can choose to launch a pillar similar to that of "Destructive Rising Rock Pillar", composed of water and filled with hungry sharks to crush their bodies, and have the sharks devour their corpses from this water source. What remains after that technique's utilization is reminiscent of no less than the aftermath of a natural disaster, the remaining water can be utilized as a water source for future techniques and should the sharks survive, the next water technique utilizing the water source will become a Shark/Water combo instead of a regular water technique.

Note: Can only be used 3x per battle,with a two-turn cooldown. F rank version can only be used once per battle. No water techniques above A-rank for the rest of the turn. Can only be taught by Jᴀʏ.


Declined: as it is right now, this CJ isn't likely to be approved with a multi-rank inclusive of F-rank; to be sure, it is lacking in regards to backlash or any particular reason for it being more than one rank. Moving on, handseals ought to be used at the onset of the technique and not midway, especially given the rank(s). Also, to write that the "amount, and size of sharks are subject to the users discretion, as well as the amount of water to a certain degree" isn't going to pass, so please do include specific ranges for all applicable attributes. Perhaps most significant of all, however, is that the second "method" seems more like an altogether different move. And this is in part evidenced by disparities in their descriptions plus canon moves used as references. After all, there is a stark difference between Fire Release: Great Majestic Fire Annihilation and Earth Release: Destructive Rising Rock Pillar, and so it is rather hard to see the two "methods" belonging together.

 
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Ultra Instinct's approval, for reference: .

(Riko Shugi no Kī ☯ Chō Zenchō) Key of Egoism ☯ Ultra Omen
Type: Supplementary/ Defensive
Rank: N/A
Range: Self
Chakra: N/A
Damage: N/A (+20 (Taijutsu/ Kenjutsu)
Description: Ultra Omen is a paired technique, comprised of a supplementary mental state for "(Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct", achieved through the freedom of thought and conscious action the user achieves by relegating the act of evading, countering, etc, perceived incoming physical threats to their autonomous instincts, and reflexive body, allowing them to focus their attention elsewhere. This culminates in a series of supplementary buffs and applications which improve the users overall close-quarters combat capabilities, all tied to the distinct basis "Ultra Instinct" provides. Naturally this technique can only be utilized, and is automatically activated once Ultra Instinct is activated, being passively applied within the same timeframe slot, without using one of the user's 3 Jutsu per turn. Upon activation, the user, who must at least be a Taijutsu specialist, selects at least one of the following applications to activate during the current usage of "Ultra Instinct", while users with a higher proficiency in Taijutsu can select multiple applications. Users with access to Basic Kaito's Taijutsu, the Eight Inner Gates, or Seven Heavenly Breaths can utilize up to two, and users with access to Advanced Kaito's Taijutsu, or are Eight Inner Gates Masters can utilize up to three at the same time. The chosen applications take effect immediately, within the same timeframe of both techniques activating, cannot be changed once selected, and remain active until "Ultra Instinct" deactivates, whether due the expiry of it's duration, the user's will, or upon a forced deactivation, such as a K.O, death, etc. The applications are as follows;

(Mezame) Awakening: As the user's body becomes accustomed to the feeling of responding to external threats at its "normal" speed, eventually the user reaches a point where they are able to make Movements/ Reactions beyond their body's regular capabilities. The user gains a x2 speed modifier for both their Movement and Reaction speed whist "Ultra Instinct" is active. [SUP][ ][/SUP] [SUP][ ][/SUP]

(Hakai) Destruction: The user extends their autonomous instinct to the general movements and actions of their Offensive Taijutsu techniques, allowing them to consciously exert more physical effort into their techniques, resulting in a passive +20 increase in damage to all of their physical attacks (Taijutsu, Kenjutsu, etc). [SUP][ ][/SUP]

(Kenbunshoku) Observation: By focusing their attention on incoming projectiles, the user is able to utilize "Ultra Instinct" to evade small to medium scale ranged techniques, such as basic projectiles, streams, etc, regardless of their Rank. Naturally this follows the same restrictions and drawbacks detailed within "Ultra Instinct", such as each successfully evaded Jutsu consumes one of the user's 3 Jutsu per turn from their next turn, and only works on projectiles they can either physically see, or otherwise logically perceive. [SUP][ ][/SUP] [SUP][ ][/SUP]

(Kōtai) Shift: Successful evasions performed by the user through Ultra Instinct leave behind translucent after-images that linger for several moments. This is achieved by tensing the muscles upon the moment of the evasion, and performing the actual manoeuvre in one quick burst. This only increases the overall acceleration of the user's action, and not the actual speed of the movement. Alternatively, the use can perform the same tensing motion as they start to perform a physical attack, creating a form of "before-image", that projects an image of the attack that continues on, allowing the user to change their attack, using the potential opening created by the opponent reacting to the image's attack to catch them off-guard. [SUP][ ][/SUP] [SUP][ ][/SUP]​

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ, and only to those who have learned "Migatte no Gokui ☯ Chō hon'nō) Mastery of Self-Movement ☯ Ultra Instinct".


Declined

Almost good to go, but you need to remove the EIG Masters/Adv.K Tai practitioners being able to select up to three simultaneously. You'll only be able to select two at a time max. You also need to add some kind of actual drawback/restrictions to this; as it stands there are none, only prerequisites.







(Ninpō: Mātin no Shuraudo) Ninja Art: Shroud of Martin
Type: Supplementary/ Defensive
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: This technique utilizes the Chakra that naturally leaks from the body [SUP][ ][/SUP], and is what allows Chakra Sensor-types to detect other lifeforms. It has been shown that this naturally exuded can be directly manipulated, such as with the "Chakra Suppression Technique", allowing the user to prevent this Chakra from escaping the body, making them virtually invisible to Chakra Sensors. This technique however, unlike the aforementioned technique, doesn't render the user invisible to Chakra Sensors, as the Chakra is still "leaving" the users body, simply in another "state". As their Chakra leaves their body, the user applies a very specific, passive change in the Shape to this Chakra, manipulating its density, while also manipulating it to gather around the body, rather than drifting away from it. Once maintained, it creates a shroud around the user that feels similar to standing in lukewarm, viscous fluid, creating a translucent "shroud" of Chakra, the exact shape and colour of which depends the user's own Chakra, as well as other factors, like their emotional state. By changing the density of this Chakra, and surrounding their body with it, the user creates a defensive "cloak" which acts somewhat like a "buffer" between the user and any form external force that aims to inflict physical damage on them. As a result, any attack that deals physical damage to the user, whether it be Taijutsu, Kenjutsu, Elemental Ninjutsu, etc, has it's damage reduced by 20 points. While the damage recieved is reduced, unless the damage from an attack is completely neutralized, the user will naturally still be "injured" by attacks, as this technique only mitigates the severity of the damage recieved. Finally, due to the passive nature of this technique, and it's creation being tied to the naturally emitted Chakra, it requires one turn to gather and mould the Chakra in order to fully activate it. However, due to the same passive nature of this technique, once activated, it lasts indefinitely, unless deactivated by some means, such as the user deactivating it, techniques which absorb, neutralize, Chakra, affect the flow of the user's Chakra, etc. This is due to the user's body constantly providing Chakra to maintain the shroud, even when it is used to mitigate damage from external threats.

Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

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Declined ☪​

Interesting concept, but it needs some tweaking, so let's work on that. First, this is going to need an actual rank assigned to it, since it'll be interacting with other opposing techniques directly. Assign it a rank of S, which is warranted considering that this would fall under advanced shape manipulation. Can't allow it to last indefinitely once activated. It'll only be able to last for the same turn in which it's activated, three times per battle. Add a restriction that prevents the use of any offensive techniques while this is active. Since it's purely defensive in nature, note that its activation is instantaneous and can be used in the same time frame as other defensive-based techniques.









(Genjutsu: Hyun Hwan Shim Yun Gon) Illusary Art: Outer Body Training Method
Type: Defensive/ Supplementary
Rank: E-Rank
Range: Self
Chakra: 5 (+20 per Taijutsu performed within the Genjutsu)
Damage: N/A
Description: Created by a sincere young man, who had neither the skill, nor the stomach for the manipulation of others. As such, this technique's creation was the result of distrust, for even though it's creator had skill in manipulation, others were not as honest, or inept in the usage of Genjutsu as he. This technique allows the user to, upon being placed under, and logically identifying that they are under a Genjutsu, place themselves under a Genjutsu of their own, layering it atop the opposing Genjutsu. Due to it's low rank, this Genjutsu isn't strong enough to "overpower" another Genjutsu simply by being cast. Instead, within this self-applied Genjutsu, the user visualizes the opposing Genjutsu/ foreign Chakra within their body as a physical entity, regardless of the nature of Genjutsu they are placed under, whether it be a paralysis Genjutsu, one that alters their perceptions, hinders or disrupts their actions, etc. At the same time, the user creates a "mental projection" of themselves, independent from their physical body, and uses it to attack the opposing Genjutsu as if it were an opponent they were fighting in reality. As such, despite it not being their actual body, the projection utilizes the users own physical strength and actions, not mental fortitude, to resist and overcome Genjutsu, by attacking it head on with Taijutsu. The general appearance, power, size, etc of the visualization of the opposing Genjutsu is determined by its Rank; Low ranking Genjutsu (E-Rank - C-Rank) are visualized as weak, easily overcome enemies, for example a regular human, or a harmless small animal. Intermediate level Genjutsu (B-Rank - A-Rank) are visualized as more capable opponents, like a predatory animal, or the average Shinobi. Finally, high ranking Genjutsu (S-Rank and above) are perceived as nothing short of a worthy opponent, such as another Shinobi of their calibre, like one from the users memories, or the enemy they are currently facing.

The projection can utilize any Taijutsu at the user's disposal to attack the visualization, however, they must succeed in performing damage equivalent to the opposing Genjutsu's Rank in damage in order to break through it. If a user's attempts are unsuccessful at completely overpowering the opposing Genjutsu, but still inflict damage against it, they weaken the Genjutsu by that same amount, thus making the act of releasing it that much more effective. For example, inflicting 40 points of damage to an S-Rank Genjutsu would weaken it to the strength of a B-Rank Genjutsu. Any techniques performed by the projection don't count towards the users 3 Jutsu per turn, as they are not being physically performed by the user, however, the number of actions the projection can perform are still limited to a max of 3, with each one requiring a Chakra Cost of 20 in order to perform, regardless of the Rank of the technique performed. With time and experience performing this Jutsu, the user comes to experience their projections actions as their own, achieving what some may call an "out-of-body experience". This is one of the major aspects of this technique that assists in the breaking of Genjutsu. Because the mental projection is performing physical actions while the user's physical body is, more likely than not, paralysed or restrained by a Genjutsu, and if not, typically in a state of meditation, this creates a contradiction of logic between the user's actions as a mental projection, and reality. The sense that the user is moving and interacting and attacking as the mental projection, while they are still in real life, helps in the assistance of breaking through the opposing Genjutsu, while the physical attacks the projections perform against the visualization aim to weaken and overpower them through sheer physical force.

Note:This technique cannot be performed more than twice on Genjutsu A-Rank or above.
Note: When used to counter Genjutsu of B-Rank or higher, the user has to deal with the following side-effects. The side-effects for each Rank include those of the applicable Rank, and all restrictions of lower Ranks in an additive manner.

B-Rank: Unable to use this Jutsu for 1 turn.
A-Rank: Unable to use this Jutsu for 2 turns.
S-Rank: Unable to use this Jutsu or perform Genjutsu A-Rank or above for 2 turns.
Forbidden: The user receives 20 recoil damage from the strain from countering such a powerful Genjutsu, cannot perform this Jutsu for the rest of the battle/ event, and cannot perform Genjutsu of B-Rank, or Taijutsu of A-Rank or above for 3 turns.​

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Declined, do not resubmit

Really wish this could work, because the concept is bad ass, but it just isn't logical with how dispelling illusions operate.

 
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(Ototon: Fuka Shindou) Sound Release: Bad Vibrations
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: (+20 damage)
Description:
This is a useful jutsu with effects that can only be noticed when used in conjunction with another technique, simply by snapping ones fingers. The user may add this snap onto the performance of another jutsu so that this may activate within the same timeframe or it may be used standalone on an exisiting justu. By snapping their fingers the user will release a pulse of sound that effects the natural noise surrounding their target technique.

For example the 'roaring' and 'crackling' of fire or the 'rushing' of water. Any technique that produces a natural sound in this way may be targeted by this sound. The sound will amplify the natural noise around the target jutsu and forcibly turn them into destructive sound waves. This forms a cloak or barrier of sorts of sound around the technique as long as it is in play, empowering the inital technique slightly while providing the advantages of a B rank Sound technique.

Note:
~Can only be used 3 times
~Can only be taught by Houdinii

□ Declined, does this enhance a technique the S/W of Sound, as well? And also, this needs a cue of sorts. □

(Chuumitsu Abura)- Thicc Fat
Rank: B
Type: Defensive/Supplementary
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description:
This is a unique and passive advantage of the Akimichi's gluttonous diet in which they consume huge amounts of food to build up excess fat for their jutsu. This excess fat is stored beneath the skin and can be taken advantage of when the Akimichi use their techniques. This layer of fat acts like insulation protecting the muscles and vital organs of the user, and assists them when faced with certain techniques.

Specifically when faced with an energy based jutsu such as Lightning or Fire this layer of fat helps to insulate their body and allow them to interact with these jutsu when necessary. Thus this allows Akimichi jutsu to affect these type of threats and even overcome them based on the overall power of both techniques(follows normal damage interactions). This in no way prevents the user from being injured as they will still experience superficial injury to their skin such as burns this simply allows them to come into contact with these techniques without being incapacitated. However due to hampering nature of the insulating fat in regards to the energy techniques they will experience -10 damage when coming into contact with the Akimichi's body as they must expend much more energy to cause actual harm.

Note:
~Must be stated in the users bio or at the beginning of the fight
~Can only be taught by Houdinii

□ Pending. Will come back to this, concept seems familiar, might have seen something approved before. □
~Removed the section which made it seem as if the jutsu gains the S/W of sound, added a cue

(Ototon: Fuka Shindou) Sound Release: Bad Vibrations
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: (+20 damage)
Description:
This is a useful jutsu with effects that can only be noticed when used in conjunction with another technique, simply by snapping ones fingers. The user may add this snap onto the performance of another jutsu so that this may activate within the same timeframe or it may be used standalone on an exisiting justu. By snapping their fingers the user will release a pulse of sound that effects the natural noise surrounding their target technique.

For example the 'roaring' and 'crackling' of fire or the 'rushing' of water. Any technique that produces a natural sound in this way may be targeted by this sound. The sound will amplify the natural noise around the target jutsu and forcibly turn them into destructive sound waves. This forms a cloak or barrier of sorts of sound around the technique as long as it is in play, empowering the inital technique slightly. The inital snap of ones fingers produces a sharp cracking noise that can be heard across the battlefield

Note:
~Can only be used 3 times
~Can only be taught by Houdinii

□ Approved. □

(Hebi Kuchiyose: Kuakki)- Snake Summoning: Alastair
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (30 from gen)
Description:
To begin the user will draw blood from their hand and wipe it across their summoning tattoo as their slam their hand downwards, summoning Alastair a 8m long anaconda with white eyes and a unique pattern across its scales. The snake can use its strength and sharp teeth to physically attack the opponent, crushing or biting them. Alastair also has some limited skill in ninjutsu as he is able to channel his chakra into the hissing noises he emits and use destructive Sound techniques that the user has learned. Despite his overall high apitiude Alastair’s stand out trait lies within genjutsu.

While in the opponent's field of view the serpent uses its unique scale pattern as a medium to effect the opponent with a weak C rank illusion, the genjutsu is simple in nature giving the opponent the sensation of a snake bite. The opponent would experience sudden and sharp pain in an area that the snake chooses, this illusion is designed to hinder and distract the opponent due to the abrupt pain. The genjutsu would make it seem as if the bite was real with the opponent feeling the fangs sink into their skin, producing an illusionary wound and bleeding at the site. The snake can use this genjutsu once per turn while it remains on the field.

Note:
~Can only be summoned once
~Alastair lasts on the field for 4 turns
~Using destructive sound techniques and the illusion count as moves.
~Alastair can create destructive Sound waves only, therefore he is unable to use either of the two other sound types.
~Must have signed the Snake contract
~Can only be taught by xHoudinii


Update Approved: edits annotated in pink.



~Reworking as he was rather lackluster, took him in a more supplementary direction

(Hebi Kuchiyose: Kuakki)- Snake Summoning: Alastair
Rank: A
Type: Offensive/Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description:
To begin the user will draw blood from their hand and wipe it across their summoning tattoo as their slam their hand downwards, summoning Alastair a 8m long anaconda with white eyes and a unique pattern across its scales. The snake can use its strength and sharp teeth to physically attack the opponent, crushing or biting them. However Alastair specializes in assisting his summoner through supplementary means, hindering the opponent rather than being directly offensive or destructive. He does so by channeling chakra into the hissing noises he emits and applying illusionary or hindering Sound techniques that the user has learned. Alastair employs a unique frequency to the hissing noise he emits to prevents allies from being affected by his techniques. Despite his overall high aptitude Alastair’s stand out trait lies within genjutsu.

While in the opponent's field of view the serpent uses its unique scale pattern as a medium to effect the opponent with a weak B rank illusion, the genjutsu is straightforward in its effects, targeting the opponents sense of proprioception. This sense governs the limbs position in relation to the body as well as the strength put into movements, although useful, it is limited as Alastair is not able to create movements only affect those that the opponent already has underway. For example Alastair could distort the targets perception as they reach for a weapon, making it feel much further away meaning the opponent would fumble when they grasp the hilt or handle, etc.

Note:
~Can only be summoned once
~Alastair lasts on the field for 4 turns
~Alastair cannot use Destructive Sound Waves
~Using Sound jutsu or his unique genjutsu costs a move
~Alastair cannot use Sound jutsu and his unique genjutsu in the same turn
~Must have signed the Snake contract
~Can only be taught by xHoudinii


Update Declined: for those contracted animals that make use of Ototon, they are each to be limited to using only one of the three sound wave types. Ergo, this snake cannot be permitted to have both sound genjutsu and hindering sound. But beyond that, there is also a substantiated claim that the snake's unique illusion move infringes at least in part on Kryptiic's " " CJ and specifically, its distance distortion effect.

 
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(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
Description: This seal was created specifically for Jinchuriki as a way of giving their Bijuu a more active role in battle. The Looking Glass seal is placed on a Jinchuriki's body and gives their Bijuu a window into the outside world, appearing as a "screen" of sorts inside their inner sanctum. This allows them to see in the direction that the seal is facing, with a standard field of view. A common location for the seal is the nape of the Jinchuriki's neck which allows the Bijuu to watch their host's back, though more offensively minded Jinchuriki may place the seal elsewhere. Beyond being able to see through the seal, the Bijuu and host are able to activate it to create a temporary gateway into the real world, appearing as an enlarged version of the seal in the air at the desired location. While not large enough for the Bijuu to escape through, it does allow the passage of a limb or tail, or even a technique. Whether it is the Bijuu or the Host activating the seal, the gateway must be created within eye sight. Should the Tailed Beast attack through the gateway with a limb or tail, the strength of the attack is A rank. They are able to use whatever techniques that would be available to it during its full transformation, but with half the added power bonus and excluding the tailed beast bomb and any of its variations. The gateway can only be used for one action per usage, after which it closes. This seal can be placed on the body of a Jinchuriki who has yet to learn fuinjutsu, however they would lack the ability to activate it and open the gateway, making it so the seal only gives their Bijuu a window in which to view the world. The seal is also designed so that the view will bypass their Jinchuriki's clothing, allowing more places for the seal to be effectively placed.
-Must be stated in the biography, along with location on the body.
-Can only be activated twice per battle.
-Physical attacks count as A-rank in strength, but do not count as a move in the user's turn.
-Activation of the seal counts as a move in the user's turn, as does any technique released through the gateway.

Declined: I love the idea. However, releasing any sort of full transformation tech (even excluding the Tailed Beast Bomb) is gonna be a no from me. Additionally, you could probably reduce the rank to A rank and reduce the restrictions a bit.

(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (for activation)
Damage: N/A
Description: This seal was created specifically for Jinchuriki as a way of giving their Bijuu a more active role in battle. The Demon's Window Seal is placed on a Jinchuriki's body and gives their Bijuu a window into the outside world, appearing as a "screen" of sorts inside their inner sanctum. This allows them to see in the direction that the seal is facing, with a standard field of view. A common location for the seal is the nape of the Jinchuriki's neck which allows the Bijuu to watch their host's back, though more offensively minded Jinchuriki may place the seal elsewhere. This viewing window is active at all times as a passive function for the seal.Beyond being able to see through the seal, the Bijuu and host are able to activate it to create a temporary gateway into the real world, appearing as an enlarged version of the seal in the air at the desired location. While not large enough for the Bijuu to escape through, it does allow the passage of a limb or tail, or even a technique. Whether it is the Bijuu or the Host activating the seal, the gateway must be created within eye sight. Should the Tailed Beast attack through the gateway with a limb or tail, the strength of the attack is A rank. They are able to use techniques of the fields they can use during its full transformation (e.g. Wind and Sand for Shukaku, or Wind and Taijutsu for Chomei), but with half the added power bonus and excluding any technique that is exclusive to their full transformation. The gateway can only be used for one action per usage, after which it closes.
-Must be stated in the biography, along with location on the body.
-Can only be activated four times per battle.
-Physical attacks count as A-rank in strength, but do not count as a move in the user's turn.
-Activation of the seal counts as a move in the user's turn, as does any technique released through the gateway.

Reduced the rank, clarified the abilities they can use to avoid loopholes (I think).


Approved, with edits





Resubmitting to fit in with the new health/damage system:

(Shibou) - Blubber
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: This "technique" is the result of a high fat diet and years of drinking unhealthy amounts. The person accumulates a large amount of weight through the formation of a thick layer of fat around their body. The thick layer of fat acts as a cushion against incoming blunt attacks, greatly reducing the effectiveness of things such as punches or kicks. It also acts as a buffer between the muscles and organs of the body. For instance a cut that would spill the intestines of a normal sized person would fail to reach the insides of a person using this. It will still hurt and leave a large wound, but won't be life threatening. Being an anhydrous tissue, fat is a poor conductor of electricity. As a result the person is protected from paralytic affects from unfocused lightning techniques. While they're protected from the paralytic effects of the lightning, they in turn become burned in the fatty areas where the lightning meets resistance. They still receive the damage of the attack, just in the form of burns rather than paralysis. Fat is also a very good insulator of heat allowing the person to maintain a relatively stable internal temperature in cold weather, though they may be prone to heat exhaustion. The excess weight also reduces the person's speed and agility by the equivalent of two ranks. They also become susceptible to exhaustion causing them to be limited to two moves every third turn.
-Must be attached to the character's biography.
-Only available to "large" characters (i.e. Akimichi or reasonable Customs).
-Only affects areas where layers of fat accumulate.
-Reduces the character's speed by two ranks.
-Limited to two moves every third turn.



(Shibou) - Blubber
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: This "technique" is the result of a high fat diet and years of drinking unhealthy amounts. The person accumulates a large amount of weight through the formation of a thick layer of fat around their body. The thick layer of fat acts as a cushion against incoming blunt attacks, greatly reducing the effectiveness of things such as punches or kicks. It also acts as a buffer between the muscles and organs of the body. For instance a cut that would spill the intestines of a normal sized person would fail to reach the insides of a person using this. This reduces the damage of incoming physical attacks (taijutsu, kenjutsu, most earth/water/wind attacks) by ten points of damage, though has no impact on energy based attacks (fire, lightning, etc.). This ability is designed to make the user a "tank" who can absorb damage. Aside from the direct damage reduction, it also alters the percentages at which specific target damage impacts fatigue and injury. For the arms and legs, the first three levels require an additional 10% before each level kicks in, changing the thresholds to 30%, 50%, 70%, 80% and 100%. The torso sees these thresholds increase by 20% for the first three levels, becoming 40%, 60%, 80%, 80%, 100% (third and fourth levels would trigger at the same time). The user also gains a resistance against critical hits to the heart, though sneak attacks will trigger as normal. As the head lacks the same level of fatty tissue, it is unaffected by this ability taking normal amounts of damage and is susceptible to critical strikes. Being an anhydrous tissue, fat is a poor conductor of electricity. As a result the person is protected from paralytic affects from unfocused lightning techniques. While they're protected from the paralytic effects of the lightning, they in turn become burned in the fatty areas where the lightning meets resistance. They still receive the damage of the attack, just in the form of burns rather than paralysis. Fat is also a very good insulator of heat allowing the person to maintain a relatively stable internal temperature in cold weather, though they may be prone to heat exhaustion. The excess weight also reduces the person's speed and agility by the equivalent of two ranks. They also become susceptible to exhaustion causing them to be limited to two moves every third turn. This technique does not reduce damage from recoil caused by the user's own techniques. An Akimichi biography that uses the three colored pills or calorie control and loses their fat has the affects of this ability removed from their biography until a time when they regain the weight. The injury thresholds will return to normal, though if the drop puts their current damage at a new level they will need to take more damage before the injuries take effect (e.g. I have 40% damage to my arms, and lose the weight, dropping the threshold from 50% back to standard 40%. I would need to take damage to the arms again before the 40% affects activate).
-Must be attached to the character's biography.
-Only available to Akimichi clan characters.
-Only affects areas where layers of fat accumulate.
-Reduces the character's speed by two ranks.
-Limited to two moves every three turns.

Added a health boost, gave a value to the damage reduction and clarified what types of attacks it applies to, added "durability" boost to the injury thresholds, added heart crit immunity, added loss of abilities when using fat loss techniques for Akimichis.


Approved, with edits

Removed the health boost, and this will only be usable by Akimichi.



Replacing

(Sukopion) - Scorpio
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damaga: N/A
Description: Scorpio was developed as a weapon for sand users to replace the typical gourd of sand seen used by people such as Gaara. While the gourd itself was useful, it had little value beyond being a simple container for the sand inside. The Scorpio on the other hand was developed to not only carry sand, but to be a useful tool in battle. The shape is designed after the tail of a scorpion, with numerous segments which end with a stinger-like head. The segments are each composed of dozens of hand-sized "scales" which each are hollow, sharply edged and filled with sand. These scales are loosely bound and designed in a way that allows the user to release them at will. In close quarters combat, this allows the user to swing the tail for attacks and defense by controlling the sand inside with hand movements. The scales carry an inherent A-rank durability. The head segment of Scorpio has a nozzle where a scorpion's tail would have its stinger. This is where the sand inside is commonly released from, though it can also be released from between the scales for quicker access. In terms of abilities, the Scorpio has several.
An A-ranked highly compressed stream of sand can be fired from the nozzle reaching up to long range.
The scales can be released along with sand to swirl violently around a target. This can be used as an A-ranked attack up to mid-range by having the scales slice up the target, or as an omnidirectional shield around the user.
The user can use the sand within the tail to extend its reach momentarily, similar to Renji extending Zabimaru, for quick B-rank strikes up to mid range.
The strongest attack allows the user to release all of the sand from the nozzle of Scorpio in the form of a violent tornado. The tornado can be made directly from the nozzle and extend up to long range in any direction the user wants (horizontal, diagonal, vertical, etc.) or, they can stab the nozzle into the ground and have the tornado form from directly below the target. The tornado is S-ranked in strength and can be used twice, requiring the weapon to be replenished after each usage.

To replenish the interior of the weapon with sand the user can stab the nozzle into the ground and draw in sand (directly drawing in sand, or converting earth into sand). Because of the size of the weapon, it can be a bit cumbersome to the wielder. While wearing it they lose speed equivalent to one rank, though this penalty can be removed by devoting 15 chakra per turn towards supporting the weapon through sand manipulation. As it could be an annoyance to carry a weapon of this size everywhere, the user can summon it from a scroll kept on their belt when needed. Due to the construction of the weapon its very difficult to fully destroy. Precision attacks can cause the tail to shatter, and destroy a couple of scales, but it can simply be reformed the following turn.
-Simplified appearance: Fairy Tail's Scorpio tail x Shukaku's tail
-All abilities (aside from freeform CQC) count as a move in the user's turn and follow the standard rank/chakra cost/damage guidelines. Each has a one-turn cooldown.
-Loss of speed of one rank, or loss of 15 chakra per turn while wearing.
-Can only be used by sand users.
With:

(Giant Cutter) - Jaiantokattā
Type: Weapon
Rank: S
Range: N/A
Chakra Cost: N/A
Damage: N/A (+10 to Kenjutsu)
Description: The Jaiantokattā is a large knife-like blade that is held in a thick wooden scabbard sporting a matching wooden handle. It is commonly held on the carrier's back with a strap that wraps around their torso. This weapon was originally designed by the Akimichi clan to be a tool used for butchering large animals that couldn't reasonably be butchered with standard cutting tools. As such, the blade was crafted with the utmost skill to be as sharp as possible to allow for precise and expert quality cuts. This allows the wielder to produce the most magnificent cuts of meat without damaging the end product. Beyond the physical impressiveness, the blade was also constructed with a specialized chakra-reactive metal. Combined with the sheer sharpness of the blade, it allows the Jaiantokattā to cut through the very bonds of chakra itself, thus preserving the spiritual integrity of the meat in addition to the physical. For this reason, the meat cut with this blade is said to be beyond flavorful, creating a taste that is unique throughout the ninja world. This sharpness makes the Jaiantokattā a deadly weapon when used in battle, passively increasing the damage of the wielder's kenjutsu by ten damage points. As the name implies, the Jaiantokattā is designed to enlarge with the usage of the Akimichi clan's signature multi-size techniques. When being held in a hand that is enlarged, or if the entire body is enlarged, the Jaiantokattā scales to the same size. With its growth in size, it becomes even more dangerous, sharing the actively boosted damage that the clan's multi-size techniques adds to taijutsu (+15 for partial multi-size, +25 for multi-size technique, +30 for super multi-size technique). The ability to cut through chakra allowed for the usage of the "preparation" technique that is unique to the Jaiantokattā. Preparation follows the standard kenjutsu strengths/weaknesses and is A-rank in strength, short range, and can take on the following forms:
  • Skin: Similar to skinning an animal, the Jaiantokattā can be used to "skin" chakra. This can be used to remove a shell from a technique, or remove an armor or shroud from an opponent.
  • Cleave: This technique is a simple but precise vertical slash preformed with both hands, capable of splitting the target in two halves. By cutting the chakra of a technique, such as a fireball, this can cause it to part as it passes by the user.
  • Dice: A technique that is commonly used to cut produce such as onions, dice involves a series of horizontal and vertical cuts that leaves an opponent or technique in small cubes. This doesn't have much of an effect on shapeless things, like a wave of water or fire or lightning, but it can cause structured techniques, such as a stone golem, to crumble.
  • Fillet: A dangerous cut that can be used to cut off a specific muscle group when used on an opponent, though has no use on techniques.
-Can be wielded by anyone, though the multi-size aspects only apply to Akimichi clansmen.
-Picture:
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Approved

Awesome idea for an Akimichi CW.

 
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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. □
-Its basically a whole new jutsu but I still quoted bcz of the name

Aki san no ishi | Will of the Akimichi
Type: Supplementary
Rank: A
Range: Short
Chakra: (+5-15cp to technique being enhanced)
Damage: N/a
Description: A move only accessible to Akimichi tai specialists within the clan, Will of the Akimichi is a jutsu used to empower an Akimichi technique used within any form of expansion. Similar to the "Large Open Hand Slap" jutsu in appearance, this jutsu requires the user to channel an additional amount of chakra to an akimichi technique when performing, causing cosmetic special markings to appear within the affected body area, as the additional added chakra increases the volume while hardening the fat within the desired area of affect boosting its overall thickness by 2ms. This added weight when put behind attacks boosts the output of damage caused while even protecting the user to a degree as the large chakra mass within the area of affect becomes visible and enshrouds the affected area in a chakra coating that follows s&w.
►Usable 3x per battle
Requires a Tai specialty
►No akimichi techs A rank and above next turn due to strain

□ Approved. □



-Editing

(Gigantikku no pisutoru) Gigantic Pistol
Rank: A
Type: Offensive
Range: Short-Mid.
Chakra Cost: 30
Damage Points: 60
Description: The user spreads his legs apart in order to maintain balance as he throws a punch, while adding Super Partial-Expansion to their whole arm in order to rapidly change its fist size and arm length, resulting in the opponent getting hit by a heavy and powerful 4m tall, 5m wide close range punch. Super Partial-Expansion allows the user's arm to grow longer, as it expands, allowing them to have the total reach of close range plus 5ms. Being hit by the punch's force and power would feel the same as getting hit by a large boulder thus resulting in great blunt damage to the opponents body while also sending them into mid.range scraping along the ground. The use of Super Partial-Expansion in this technique also gives the user the ability to destroy earth/solid, structured water techniques of B rank and below.
NOTES:
►Can be used 3x
Partial Expansion must be activated

□ Approved. Edits made. □
 
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Vayne

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(Kage: Bakuha No Seth) - Shadow Arts: Paroxysm of Seth
Type: Supplementary
Rank: B
Range: Dependant
Chakra: 20
Damage: Dependant
Description: Paroxysm of Seth enables the user to detonate any physical shadow based technique through a simple chakra usage. The detonation combines elements of that enable shadow's to be separated from their source. Paroxysm of Seth achieves a similar feat, allowing for shadow techniques to violently erupt at speeds equaling double of said shadow technique's own speed. The shadow would erupt into a multitude of small that can cause deep laceration and inflict respectable damage. The shards would carry the traits of said shadow technique, and the eruption can be controlled to be either omnidirectional or through specific sides, allowing for the safety of the user in some cases. The damage dealt by the shards would be equivalent to that of the shadow technique, with a boost of twenty points due to the influx of chakra and accompanied erupting speed. As for techniques that are defensive or supplementary and lack inherent damage, the shards would carry damage in respect to said techniques defensive power. For instance if used on a basic B rank physical wall of shadows, the shards would carry fourty damage points. Upon detonation, the shards can either travel short range all around the shadow technique, or reach up to mid range distance from the source if it was directed to a specific point. The technique can be performed in the same timeframe of another physical shadow technique, but naturally costing a move. Overall the technique can be performed five times per conflict, and it's range of activation is directly tied to the technique to be detonated.

¤ Declined, first red is a no; variable speed is too much and inconsistent. Shrapnel will move at same speed of jutsu based on. Damage also needs to be more consistent; based on what the original technique originally done can be illogical based on the shadow jutsu may have caused damage. Range needs to be Short to Mid as well as that's how the detonation is described while the last line makes it seem like it could be long which kinda contradicts it. Also, how does this work in the same timeframe as another shadow technique if the technique needs to be made first before it can be detonated? That needs to be removed. ¤

(Kage: Geras's Benran) - Shadow Arts: Geras’s Compendium
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (-5)
Damage: N/A
Description: Exclusively to be used during , Geras’ compendium enables the user to take advantage of the unique physiology granted by the aforementioned technique. Geras’s Compendium is essentially a movement technique that fully exploits the user’s shadow state. Considering that the user can control shadows and by the use of Erebus he is a shadow, the user gains the ability to move his body through the sole use of his mental prowess. The movements granted by Geras is by far more versatile and diverse than that of normal movement, simply due to the fact that the user lacks the need of conventional means of movement. To start off, the user can achieve flight through simply controlling his shadow body, enabling the user to attain a more unique method of fighting. The user’s flying speed would be twice that of his current running speed on the ground. The more unique aspect of the Geras is when it us used in conjunction with light sources. Due to the fundamental nature of shadows, a light source carries a potential of either exponentially increasing the range of the shadow, or completely negating it. However, this is not the extent of having essentially instantaneous movement similar to some cases, but significantly lower. If a light source is weaker than the user's Erebus state, then it can be put to use to achieve burst movements that would be faster than normal. Assuming that the user's Erebus state was of S rank level, then A rank light sources would lead to the most significant bursts, inducing a temporary speed increases similar to that of swift, but being restricted to mid range away from the source, after which the boosts decreases by 5 points for long range travel. Naturally, the user is restricted in terms of manoeuvrability by the size of the light source, for instance light sources smaller than the user's shadow form, the user can only move in linear fashion. As for lower ranked light sources, there boost decreases by 3 for each rank lower, with them suffering the same 5 point decrease for long range traveling. Additionally, flash bombs or similar techniques that lack inherent damaging qualities but carry a high luminous factor would lead to a boost higher than that of the highest boost by 5(so in the example from before it would be 5 points higher than that of an A rank). The technique being inherently tied to Erebus, could last as long as it, and as in cases of lower ranked Erebus states, the effects would be relative to said rank, with higher ranked sources carrying the potential of reverting the user back to his normal state. The technique can be used four times per battle, lasting the duration of Erebus.

¤ Declined, the more I read of this, the more I feel like this is a reach; because you turn into a shadow you are able to fly now at twice your current speed, including speed boosts already present. The entire second portion regarding speed boosts needs to be rewritten into more suitable and stable increases before this is looked at; "essentially instantaneous movement" is a clear no and the point system you made needs to go. All of the variations and miniature boosts need to be simplified and removed. The length of this is also questionable as Erebus lasts as long as the parent technique used to activate it last and can potentially be unlimited. ¤

(Kuchiyose no Jutsu: Muses No Frey) - Summoning Technique: Muses the Frey
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Muses the Frey is one of the legendary snake summons of the Ryuchi cave, acting as one of the secret defenders of the land, and potentially the strongest and fastest (20 speed level) amongst her brethren. Muses is of half the size of Aoda, resembling it's distant cousin in colour with additional pigmentation on it's scales. Muses is highly regarded as Vayne's favoured summoning, as they share the ability to utilise Ink ninjutsu. But whereas Vayne was limited in terms of ink utilisation, Muses was much more skilled and adept, as she passively infused ink with her natural snake poison, allowing for her ink techniques to carry paralysing effects on contact, and with extended contact total organ failure. Essentially, her ink techniques carried a passive boost of twenty, and the ability to paralyse for one turn on contact, while prolonged (3 turns) exposure lead to total organ failure, resulting in death. Due to extensive training with her summoner(s), said individuals would be immune to the natural effects of the snake's poison. Furthermore, Muses constantly releases her ink 'from her body'(achieved through the pigmentations on her skin that are actually ink blobs attached to her body through chakra usage) allowing her summoner's to utilise the ink for their own techniques if the need arrises. If the user were to be atop Muses, she could control the areas the ink is released from, enabling the user to easily stand on her. However, if Muses were to use thirty chakra points, the ink could have one of two effects; either being unleashed in an omnidirectional blast of ink that could reach thirty meters away due it's massive size. The ink would carry sixty damage points, and the user, while immune to the inherent abilities of the ink, could fall prey to the ink itself, although the ability to manipulate said ink would typically come into play, allowing the user to save himself. Alternatively, the ink, for a similar cost of thirty, could be used to cause physical attacks aimed at the snake to slide off, leaving her completely safe. These abilities can only be performed once per turn, and only one variation per turn. Lastly, Muses's combat abilities are augmented by it's ability to use snake ninjutsu techniques, even techniques that are restricted to basic summons, such as the Spinning Snake Thorn. Muses can last four turns on the field, and can only be summoned by those capable of utilising ink ninjutsu.


Declined: to begin, there's a rigid dichotomy between poison and venom. Outside of snakes with Dokuton submitted for bios with the same AN, all others would have the latter. And the main difference is that venom has to be injected in order for the toxin to take effect. In addition, while still on the medical topic, the only way you'll be allowed an immunity to the snake's venom is by being a med nin. There's also no real reason for the snake's ink to get a passive damage boost (+20) from simply being infused with venom. As a precaution, I should also note that if the snake were to perform ink ninjutsu, you wouldn't have the luxury of being able to manipulate it as the ink would be infused with its own chakra and not yours.


Removed double speed
(Kage: Bakuha No Seth) - Shadow Arts: Paroxysm of Seth
Type: Supplementary
Rank: B
Range: Dependant
Chakra: +20
Damage: Dependant
Description: Paroxysm of Seth enables the user to detonate any physical shadow based technique through a simple chakra usage. The detonation combines elements of that enable shadow's to be separated from their source. Paroxysm of Seth achieves a similar feat, allowing for shadow techniques to violently erupt at speeds equaling said shadow technique's own speed. The shadow would erupt into a multitude of small that can cause deep laceration and inflict respectable damage. The shards would carry the traits of said shadow technique, and the eruption can be controlled to be either omnidirectional or through specific sides, allowing for the safety of the user in some cases. The damage dealt by the shards would be equivalent to that of the shadow technique, with a boost of twenty points due to the influx of chakra and accompanied erupting speed. As for techniques that are defensive or supplementary and lack inherent damage, the shards would carry damage in respect to said techniques defensive power. For instance if used on a basic B rank physical wall of shadows, the shards would carry fourty damage points. Upon detonation, the shards can either travel short range all around the shadow technique, or reach up to mid range distance from the source if it was directed to a specific point. Overall the technique can be performed five times per conflict, and it's range of activation is directly tied to the technique to be detonated. So whereas it can potentially be activated from a long range, the explosion can only reach short to mid range, with short range for omnidirectional blasts as previously mentioned, and up to mid range if the blast was controlled towards a specific point.

□ Declined. What speed is that? Let the shards deal the damage of the rank of the technique and not what its derived from (otherwise you have a B rank technique dealing 80-100 damage, I see you b). □

(Kuchiyose no Jutsu: Muses No Frey) - Summoning Technique: Muses the Frey
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Muses the Frey is one of the legendary snake summons of the Ryuchi cave, acting as one of the secret defenders of the land, and potentially the strongest and fastest (20 speed level) amongst her brethren. Muses is of half the size of Aoda, resembling it's distant cousin in colour with additional pigmentation on it's scales. Muses is highly regarded as Vayne's favoured summoning, as they share the ability to utilise Ink ninjutsu. But whereas Vayne was limited in terms of ink utilisation, Muses was much more skilled and adept, as she passively infused ink with her natural snake venom, allowing for her ink techniques to carry paralysing effects on contact, and with extended contact total organ failure.(Only if it enters the opponents body through any means, lacerations, inhalation, ingestion, etc) Essentially, her ink techniques carried a passive boost of twenty, and the ability to paralyse for one turn upon entering the opponent, and locking off advanced fields in the second turn of continuous exposure(Kinjutusu, Fūin, KG/KT/HA/Advanced Elements) while prolonged (3 turns) exposure lead to total organ failure, resulting in death.( Due to extensive training with her summoner(s), said individuals would be immune to the natural effects of the snake's poison.(Immunity if they are med nin, other users would have a turn delay on the effects of exposure.) Furthermore, Muses constantly releases her ink 'from her body'(achieved through the pigmentations on her skin that are actually ink blobs attached to her body through chakra usage) allowing her summoner's to utilise the ink for their own techniques if the need arrises.(User must pay additional 20 chakra to utilise the techniques in order to overcome the summons own chakra) If the user were to be atop Muses, she could control the areas the ink is released from, enabling the user to easily stand on her. However, if Muses were to use thirty chakra points, the ink could have one of two effects; either being unleashed in an omnidirectional blast of ink that could reach thirty meters away due it's massive size. The ink would carry sixty damage points, and the user, while immune/resistant to the inherent abilities of the ink, could fall prey to the ink itself, although the ability to manipulate said ink would typically come into play, allowing the user to save himself. Alternatively, the ink, for a similar cost of thirty, could be used to cause physical attacks aimed at the snake to slide off, leaving her completely safe. These abilities can only be performed once per turn, and only one variation per turn. Lastly, Muses's combat abilities are augmented by it's ability to use snake ninjutsu techniques, even techniques that are restricted to basic summons, such as the Spinning Snake Thorn. Muses can last four turns on the field, and can only be summoned by those capable of utilising ink ninjutsu.


Declined: the passive boost to ink ninjutsu still isn't going to fly like that. But more importantly, the turn two effect of the snake's venom being able to block the victims' access to certain fields appears to infringe upon El Alucard's medical-nin poison, "The Shapeshifter Poison." As an example, a couple of sentences were written like: "4 turns after activation, an opponent will no longer be able to use any KG, custom clan abilities or advanced elements."



(Katon: Tesuro Teshita) - Fire Release: Tesla's Creations
Type: Attack/Defensive/Supplementary
Rank: C
Range: Short - Mid
Chakra: 15 (5 per turn)
Damage: 30
Description: A technique that creates numerous(up to 10) little solid flying orb like creatures(max size is 5 cm radius). These creatures are sentient and there offensive/defensive prowess are, as individual creatures, not impressive. However, there supplementary prowess is what sets them apart. Each Tesla, being composed of fire, produces light. The power of the light can be controlled by each Tesla, at will, ranging from the lowest visible to ultraviolet. The light can reach mid range distance from the Tesla. The light can be used tactically to, for example, suddenly blind an opponent for one turn by increasing the power of the light from low to high. This ability is only effective in terrains with low visibility/light and it is usable 4 times per battle. The ultraviolet light can, under the presence of glass(usually bulbs with openings carried by the user), be used to produce black light. Mostly for cosmetic reasons. If used to blind, it lasts for 1 turn.
-Usable 3 times per battle with a turn interval between use.
-Lasts for 2 turns.
(Katon: Tesuro Teshita) - Fire Release: Tesla's Creations
Type: Attack/Defensive/Supplementary
Rank: C
Range: Short - Long
Chakra: 15 (5 per turn)
Damage: 30
Description: A technique that creates numerous(up to 10) little solid flying orb like creatures(max size is 5 cm radius). These creatures are sentient and there offensive/defensive prowess are, as individual creatures, not impressive. However, there supplementary prowess is what sets them apart. Each Tesla, being composed of fire, produces light. The power of the light can be controlled by each Tesla, at will, ranging from the lowest visible to ultraviolet. The light can reach mid range distance from the Tesla. The light can be used tactically to, for example, suddenly blind an opponent for one turn by increasing the power of the light from low to high. This ability is only effective in terrains with low visibility/light and it is passively usable 4 times per battle. The ultraviolet light can, under the presence of glass(usually bulbs with openings carried by the user), be used to produce black light. Mostly for cosmetic reasons. If used to blind, it lasts for 1 turn.
-Usable 3 times per battle with a turn interval between use.
-Lasts for 3 turns.

□ Declined, keep the original. □
 
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LGeezy

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Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary/Offensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Shadow Imitation Clone technique is a advanced variant Shadow Clone Technique. The user begins by concentrating chakra into their shadow and preforming hand seals. The user's shadow will imitate the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional shadows of the user. These literal shadow clones are able to move separate from the user and move as fast as the user can move as the user can sprint. The silhouette clones are able bind to other peoples shadows to bind them in place or manipulate their movements, the clones can also preform the Shadow Neck Binding Technique, by placing their shadowy hands around the target's neck. The shadowy clones also move without a sound and are able to materialize into a 3 dimensional afterimage to confuse the enemy into believing it is the user. Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. However unlike the parent technique, these clones are only capable of preforming shadow manipulation techniques up to A-rank.
(Only usable by Nara Clan members)
(Counts towards the user's total clones per battle)
(Only up to 4 shadows can be created at a time.)

¤ Declined, the Nara techniques used by the shadows will need to reduce chakra cost from you as this mimics and counts as a form of clone. Either they can be made with a portion of your chakra pool or jutsu they use are reduced from your chakra pool. ¤
Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-100 per clone)
Damage: N/A
Description: Developed as a advanced variant of the Shadow Clone technique, the Nara clan's manipulation of shadows created the concept for the Shadow Imitation Clone technique. The user begins by concentrating chakra into their shadow and preforming three hand seals. Chakra is fed into the user's shadow which is imitating the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional intangible shadows of the user imparting 100 chakra each. These literal shadow clones move separate from the user and move as fast as the user can sprint. The silhouette clones are able blend into other shadows to hide a surmount a surprise attack from an opponent's blindside or bind the opponent in place and manipulate their movements. The shadowy clones also move without a sound and are able to materialize into a 3 dimensional afterimage to confuse the enemy into believing it is the user. Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. The clones can also preform the Shadow Techniques, using their bodies as a source. However unlike the parent technique, these clones are only capable of preforming shadow manipulation techniques up to A-rank.
Note:
(Only usable by Nara Clan members)
(Counts towards the user's total clones per battle)
(Only up to 4 shadows can be created at a time.)

□ Declined. The technique is almost ready for approval, however, 4 clones is too much and they need a turn limit as to how long they are on the field. Blending into shadows and forming into 3D silhouettes also needs to cost a move. □
 
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Jokey

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(Fūinjutsu: Ārohirohi) - Sealing Arts: Ārohirohi
Type: Supplementary
Rank: D-A
Range: Short
Chakra: 10-30 (-10)
Damage: N/A
Description: Ārohirohi is a technique that creates an invisible barrier around the body of the user. The barrier can have a variety of functions depending on the need of the user. The barrier is made to affect the perception of the user, specifically through the basic five senses. The barrier can erase the scent of the user, make their movements silent, turn his chakra flow invisible, make their touch unfelt, and lack any distinguishing taste. Per each rank the user can apply an additional single effect, meaning at D rank the user can apply one effect, whereas at A rank all five can be applied. Naturally the more effects are in action the less the overall duration. If all five effects are applied then the barrier would last three turns, and for each rank below an additional turn is added per rank. So a C rank usage would last five turns for instance. To reiterate and expand on the effects and their usefulness, each effect would make any form of sensory through that method redundant. For instance, while the barrier would not make the user invisible, it would make their chakra flow invisible, thus preventing Dojutsu user's from seeing the user's chakra flow. Scent would make Inuzuka's sensory useless as well, whereas muffling sound would make those with increased hearing incapable of detecting the user. Additionally, the created barrier would be in constant 'flux' in accordance to the user's movement, allowing for the user and subsequent movements to not trigger sensory based on those criteria, such as the boundary barrier technique, or sound user's Inner Sonar Skill. This is due to the 'flux' of the barrier that allows it to blend in with it's surrounding. As for the taste, it prevents user's of the Gamni clan and similar from sensing the user. Lastly, when the barrier hides the user to touch, it allows physical attacks of the user to have a slight delay between the actual contact and the damage being dealt. This momentary delay would allow the user's strike's to not break illusions cast on the opponent for one additional timeframe slot. Upon usage of the A rank version, the user can not use seals above A rank for the turn it is used in and the turn it deactivates, while the B rank version carries a similar restriction but on S ranks and above. Usable four per battle, with only a single A rank usage allowed.

□ Declined, DNR. This can be horribly abused and is just badly restricted. □

(Fūinjutsu: Kiyomeru) - Sealing Arts: Purge
Type: Supplementary
Rank: B-A
Range: Short - Long
Chakra: 20-30
Damage: N/A
Description: By erecting a translucent green barrier that instantly spreads to the allowed range, the user would be capable of sealing off any conditions applied/existing to the terrain, regardless of nature. For instance, sealing off rain clouds and preventing the rain, or sealing off a dust storm. While conditions naturally occurring or preset in the terrain can be countered without limitations, at B rank the barrier can seal off a single technique up to and including S rank(or multiple as long as they do not collectively exceed S rank). At A rank however the user can seal up to two S ranks, or one forbidden rank, or a collective that results in a sum of an F rank. Purge is exceptionally well with countering non-solid based conditionings, as it would completely seal them off. As for solid and similar, the barrier acts to negate any and all chakra present within them, while also imbuing them with chakra of the user, preventing others from manipulating them if viable. Depending on Purge's rank, the user can imbue the elements with chakra up to forty, in B rank usage, or fifty, in A rank usage. This not only prevents the opponents from re-manipulating the techniques(unless user's chakra output is exceeded) but also allows the user to break down the technique to a rudimentary form based on it's components if viable, with the user's chakra still within them. For instance an ice lake could be turned into a lake of water, or a a typhoon to harmless wind. However it doesn't allow the user to break down a Kaguya's bone into calcium for instance. Essentially, only substances/techniques that the user has at least one of the components can be broken down. Upon usage of the A rank version, the user can not use seals above A rank for the turn it is used in and the turn it deactivates, while the B rank version carries a similar restriction but on S ranks and above. Additionally, the barrier can be made before the any modifications occur, allowing for it to be used as a preemptive deterrent technique. In this case it could last up to three turns, with each turn requiring ten chakra points. Usable thrice per battle.

□ Declined. It seals off conditions, fine. But try and stay consistent with that you want the technique to do, now suddenly it can be imbued with elemental chakra to break down the opponents' techniques into rudimentary form. What? If anything, that clashes with a lot of Kisei stuff as you well know. This technique is just weird, and some things don't fit here. □

(Fūinjutsu: Monogatari sono Itachi) - Sealing Arts: Tale of the Weasel
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: By erecting a fast expanding barrier, the user would aim to target opponents in the vicinity, specifically their chakra flow. Once the barrier makes contact with the opponents it would momentarily cut off their chakra flow, but not harming them in any way. The barrier would engrave an ethereal seal for weasel on the bodies of the targets, indicating that they have been affected by the technique. The flow of chakra of the opponent would be stopped through means similar to those demonstrated by Chakra Draining Seal and Sealing Tag, albeit in a more modified manner. The momentarily stop of chakra would lead to the deactivation of any techniques of the opponents that have a chakra cost, such as modes. However the technique would not affect techniques that do not have a chakra cost such as Rain Tiger at Will. Additionally, the user would have the option to infuse the now unmaintained techniques with his own chakra, allowing for him to take control of them, as long as the user has the capabilities of controlling said techniques. For instance the user won't be capable of taking control of an ice technique if they did not have the ability to control ice. The user would need to pay double the amount of chakra for Tale of the Weasel in order to control opposing techniques, as the barrier would affect the techniques themselves as it expands. Usable thrice per battle, with a turn interval between uses.

□ Declined, DNR. This is just a no. □

(Fūinjutsu: Katame no Manji) - Sealing Arts: Head of the Octopus
Type: Supplementary
Rank: A
Range: N/A
Chakra: +20 to applied technique
Damage: -
Description: Based on the Four Violet Flames Battle Encampment seal, this technique enables the user to imbue sealing techniques with the violent flame nature of the aforementioned technique. When this is applied to seals, it would bolster the seal's defence against those who attempt to counter it. For instance if applied on the Sealing Tag, it would not harm the opponent in any additional manner, unless they attempt to remove the tag through physical contact. If that is the case, then the opponent would be burned in a manner similar to that of the FVFBES. If it is applied on a barrier type techniques, then it give the edges(both interior and exterior) of the barrier traits of the FVFBES technique, allowing for it to burn those that come into contact with it. The rank of the effects would be dependant on the rank of the barrier, and the effects would only take place once the barrier has expanded, not before that, thus preventing it from being an instant hit with barriers that form immediately. Additionally, the technique would actively seek out to destroy any seals present on the opponents body. This function itself does not harm the targets, but merely burns away their body seals(or similar) while causing slight irritation. This function is entirely dependant on the size of the technique it is applied to, so it would be better when used with barriers and forcing the opponent to go through said barriers. Usable thrice per battle with a turn interval between uses.

□ Declined. Again, a technique that goes for one thing, then suddenly aims at achieving another means. If this is a technique for supplementing barriers, then it has been done before in a similar manner, but also burning away seals on the opponent's body, how? Do the flames just know where the seals are? Or? Kinda confused on that. These techniques need to be either re-written or just structured better. □
The elements was in reference to conditions, not elemental chakra, made it clearer.
(Fūinjutsu: Kiyomeru) - Sealing Arts: Purge
Type: Supplementary
Rank: B-A
Range: Short - Long
Chakra: 20-30
Damage: N/A
Description: By erecting a translucent green barrier that instantly spreads to the allowed range, the user would be capable of sealing off any conditions applied/existing to the terrain, regardless of nature. For instance, sealing off rain clouds and preventing the rain, or sealing off a dust storm. While conditions naturally occurring or preset in the terrain can be countered without limitations, at B rank the barrier can seal off a single technique up to and including S rank(or multiple as long as they do not collectively exceed S rank). At A rank however the user can seal up to two S ranks, or one forbidden rank, or a collective that results in a sum of an F rank. Purge is exceptionally well with countering non-solid based conditionings, as it would completely seal them off. As for solid and similar, the barrier acts to negate any and all chakra present within them, while also imbuing them with chakra of the user, preventing others from manipulating them if viable. Depending on Purge's rank, the user can imbue the elements/conditions with chakra up to forty, in B rank usage, or fifty, in A rank usage. This not only prevents the opponents from re-manipulating the techniques(unless user's chakra output is exceeded) but also allows the user to break down the technique to a rudimentary form based on it's components if viable, with the user's chakra still within them(Allowing for potential future use for example, like having a water source infused with one's own chakra). For instance an ice lake could be turned into a lake of water, or a typhoon to harmless wind. However it doesn't allow the user to break down a Kaguya's bone into calcium for instance. Essentially, only substances/techniques that the user has at least one of the components can be broken down. Upon usage of the A rank version, the user can not use seals above A rank for the turn it is used in and the turn it deactivates, while the B rank version carries a similar restriction but on S ranks and above. Additionally, the barrier can be made before the any modifications occur, allowing for it to be used as a preemptive deterrent technique. In this case it could last up to three turns, with each turn requiring ten chakra points. Usable thrice per battle.

□ Declined. I thought I made it clear that it clashes with Kisei, that was the point of my previous check. It's too encompassing and I don't think I'd allow this anyway. □
 
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Summoning Animal: Vampire Squid | Kōmoridako
Scroll Owner: Skorm
Other Users who have signed contract: TBA
Summoning Boss if existing: N/A
Other Summoning Animals tied to contract:
Description and Background: N/A
The vampire squids are one of the oldest deep-sea creatures that are living today and shares body attributes of both a squid and an octopus. However, unlike octopuses, vampire squids lack inc sacks and uses another type of defensive system. A vampire squid can be either blood-red or black in its pigmentation. They are very agile and have a very high rate of overall sensibility. When agitated, they shoot out a bioluminescent mucus that contains a seemingly unlimited amount of blue lights that will fool away their alleged predator. This mucus can shine for several minutes and lets the vampire squids swim away to safety. Along with this, like most squids, the vampire squids have very strong beaks they use to eat their food with. The tentacles are also equipped with light-producing organs (like the rest of their body) in which they can produce flashing blue lights that lasts for a fraction of a second or for several minutes. This system is used to disorient threats and causes nausea and blindness. They also use this system when they are the predator by surrounding their prey with the mucus of infinite light, only to show up where the prey least suspect them to come from.

The squids move through the waters by using their fins as a pair of wings that they flap just like a bird. The eyes of the squid are the largest in the whole animal kingdom by its body ratio(10% of their body length) and are red or blue in color. Vampire squids also have suction cups that they use to grab hold of objects. On the back of their heads, the vampire squids have an extra pair of eyes that also can generate luminosity. Squids in general have a more primitive way of hearing and this is applied to the vampire squid as well. This type of hearing differs from ours in the way that they sense the motion generated by sound waves, instead of detecting the changes in pressure associated with sound waves, like we do.

Signers of the contract are bound to their summoning tattoo:
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Contract Approved & Added: do take note that the latter half of this submission was omitted. There wasn't any need to include that RP background context in the contract; instead, compile such info in a post ideally within the contract signer thread. Also, far too many contract "passives" were attempted and ergo, also excised. It is still feasible to submit contract-wide ninjutsu to achieve some of the things desired but for sure, this submission had too much.


(Sangurasuiyaringu: Torento & Shinjitsu) - Sanguine Earrings: Torrent & Truth
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Sanguine Earrings are a fabled pair of earrings having a legendary status among the Yamanaka clan with special talent for the wind release. Being made by a mysterious metal, with two markings on each earring. Both of them shares the Yamanaka clan symbol. Only a Yamanaka can utilize these pair of earrings, but they can't use them unless chosen. Each earring contains it's unique power that boosts the wielders prowess in battle;

[瀬] Torrent - An earring made for the users of the wind release and variations of it. This earring will let the wielder infuse their techniques with additional chakra and increase the damage potential of a technique. Not only this, but the user will now be able to passively render all wind-based ninjutsu invisible due to winds natural benefit of refracting light. All elements that shares the wind element(Ce's, Ae's etc) will be able to be performed with an additional +20 damage output due to the power of the earring and the additional chakra given to the user. The user can also use the power to increase a jutsus rank up to one above its original four times per encounter. (This is redundant since you already specify a power boost of +20 As a demand of using this earring, the wielder needs to have exceptional devotion of the wind release and thus needs to have it as their specialty when the appropriate rank is met. The user can also create torrents of wind-based techniques outside their own body and thus free them from being their own source of the wind technique.

[真] Truth - Is a earring that is infused with Yin chakra (Careful). It's main purpose is to enhance the wielders abilities to counter non-physical aggression while at the same time boost the users own. It unlocks the ability of performing the traditional Kai release up to forbidden rank at the cost of not being able to use it ever again in battle against the same opponent (Nice idea, however the very few Forbidden Rank Gen that exist are specialized and usually require specialized methods of release so this wouldn't be a good catch-all for forbidden level genjutsu should you ever run into it). All genjutsus casted upon the wielder will thus be able to be released by that mean, this also includes other Yin releases such as the Yamanakas own techniques albeit it's not necessary to break free from them using Kai (need to re-word this, it sounds kind of messy. I get you want to be able to break away from Yin Release techniques and higher tier genjutsu. You'll need to word it better. Considering this is Yamanaka, I will consider this as a low level Yin Release deterrent as long as genjutsu is also a specialty within the bio.). On the opposite side, the wielder of this earring will gain enhanced chakra sensory and performance when using Yin based ninjutsu. Four time per battle the wielder gains the ability to passively enhance their Yin-based technique(such as genjutsu for example) to an additional rank. Whilst not given an additional rank up, the user passively has their Yin jutsus dealing an additional +20 damage. The user can also use the power to increase a jutsus rank up to one above its original four times per encounter. Stated before that the Yamanaka is granted an enhanced chakra sensory, they can sense chakra even deeper and albeit not being able to fully predict a move that their opponent will do the wielder grants a x4 boost to their reaction speeds instead of the traditional x2 for regular chakra sensors. Chakra sensory must of course be activated for this to have any effect at all.

Note: The powers of the earrings are passive and doesn't need a move to activate. However, when used they must be stated in the opening post of a battle.
Note: Neither earring can be removed from the user unless they chose another carrier.
Note: Can only be taught by Skorm.

✪ Decline ✪

I'd recommend using "spiritual techniques" rather than Yin just so I don't instinctively render this as a Yin Release weapon in my head like I started to. Would also recommend centering this on your spiritual/yamanaka side and nix the wind side. Personally, this kinda seems like too much of a cram.

(Taiton: Kabaru) Typhoon Style: Cabal
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Cabal is a jutsu that manifests on the destructive capabilities of the typhoon release. The user will channel a great amount of typhoon chakra in the ground and summon a gigantic typhoon under their target. This typhoon will "eat" up the ground underneath and look like a huge power-drill that completely shreds the ground underneath. When a target falls in, they face a barrage of jagged rocks and the brute force of the typhoon, which in turn will toss the target into the ground walls like a ragdoll. The typhoon can also be extended upon by reaching well beyond the ground level and "drag" the target down to the pit by forming a large typhoon around the pits perimeter. The size of the pit can vary greatly, from a meter across to 30. The reach of the typhoons suction ability above the pit will extend to mid-range from the pits perimiter and after that, have little to no effect.

Note: Can only be taught by Skorm.

□ Declined. This needs hand seals, first of all. Also, turn limit, usage limit? It's A rank, restrict this please. Also, up to Mid range only. □
 
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Bulls CSC:

[Kuchiyose No Jutsu: Sono Do Hogosha Oushi] - Summoning Jutsu: Toru, The Lightning Guardian Bull
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs their summoning procedure and send chakra into their tattoo (or simply through a scroll) to summon a special bull. Signers of the Bull's contract are capable of summoning the infamous Elemental bulls. Known for their elemental affinity/specialty and their uniqueness with the element itself.

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

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

Notes:
-Must sign the Bull's summoning contract
-Nay only last up to 4 turns (unless killed or remove from the field somehow).
-May be summon twice per event/mission. Never twice within the same fight.
-Elemental guardians cannot be summon/used to attack any Bull contract signers. Their loyalty won't allow it. (Two signers of the contract may not use a Bull to fight the other)


Declined: really over the top. The base speed of bulls, if left unspecified, is Kage-rank whilst bipedal and twice that of Sage-rank speed if on all fours. But beyond that, with this particular bull, it'd be doubling all of that. To put this all into perspective, the bull's speed would be on par with that of a Sage using the 6th gate of EIG. Moreover, this bull (or any other S-rank contracted animal, for the record) being summonable twice per event, even if it's not twice in the same fight, isn't going to be permitted. Lastly, the passive is too potent to not cost a move.


[Kuchiyose No Jutsu: Sono Do Hogosha Oushi] - Summoning Jutsu: Draco, The Earth Guardian Bull
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs their summoning procedure and send chakra into their tattoo (or simply through a scroll) to summon a special bull. Signers of the Bull's contract are capable of summoning the infamous Elemental bulls. Known for their elemental affinity/specialty and their uniqueness with the element itself.

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

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

Notes:
-Must sign the Bull's summoning contract
-Nay only last up to 4 turns (unless killed or remove from the field somehow).
-May be summon twice per event/mission. Never twice within the same fight.
-Elemental guardians cannot be summon/used to attack any Bull contract signers. Their loyalty won't allow it. (Two signers of the contract may not use a Bull to fight the other)


Declined: the main issue with this one is its durability. When you say that the bull is "capable of taking twice as much damage as any other regular bull," what is that quantified as? I did see a reference for speed in the contract approval, but nothing for how much damage they can take prior to dispersing. Now, even if you were to append it with some specificity, I also see that the bulls already are "capable of elminating -20dmg from techniques they ram into or defend/clash against." Ergo, I'm unlikely to allow any extraordinary things in terms of durability. Moving on, all bulls will only be allowed to use techniques of their given field up to their rank, so no F-ranks in spite of things like: "capable of using all Lightning techniques the user can." Finally, same note as above for this one's passive.


Fixed the edits as requested, also change 4 to 5 turns of them being on the field. I see other custom animals with 5. I thought it was 4 before. My bad if im wrong <_>

[Kuchiyose No Jutsu: Sono Do Hogosha Oushi] - Summoning Jutsu: Toru, The Lightning Guardian Bull
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs their summoning procedure and send chakra into their tattoo (or simply through a scroll) to summon a special bull. Signers of the Bull's contract are capable of summoning the infamous Elemental bulls. Known for their elemental affinity/specialty and their uniqueness with the element itself.

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

A special ability of all of the elemental bulls are their special bond with the element. Toru's being Lightning, he is capable of passively absorbing one S-rank or below Lightning technique. After absorbing it, he can release it back as a raw blast or beam of Lightning of the same power that travels up to Long range. The absorption & release do not occur in the same timeframe and this can only do this once per fight. While the absorption of lightning is passive in nature, the release is active and uses up a slot from the user's 3 moves per turn.

Notes:
-Must sign the Bull's summoning contract
-Nay only last up to 4 turns (unless killed or remove from the field somehow).
-May be summon once per event/mission.
-Elemental guardians cannot be summon/used to attack any Bull contract signers. Their loyalty won't allow it. (Two signers of the contract may not use a Bull to fight the other)


Approved: edits annotated in pink.


[Kuchiyose No Jutsu: Sono Do Hogosha Oushi] - Summoning Jutsu: Draco, The Earth Guardian Bull
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user performs their summoning procedure and send chakra into their tattoo (or simply through a scroll) to summon a special bull. Signers of the Bull's contract are capable of summoning the infamous Elemental bulls. Known for their elemental affinity/specialty and their uniqueness with the element itself.

Draco, The Earth Guardian Bull: Known for his sturdiness and earth elemental affinity. Draco is easily, if not the strongest bull in terms of durability. As such he is capable of easily 'tanking' B-rank and below techniques except Lightning techniques (he can only shed the regular -20 from Lightning techniques). He is also capable of using all Earth techniques (up to & including it's own rank) the user can but he accomplishes this without the need for handseals. Draco is 7 ft tall and carries a war hammer which he is proficient at using. He is very noble and full of insight. He usually attempts to lecture the summoner about summoning him but usually gets caught up due to a battle. Once per turn Draco is capable of infusing his War Hammer with Earth chakra to smash/crush his enemies with ease or can simply thrust it forward to release a wave of mud that hardens very quickly & travels up to Mid range (A-rank in strength). Counts as a move per turn from the user's limit.

A special ability of all of the elemental bulls are their special bond with the element. Draco's being Earth, he is capable of demolishing one S rank or below Earth base technique. He accomplishes this by either ramming through it after coating his body in a defensive layer of chakra (one of the reasons for his high durability) or simply uses the hammer to smash it. He can only do this once per fight. It takes up a move from the user's 3 allowed per turn.

Notes:
-Must sign the Bull's summoning contract
-Nay only last up to 4 turns (unless killed or remove from the field somehow).
-May be summon once per event/mission.
-Elemental guardians cannot be summon/used to attack any Bull contract signers. Their loyalty won't allow it. (Two signers of the contract may not use a Bull to fight the other)


Approved: the "passive" references are omitted. And four turns instead of five—that is the usual duration.

 
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Bhris

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(Yōton: Gomuankā) - Lava Style: Rubber Anchor
Type: Offensive, Supplementary
Rank: C
Range: Short-Mid
Chakra: 20
Damage: 40
Description: Yōton: Gomuankā is a ninjutsu that utilizes the Lava Element to create weights that limit the opponent's mobility. After performing three seals, the user extends their arm and release from their palms heavy, lengthy bullet-size objects to fire on the target's body. Upon impact, the projectiles generate into weights, making the target unable to move. Increasing the number of objects, it creates a wide-spread attack that can affect multiple targets at once. The user can also slam their palm on the ground to create the objects to appear from the ground near the target to impale them.
Note: Only usable by a Custom Rubber and Dodai Biography

~ Only taught by Zuras

□ Declined. The last line is weird, I though the weights was to immobilize the opponent? Does the weights itself cause damage, or only when they impale the opponent (which was the weird part, I thought it was it just weights). □

(Yōton: Haipākyapashiti) - Lava Style: Hyper Capacity
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 Each Turn to Maintain)
Damage: N/A (+15 boost to Fire, Wind, or Water Jutsu)
Description: Yōton: Haipākyapashiti is a ninjutsu that utilizes the Lava Element to enhance their lung capacity. After concentrating and focusing lava-based chakra to their lungs, the user inhales deeply, bloating the lungs with air to be stored for successive usage later. It activates at the start of the battle and is sustained throughout the fight by continuously fueling it with chakra and breathing in air. It gives the user a tremendous lung capacity to utilize oxygen very effectively while staying active. In addition, it becomes an enhancement for inhalation techniques like Fire, Wind, and Water Release Jutsu that is expelled from the mouth, which is amplified, producing strong gale force winds, powerful fire attacks, or forceful water streams/blast. Moreover, it can constantly keep the lungs filled to allow the user to hold their breath for an extended period of time to survive hostile gaseous mediums or air deficiency such as poison, drowning etc. The limitations of this technique are while you can survive for a long period of time without breathing, you still need air. Therefore, breathing without air only Last 5 Turns. Although the technique is consciously active, if the target strikes the user's lungs, they will release the technique and the user would not be able to reactivate it due to damage. The technique is rendered ineffective against a suction-like technique as it removes the air from the space.
Note: Only usable by a Custom Rubber and Dodai Biography

~ Must be posted at the start of the battle to be active
~ Passive Activation
~ Only taught by Zuras

□ Declined, I don't see how this is viable for what you want it to be. □
 
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