Custom Jutsu Submission - III

Status
Not open for further replies.

The_Empire

Supreme
Joined
Jan 8, 2009
Messages
23,544
Kin
6,343💸
Kumi
3,430💴
Trait Points
18⚔️
(Raiton: Bureedo Dansaa) Lightning Release: Blade Dancer
Rank: A - Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: A rather simplified technique, the user will charge their blade (or perform three hand seals if they lack a weapon) and violently slash around themselves in a 360° manner. Per swing, a surge of crescent lightning is released, causing them to spread outwards but this isn't without it's own effects as the lightning is composed of similar traits to that of Lightning Release: Four-Pillar Bind. The lightning will forcefully cause sharp pillars of stone to raise up starting five meters away from the user and pointed outwards - as they move and follow behind each crescent, forming an unusal but effective defense as the pillars are able to be raised into the air in order to strike airborne enemies at a max altitude of ten meters or even huge summons. Alternative uses of this is when used via hand seals, the user swings their arms immediately afterwards to release the crescents, all of which are capable of shocking the enemy upon contact and slicing them down while accompanied by the jutting pillars of stone. This can be used to even counter techniques up to S rank when weak to Lightning, A rank for neutral and B rank for techniques strong against it. Can be used thrice per battle, with a cool down of one turn between each use. The user is unable to utilize Lightning above A rank in the same turn and S rank in the next.

You must be registered for see images


Declined

Ultimately, the end result of this technique does nothing different than the canon technique you've referenced. It also doesn't make much sense with the way it's worded: If the lightning is released in a 360 degree motion, it wouldn't be carving into the ground to create the large pillars in the first place.

 
Last edited by a moderator:

Venom

Active member
Legendary
Joined
Jun 16, 2012
Messages
17,037
Kin
2,911💸
Kumi
3,679💴
Trait Points
0⚔️
Awards
(Fuuinjutsu: Kage en bun'ya) - Sealing Arts: Realm of Shadows
Type: Supplementary | Defensive
Rank: B
Range: Short - Mid
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Realm of Shadows is a barrier type fuuinjutsu made soley for supp/def usage. With a single hand seal the barrier can be erected easily. One of it's main purpose was to be used when retreating from wars or conflicts. This was used and cast around the user and his/her allies, to avoid enemies. Another use is so that the user may hide while meditating or simply heal without being interupted or detected. The concept of this technique is similar in usage to the canon ninjutsu; Meisaigakure no Jutsu. What makes it different is the fact that instead of applying it to the user's body soley, the user may have the barrier erect around short range to hide his/her allies (the barrier option to fit soley around the user's body like an armor is also an option). When within the barrier, the user's scent is erased to outsiders, all sounds within the barrier are mute to outsiders and the barrier reflects light off it to match the surrounding area so that all within it (including the barrier itself) is basically invisible to the naked eye. The barrier moves along with the user as the center point at all times as long as it is erected. Allies within the intangible barrier may exit as they please but can't enter. The second application of this technique is that the user is capable of using this barrier around a technique of their own within range. The barrier may be created within the same TF as the technique its supplementing by performing a single handseal alongside the rest of handseals for the original technique (if the technique didnt require hand seals, then the barrier wouldnt either). This second application may only cover techniques that do not exceed a 5x5meter size. Both application uses the same hiding effect. The first application may only be used twice with a turn cool down. While the second application may also be used twice, but with a 2 turn cool down period and may not last past a single turn unlike it's first application.

Notes:
-May only be used 4 times per battle. Each application being used twice.
-Barrier cannot cover Forbidden Rank techniques.
-Cannot use Fuuinjutsu above A rank within the next turn.
-May only be taught by Venom

⛧Declined. If light is reflected off of the barrier, you wouldn't be able to see anything outside of the barrier. I take it you didn't consider this, as it seems you plan to be moving while using this, which would be rather impossible. There are other logical ways to achieve the invisibility aspect.⛧
 
Last edited by a moderator:

Penguin

Active member
Supreme
Joined
Feb 15, 2013
Messages
29,919
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Himitsu Same Kuchiyose: Dīpuburūsu ▽ Secret Shark Summoning: Deep Blues
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After creating several versatile and powerful techniques from the shark contract, the Mand'alor began exploring the world with new friends and allies. Around Kirigakure, specifically the Shivering Sea, lived a secluded and unknown type of shark that dwelled deep within the ocean. They were so deep in the ocean that the light from the sun and moon would never reach them, keeping them within eternal darkness and away from humanity. Their habitat was fierce, as were the predators and prey that lived in the unexplored waters. As chance had it, on his way to Nagi Island, the Mand'alor found one of these sharks and from it's uniqueness and individuality, took it into one of his labs at Concord Dawn for further investigation. The Mand'alor dubbed these sharks "Deep Blues" due to their dark blue bodies. One could even mistake that color for black, even with their white undersides for comparison. The reason these sharks were so special was their adaptation to the ocean's water pressure and the predators deep within the sea, giving them enhanced durability opposed to other shark summons within the Mand'alor's arsenal. The added durability would equate to shark ninjutsu in conjunction with this technique being able to play on the terms of elemental ninjutsu (twenty points of damage for reference). The Deep Blue's teeth were sharper and stronger than any shark's recorded best yet, their speed in the frigidly cold water was double that of regular sharks from adapting to the water's cold and pressure, and their sense of smell was far beyond the limits of normal sharks. However, the species was not perfect. Due to years and years of breeding and evolution, these selective species of sharks were robbed of their eyesight from all their years without the sun or moon lighting up the world or them. They were truly brutal creatures and savages for blood - the perfect companions for the Mand'alor.

▽ Must be posted at the beginning of a fight and in the user's biography
▽ Can only be taught by Penguin
▽ Can be applied to shark ninjutsu the user knows, but not shark summons themselves
▽ Must specialize in Shark Summonings/Ninjutsu to learn/use
▽ An additional ten chakra would be used to summon this variant of shark in conjunction with shark ninjutsu

♪ Update Approved ♪
It seems alot of boosting techniques go with the theme of increasing by rank until it can't, then it just adds damage so I am updating this if it's alright.

Himitsu Same Kuchiyose: Dīpuburūsu ▽ Secret Shark Summoning: Deep Blues
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After creating several versatile and powerful techniques from the shark contract, the Mand'alor began exploring the world with new friends and allies. Around Kirigakure, specifically the Shivering Sea, lived a secluded and unknown type of shark that dwelled deep within the ocean. They were so deep in the ocean that the light from the sun and moon would never reach them, keeping them within eternal darkness and away from humanity. Their habitat was fierce, as were the predators and prey that lived in the unexplored waters. As chance had it, on his way to Nagi Island, the Mand'alor found one of these sharks and from it's uniqueness and individuality, took it into one of his labs at Concord Dawn for further investigation. The Mand'alor dubbed these sharks "Deep Blues" due to their dark blue bodies. One could even mistake that color for black, even with their white undersides for comparison. The reason these sharks were so special was their adaptation to the ocean's water pressure and the predators deep within the sea, giving them enhanced durability opposed to other shark summons within the Mand'alor's arsenal. The added durability would equate to shark ninjutsu in conjunction with this technique being able to play on the terms of elemental ninjutsu. That means shark techniques produced by the user would be increased by one rank, with forbidden ranked techniques receiving a 10 point damage increase. The Deep Blue's teeth were sharper and stronger than any shark's recorded best yet, their speed in the frigidly cold water was double that of regular sharks from adapting to the water's cold and pressure, and their sense of smell was far beyond the limits of normal sharks. However, the species was not perfect. Due to years and years of breeding and evolution, these selective species of sharks were robbed of their eyesight from all their years without the sun or moon lighting up the world or them. They were truly brutal creatures and savages for blood - the perfect companions for the Mand'alor.

▽ Must be posted at the beginning of a fight and in the user's biography
▽ Can only be taught by Penguin
▽ Can be applied to shark ninjutsu the user knows, but not shark summons themselves
▽ Must specialize in Shark Summonings/Ninjutsu to learn/use
▽ An additional ten chakra would be used to summon this variant of shark in conjunction with shark ninjutsu

⛧Approved.⛧
 
Last edited by a moderator:

Typhon

Active member
Legendary
Joined
Apr 29, 2009
Messages
15,991
Kin
664💸
Kumi
6,684💴
Trait Points
0⚔️




Reference:

Permission to submit variant:

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

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

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

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no A Rank and above Bijutsu in the same and next turn.
(Bijuutsu : Fu Kinkou) Tailed Beast Technique: Imbalance
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: Utilizing the concept of Duality, this sister technique came to life - as the user will infuse both positive black chakra and negative white chakra into that of a technique of their choice. A positive to negative ratio of 6:4 is used, giving it similar properties to the tailed beast bomb technique in terms of destructive capability, though not on that level of course. Mixing the tailed beast chakra with another technique makes it predictably unstable, and as such it can only be used with supplementary or defensive techniques with no offensive capability. Once this chakra has been mixed in to the other technique, it becomes dangerously unstable itself, causing it to explode with strength equal to the rank of the original technique. This is due the ratio of bijuu chakra infused into it, as seen when a Bijuudama meets it's end point it would explode violently. This can only be used four times per battle, with a cool down of two turns between each use and no Bijuu techniques above A rank in the same turn. Explosions produced through this technique cover a short-ranged radial reach.
-Can only be used with techniques that have no damage.


Approved, with edits




(Bijuutsu: Tōka-ritsu) - Tailed Beast Technique: Transmittance
Type: Attack/Defense/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage: 40-80
Description: This technique is a basic and general one that can be used by any jinchuriki, or pseudo-jinchuriki, that is capable of achieving a chakra shroud. Using that same basic concept, the jinchuriki draws out their tailed beast chakra, but instead of allowing it to form a shroud they utilize shape manipulation to re-purpose it in a way of their choosing. This can be used to create a wide assortment of objects such as pillars, shields, waves, etc. As the chakra is released from the jinchuriki's body, these things must originate from their body and cannot "appear" elsewhere on the field. These techniques share the same translucent red-orange as the jinchuriki's chakra shroud.


Declined

No restrictions or usage limits listed.



(Bijutsu: Demon's Sand) - Tailed Beast Skill: Akumasuna
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: It is common for Sand style practitioners to carry with them a modest supply of sand within gourds to use during their battles. Akumasuna, meaning Demon's Sand, is the name given to the sand carried by the Jinchuuriki of Shukaku. The sand comes from Shukaku's own body and is imbued with his chakra, making it more powerful than standard sand. It appears like normal sand but contains indigo streaks much like Shukaku's body, making it easily distinguishable. As this sand is modest in its volume and can't be created during battle, it isn't suitable for large scale techniques, but is typically used for the Jinchuuriki's shield of sand technique and other small scale attacks or defenses. As this sand is more powerful than normal sand, techniques that make use of it gain a minor ten damage boost. The real advantage of akumasuna comes from the ability to draw out Shukaku's chakra creating a chakra shroud of bijuu chakra around the sand. The shroud itself is B-rank in strength carrying the normal strengths/weaknesses of bijuu chakra. This shroud can be drawn out twice per battle, and after the second usage the sand loses the indigo markings and becomes normal.
-Must be posted in the user's bio
-Shroud can be created twice per battle and lasts three turns per usage
-Can only be manipulated by the one-tails Jinchuriki

‡ Declined ‡ Sand techniques with their own pseudo-Bijuu shroud isn't going to fly.
(Bijuutsu: Demon's Sand) - Tailed Beast Technique: Akumasuna
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: It is common for Sand style practitioners to carry with them a modest supply of sand within gourds to use during their battles. Akumasuna, meaning Demon's Sand, is the name given to the sand carried by the jinchuuriki of Shukaku. The sand comes from Shukaku's own body and is imbued with his chakra, making it more powerful than standard sand. It appears like normal sand but contains indigo streaks much like Shukaku's body, making it easily distinguishable. As this sand is modest in its volume and can't be created during battle, it isn't suitable for large scale techniques, but is typically used for the jinchuuriki's shield of sand technique and other small scale attacks or defenses. Having been infused with the chakra of a tailed beast, the sand loses both its weaknesses and strengths, becoming neutral to all other elements in the same way that bijuu chakra is. It also becomes distinct from normal sand, making it impossible to manipulate for sand users other than the one-tails jinchuriki.
-Must be posted in the user's bio
-Can only be manipulated by the One-Tails Jinchuriki

Replaced the pseudo-shroud with the bold.



Approved



 
Last edited by a moderator:

Ushiro

Active member
Legendary
Joined
Apr 23, 2010
Messages
13,005
Kin
768💸
Kumi
99💴
Trait Points
50⚔️
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. □
Resubmitting. Mostly removed things.

(Chikushōdō: Tatakau ka Nigemasu ka) - Animal Path: Fight or Flight
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A (-5 per summon)
Damage Points: N/A
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 could use techniques in the same timeframe as its summoning as if it was already on the field.

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



Declined, do not resubmit

I agree with NK. The concept could work, but it's just too much to add to the benefits already afforded to the animal path.

 
Last edited by a moderator:

Onii Chan

Active member
Veteran
Joined
Apr 6, 2015
Messages
3,768
Kin
839💸
Kumi
2,581💴
Trait Points
0⚔️
Awards
(Idainaruken: Hadō 14) - Moonlight Mode: Path of Destruction 14th Technique
Type: Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (A-ranked Slicer: 30CP / S-ranked Ultimate: 40CP)
Damage: 60 - 80
Description: The user will begin with the moonlight mode active then with three successive swings the triple chakra slicers emitted from the blade naturally will fly towards the opponent with great speeds. The first two slicers can be combined by performing the Seal of Confrontation before the third slicer emits to create a free cost S-ranked ultimate slicer that bypasses the S-ranked rule of the CW, however the third cannot be combined and can thus continue to be a regular A-ranked slicer. Ideally, if choosing to start out with S-ranked slicers the two immediate slicers emitted can also be combined to form a Forbidden ultimate slicer if the user meets rank requirements. Furthermore these slicers can be manipulated at any time once emitted by performing the simple Seal of Confrontation.
Note: Can only be used twice per battle


Declined

Too generic. The core concept of this technique can already be done with the inherent abilities of your blade.


(Idainaruken: Hadō 35: Shinshīrudo) - Moonlight Mode: Path of Destruction 35th Technique: Unholy Shield
Type: Defensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (A-ranked Slicer: 30CP / S-ranked Ultimate: 40CP)
Damage: 60 - 80
Description: Whilst in moonlight mode the user will manipulate a already existing chakra slicer and by performing the Seal of Confrontation the chakra slicer(s) will be manipulated into the form of a large shield for protection. These chakra shields can be combined with other forms of elemental enhancements as well as other chakra slicer techniques to increase its defensive properties. These shields can float, ideally will last for the whole match if not destroyed.
Note: Can only be used thrice per battle


Declined

This can also already be achieved with the inherent ability of your weapon, which allows you to manipulate your slice attacks at will.

 
Last edited by a moderator:

KeotsuEclipse

Active member
Elite
Joined
Jan 14, 2009
Messages
9,347
Kin
154💸
Kumi
114💴
Trait Points
0⚔️




Summoning Animal:
Raiju
Scroll Owner: KeotsuEclipse
Other Users who have signed contract: TBA
Summoning Boss if existing: TBA
Other Summoning Animals tied to contract: TBA
Description and Background: Majestic yet highly dangerous, this species of canine is unique, said to be nothing but of myth and legends across the world. The Raijus are said retainers of the Thunder God himself, Rajin. These canine are powerful, their body structures being almost composed of pure lightning akin to that of Kirin - however without any of extras such the speed. Regardless of these features, Raijus are extremely fast by nature however - moving at Sage speed. They can range in various sizes, from that of a small puppy to as large as Gamabunta, easily dwarfing enemies with their thunderous bodies. Combat wise, Raijus are able to utilize other forms of elemental natures naturally but tend to have an affinity towards Lightning. Some exhibit unique traits as well such as sensing electrical pulses in the terrain, control over their naturally produced lightning without the use of chakra etc. These traits very from animal to animal but one shared ability among the contract is known as Voltage Absorbing, in which due to their electrically produced bodies - they are able to passively absorb lightning nature techniques into their body and thus acts as a form of immunity. This is in accordance to rank however, meaning an S rank Raiju will have the ability to absorb lightning of an equal or lower rank.

¤ Approved, edited bits. Note that the specific traits you listed likely wouldn't be approved, notably use of lightning without chakra. I'd also prefer for these animals to have only one form despite their myths showcasing various forms as it is a single animal contract, not various animals in the form of lightning. Also note that these animals are still animals, and thus being made completely of lightning isn't possible; myth contracts still follow the general summoning rules, the only difference is you don't need existing animals to base them on but they still have to be actual alive animals. If these changesaren't liked, lemme know and I'll decline it. ¤

(Densetsu-no Kamei Gigei: Hairia no Tate) Legendary Command Art: Shield of Hylia
Type: Supplementary/Defensive
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
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. This form is unique among the Legendary Command Art forms of Mythos in that is not a transformation of the blade, proper, but of the scabbard, which maintains all the powers and compositions of the blade itself. Keotsu will turn the scabbard into a kite shield of size dependent of his need, ranging from a traditional arm-mounted kite shields, to the larger variants usually reserved for jousting. The shield is strapped to the forearm by a complex system of belts that allow Keotsu to wield the shield by its proper grip, or use the shield and still be capable of applying a two-handed grip to his blade. The "Shield of Hylia" is a shield of myth, said to be born into battle by a Goddess in ages past. The shield, carrying the blessing of the Goddess, will restore 5% of Keotsu's Chakra and Health at the end of every turn - it is easily noticeable when this affect is in play, as Keotsu will shimmer with an iridescent gleam. The Shield of Hylia also has unique sub-abilities, in that when the Legendary Command Art: Durendal is used, the Shield of Hylia can use its abilities through proxy - meaning anything neutralized due to the nature of the composition of the shield will restore chakra just as Durendal would; the shield of Hylia will also alter the effect of the Command Arts Raijin Rising and Circling Water Slash so that instead of drawing attacks into Keotsu's blade, they are drawn into his shield. The shield also has a sort of built in housing for Mythos, allowing the shield to act as a scabbard for the blade no matter its form.
*Note: Can only be used once per battle.
*Note: The Shield of Hylia restores 5% of Keotsu's base HP and Chakra at the end of every turn.
*Note: The Shield of Hylia does not satisfy the condition of a Legendary Command Art form for the sake of the Legendary Command Art: Excalibur.
*Note: The Shield of Hylia can be passively used in the first turn of a battle, though it still consumes chakra to assume the form.


Declined - do you have med? If not how can you be healed? Your sword wont restore your chakra unless it's absorbed some and stored it somehow which you'd need to mention.
(Densetsu-no Kamei Gigei: Hairia no Tate) Legendary Command Art: Shield of Hylia
Type: Supplementary/Defensive
Rank: S
Range: N/A
Chakra Cost: 40
Damage: N/A
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. This form is unique among the Legendary Command Art forms of Mythos in that is not a transformation of the blade, proper, but of the scabbard, which maintains all the powers and compositions of the blade itself. Keotsu will turn the scabbard into a kite shield of size dependent of his need, ranging from a traditional arm-mounted kite shields, to the larger variants usually reserved for jousting. The shield is strapped to the forearm by a complex system of belts that allow Keotsu to wield the shield by its proper grip, or use the shield and still be capable of applying a two-handed grip to his blade. The "Shield of Hylia" is a shield of myth, said to be born into battle by a Goddess in ages past. The shield, carrying the blessing of the Goddess, will half all damage that Keotsu takes - it is easily noticeable when this affect is in play, as Keotsu will shimmer with an iridescent gleam. The Shield of Hylia also has unique sub-abilities, in that when the Legendary Command Art: Durendal is used, the Shield of Hylia can use its abilities through proxy - meaning anything neutralized due to the nature of the composition of the shield will restore chakra just as Durendal would; the shield of Hylia will also alter the effect of the Command Arts Raijin Rising and Circling Water Slash so that instead of drawing attacks into Keotsu's blade, they are drawn into his shield. The shield also has a sort of built in housing for Mythos, allowing the shield to act as a scabbard for the blade no matter its form.
*Note: Can only be used once per battle.
*Note: The Shield of Hylia does not satisfy the condition of a Legendary Command Art form for the sake of the Legendary Command Art: Excalibur.
*Note: The Shield of Hylia can be passively used in the first turn of a battle, though it still consumes chakra to assume the form.

¤ Declined, halving damage is a big no, this is a Shield that will take a specific numerical amount of damage, not reducing all damage by half. If you aim to reduce damage from a technique, this will only work based on damage interaction rules meaning anything stronger than it will beat it and anything lower will be deflected while weakening the shield 20,damage. ¤
 
Last edited by a moderator:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
New Cycle: 10/05/2018 - 17/05/2018

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

Extra Note: Be Mindful of the updates in . Be aware of how many submissions you can and can't submit in one cycle now. Do not update techniques to add several lines of dialogue to where the original technique and the new one are two different techniques.
 

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Awards


You must be registered for see images
Summoning Animal: Kalong | Karan
Scroll Owner: Skorm
Other Users who have signed contract: TBA
Summoning Boss if existing: ♂ Takeo
Other Summoning Animals tied to contract: TBA
Description and Background:
The Kalong or Kalang as they are also called are one of the largest flying mammals in the world. They are the largest type of bats and live not on blood but on fruits that they find in tall trees. They live in tropical climates around the southern hemisphere and can fly very long distances. The hairs on much of its body are long and woolly, but are shorter and more erect on the upper back. The colour and texture of the coat differ between sexes and age classes. Males tend to have slightly stiffer and thicker coats than females and the immature individuals are almost all dull gray-brown. Young have a dark-colored mantle that becomes lighter in males when they mature. The head has hairs that range in colour from mahogany-red and orange-ochreous to blackish. The ventral areas are brown or blackish, tinged with chocolate, gray or silver. The mantle can vary from pale dirty-buff to orange-yellow, while the chest is usually dark-golden brown or dark russet. The large flying fox has a large and robust skull and they have a total of 34 teeth.The large flying fox's wings are short and somewhat rounded at the tips and this allows them to fly slowly, but with great maneuverability. The wing membranes are only haired near the body. Like other bats, the Kalong can utilise ultrasound hearing to navigate through the dark. The biggest difference is that they do indeed not drink blood or hunt other animals as prey but live on fruits or other natural sweets. They can still be rather intimidating as they dwarf a regular bat a couple of times. They also fly faster and have greater strength and even though they thrive on fruit they can still bite really hard.
Role Play Background:
The Kalong are naturally thriving on the Moon Isle southeast of the world out in the sea. They are extremely cunning flyers and are home at the sea. These animals are both close and long range fighters and very connected to the Yin aspect. Most of them are experts in fire wind and genjutsu. They also possess the ultrasound sensing to see in the dark as well as air current sensory which helps them detect anomalies in the air as they fly. In the RP the Kalong, like other summoning animals, grow much larger than in real life. The biggest kalong, Takeo, has a 150 meters wingspan and is 40 meters long. They are most useful in a dark scenario where there is absence of clear visibility as that is never a hinder for them. The kalong can also dive underwater as they thrive naturally along islands but it is a very rare behaviour. They're not excellent swimmers but can still grab large objects underwater. As for flying these guys are an absolute joy. Transporting troups and materials across the whole ninja world is a picnic when flying the Kalong. They are very intelligent and flies smoothly in the air. On their wings they can project powerful optical genjutsu that can affect multiple targets as they fly through the air.

Signers of the contract are bound to their summoning tattoo:
You must be registered for see images


Pending

Leaving for Pekoms.




Declined: this infringes upon the canon bat contract.


(Taiton: Aeronaut) Typhoon Style: Aeronaut
Type: Defensive
Rank: S
Range: Short
Chakra: 40(-10/turn)
Damage: N/A
Description: The user will focus their typhoon chakra to create an invisible barrier around them made out of pure typhoon chakra. The barrier is shaped around the user and is 1mm thick but extremely dense. The purpose of the barrier is to create an absolute defense against mainly earth and lightning techniques while also being able to withstand anything that S ranked typhoon chakra can withstand. The barrier is self-repairing and if breached will patch itself together passively with the cost of extra chakra. The biggest downside with the barrier is that the user cannot perform elemental ninjutsu other than wind and typhoon although regular ninjutsu, genjutsu and non-elemental ninjutsu is not affected. Two other rather unique features with the barrier is that it can make the user invisible to the naked eye as well, just like typhoon and wind being able to refract light. This costs a move though. The other feature is that the barrier can make the user very light, infact light enough to make the user able to fly in the air. This, however has proven to be very difficult and requires extra focus and restricts the user from performing ninjutsu overall. The point of the "flight mode" is to avoid ground-based techniques, out-live a very dangerous mode or just retreat from a battle. Unlike other techniques that let's the user fly, the Aeronout doesn't make the user necessarily light himself/herself but removes air-resistance and uses the typhoon chakra to propeller themselves upwards. When the user is back on the ground, they are retaining their abilities to use wind/typhoon or other non-elemental ninjutsu while keeping the Aeronout active. The flight-speed is reaching as far as twice as fast as the users running speed.

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.


Declined

Awesome idea, awesome name. A little too much going on with it however. Remove the highlighted portions; the invisibility and regenerating part isn't going to fly. Other than that, it's good to go.​


(Taiton: Aeronaut) Typhoon Style: Aeronaut
Type: Defensive
Rank: S
Range: Short - Long
Chakra: 40(-10/turn)
Damage: N/A
Description: The user will focus their typhoon chakra to create an invisible barrier around them made out of pure typhoon chakra. The barrier is shaped around the user and is 1mm thick but extremely dense. The purpose of the barrier is to create an absolute defence against mainly earth and lightning techniques while also being able to withstand anything that S ranked typhoon chakra can. The biggest downside with the barrier is that the user cannot perform elemental ninjutsu other than wind and typhoon although regular ninjutsu, genjutsu and non-elemental ninjutsu is not affected. Another feature is that the barrier can make the user freely fly through the air. This, however has proven to be very difficult and requires extra focus and restricts the user from performing ninjutsu overall. The point of the "flight mode" is to avoid ground-based techniques, out-live a very dangerous mode or just retreat from a battle. Unlike other techniques that let's the user fly, the Aeronout doesn't make the user necessarily light himself/herself but removes air-resistance and uses the typhoon chakra to propeller themselves upwards or other directions. When the user is back on the ground, they are retaining their abilities to use wind/typhoon or other non-elemental ninjutsu while keeping the Aeronout active. The Aeronaut can be released at any time, even high up in the air. There is no limit to how high the user can fly but they will eventually start to freeze if going too high up or if they run out of chakra they will just fall to their death(probably).

Note: Can only be used twice per battle.
Note: Lasts a maximum of 4 turns per use
Note: Requires a cooldown of 2 turns per use.
Note: Can only be taught by Skorm.


Approved, with edits




(Genjutsu: Jikan no Owari) Illusionary Arts: Time's End
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: The user will perform a sequence of four handseals:
Snake - Dog - Rat - Dragon
They will then unleash their chakra into the mind of their opponent and trigger the unique and fatal genjutsu. What the opponent will feel is that time around them happens to freeze and start to fade to black slightly. They will smell nothing but fire and through their ears they will only hear an increasingly pitched melody that will raise so high that their ears will start to bleed and ultimately deafen them. But the song will continue even though the target feel that their ears explode, only to give them even more madness and stress. The surroundings at this point has started to go black and white and the sky will appear to be dark. Time now goes in retrospect and thus the user will see everything that has already happened prior to the genjutsu being released. The only thing that doesn't go away is the song and the increasing darkness around them. They will then see a new version of the moon, this time it will have a large intimidating face laughing as it comes crushing down to earth. The last the target will experience is that the moon crashes down and that they die. In reality they are left immobilized (How? You do all this and they're immobilized because? No) and completely consumed by the genjutsu. If left untreated the damage to their mind will stop their heart due to the stress and most likely kill the target. (No) Performing the genjutsu leaves the user of the technique in some stress as well as they will not be able to utilize other genjutsu for a while ("a while" is not a unit of measurement we use for this kind of thing. You know this).

☷ Declined ☷
This is doing too much. Ok if you have an obvious genjutsu, but keep the amount of happenings in it simple instead of trying to tell an intricate story. Keep useful features in such as the time freeze, which you can get away with masking the reality of what occurs around the enemy and the music which deafens them. Add actual drawbacks...

Song:
[video=youtube;aroBdjZqq7M]https://www.youtube.com/watch?v=aroBdjZqq7M[/video]

Note: Can only be used twice per battle with a 4 turn cool-down.
Note: Cannot use genjutsu above B rank for 2 turns.
Note: Can only be taught by Skorm.

Approval of Contract[ ]
(Kōmoridako No Jutsu: Shokushu) - Vampire Squid Arts: Tentacles
Type: Supplementary
Rank: C-S
Range: Short-Mid
Chakra: 15-40
Damage: 30-80
Description:A contract holder of the mentioned summoning animal will form blood-red tentacles to appear on various places on their body(minimum of 1 and up to 4). The jutsu itself is rank based and for each rank rising, one more tentacle will be able to be used. C rank is one tentacle, B rank is two etc. These tentacles will be able to grant the user of extra limbs, they can obviously not perform handseals but they can assess the user in close combat, being able to pack a real punch. It also lets the user grant the ability of climbing really high and even vertical/tilting walls or other objects as the tentacles provides extra grip and stability. The only thing the tentacles really can release is the vampire squid mucus and water techniques. Other than that they are really just an additional set of limbs that can be cut off or burnt off easily with fire or wind. It's up to the user where he/she will have the tentacles grow on their body so they will have to be quite specific. The tentacles are blood-red or black and they will be as long as the user is tall(meaning the taller character the longer the tentacles). The user can retract the tentacles at any will and damage dealt to them will induct direct pain to the user as if it was really their own limbs. The mucus that can be released is quite sticky and releases a nausea giving toxin that, if released inside the mouth or other openings that leads directly inside a body(giggity) will result in direct paralysation that lasts for 2 turns. If contact of the mucus is spread on the skin it can result in stinging pain and local paralysation(lasting for 1 turn).

Note: Need to be a signer of the Vampire Squid contract.
Note: S rank version can be used twice, A rank thrice, B rank four times and C rank five times per battle.


Pending

Leaving for Pekoms.



Declined: due to a few concerns. First and perhaps foremost, this CJ seems to be rather akin to a hybrid mode, which is not permitted. But putting that aside, this lacks a turn duration and is obliged to have a collective cap on usage.

 
Last edited by a moderator:

Onii Chan

Active member
Veteran
Joined
Apr 6, 2015
Messages
3,768
Kin
839💸
Kumi
2,581💴
Trait Points
0⚔️
Awards
You must be registered for see images

Summoning Animal: Pelican / ペリカン, Perikan
Scroll Owner: Onii Chan
Other Users who have signed contract: N/A
Summoning Boss if existing: Pelico
Other Summoning Animals tied to contract: Pelipper, Pelippi
Description and Background: Pelicans are a genus of large water birds that make up the family Pelecanidae. They are characterized by a long beak and a large throat pouch used for catching prey and draining water from the scooped-up contents before swallowing. They have predominantly pale plumage, the exceptions being the brown and Peruvian pelicans. Pelicans frequent inland and coastal waters, where they feed principally on fish, catching them at or near the water surface. They are gregarious birds, travelling in flocks, hunting cooperatively, and breeding colonially. Four white-plumaged species tend to nest on the ground, and four brown or grey-plumaged species nest mainly in trees. The relationship between pelicans and people has often been contentious. The birds have been persecuted because of their perceived competition with commercial and recreational fishing. Their populations have fallen through habitat destruction, disturbance, and environmental pollution, and three species are of conservation concern.

All Pelicans have a strong specialty with Wind and Water, making them able to perform up to S-ranked techniques without hand seals, however because of their strong affinity with these two elements they're unable to perform any other element, augment, or status. Each summons has a 1000 chakra pool / 1000 HP pool to use for battle during their life span of a maximum 5 posts unless ninjutsu specialty is incorporated. Ideally because of their massive strong suit towards the elements of Wind and Water they're immune to techniques involving the two elements up to A-rank, however will have a strong weakness to Fire and Lightning to which they'll take 20% more DMG for techniques involving them.

Elder Pelico the Great - Is a Pelican of massive size, equal in size as elder Gamamaru. Pelico the great has brown fur with a large beak that slightly curves downward into a curl from the tip, his fat and old, with his belly slightly overlapping his belt which is styled similar to that of Shimenawa ropes. He shares almost equal personality with that of Jiraiya, pervy yet old and childish but can be serious and wise when needed.
(長老, Chōrō) - Summoning: Elder Pelico The Great
Type: Summoning
Rank: S
Range: N/A
Chakra: 500
Damage: N/A
Description: Is a Pelican of massive size, equal in size as elder Gamamaru. Pelico the great has brown fur with a large beak that slightly curves downward into a curl from the tip, his fat and old, with his belly slightly overlapping his belt which is styled similar to that of Shimenawa ropes. He shares almost equal personality with that of Jiraiya, pervy yet old and childish but can be serious and wise when needed.

Note: All Pelicans have a strong specialty with Wind and Water, making them able to perform up to S-ranked techniques without hand seals, however because of their strong affinity with these two elements they're unable to perform any other element, augment, or status. Each summons has a 1000 chakra pool / 1000 HP pool to use for battle during their life span of a maximum 5 posts unless ninjutsu specialty is incorporated. Ideally because of their massive strong suit towards the elements of Wind and Water they're immune to techniques involving the two elements up to A-rank, however will have a strong weakness to Fire and Lightning to which they'll take 20% more DMG for techniques involving them.

Pelipper - Is a smaller Pelican, with white fur and a blue stripe starting from the top of his head, his beak is small and stubby but his mouth pouch is large which covers his entire body. Pelipper is moronic, idiotic, and almost mentally retarded, however can battle well which is ironic.
(黄, Ki) - Summoning: Pelipper
Type: Summoning
Rank: S
Range: N/A
Chakra: 200
Damage: N/A
Description: Is a smaller Pelican, with white fur and a blue stripe starting from the top of his head, his beak is small and stubby but his mouth pouch is large which covers his entire body. Pelipper is moronic, idiotic, and almost mentally retarded, however can battle well which is ironic.

Note: All Pelicans have a strong specialty with Wind and Water, making them able to perform up to S-ranked techniques without hand seals, however because of their strong affinity with these two elements they're unable to perform any other element, augment, or status. Each summons has a 1000 chakra pool / 1000 HP pool to use for battle during their life span of a maximum 5 posts unless ninjutsu specialty is incorporated. Ideally because of their massive strong suit towards the elements of Wind and Water they're immune to techniques involving the two elements up to A-rank, however will have a strong weakness to Fire and Lightning to which they'll take 20% more DMG for techniques involving them.

Pelippi - The only female Pelican within its realm so far, has black fur, and a sharper beak than every other pelican and the most smallest to which Elder Pelico promptly always makes fun of when seeing her. Shy yet very self conscious of her size but deadly in battle for her sharp beak.
(ポ, Pōku) - Summoning: Pelippi
Type: Summoning
Rank: S
Range: N/A
Chakra: 100
Damage: N/A
Description: The only female Pelican within its realm so far, has black fur, and a sharper beak than every other pelican and the most smallest to which Elder Pelico promptly always makes fun of when seeing her. Shy yet very self conscious of her size but deadly in battle for her sharp beak.

Note: All Pelicans have a strong specialty with Wind and Water, making them able to perform up to S-ranked techniques without hand seals, however because of their strong affinity with these two elements they're unable to perform any other element, augment, or status. Each summons has a 1000 chakra pool / 1000 HP pool to use for battle during their life span of a maximum 5 posts unless ninjutsu specialty is incorporated. Ideally because of their massive strong suit towards the elements of Wind and Water they're immune to techniques involving the two elements up to A-rank, however will have a strong weakness to Fire and Lightning to which they'll take 20% more DMG for techniques involving them.


Pending

Leaving for Pekoms.



All Declined: no contracted animals with unfettered usage of two or more fields like this will be approved. The only fields were this can sometimes be permitted to slide is taijutsu + kenjutsu, but not always. HP and chakra are too high and will be determined in large by the animals' ranks. Lastly, the default duration for a summoning is four turns so S-rank birds lasting five turns isn't going to fly.


(Rankō Hentai) - Orgy Transformation
Type: Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: Rankō Hentai is the upgraded form of the trade mark Sexy Jutsu combined with the power of ninjutsu manipulation and Kage Bushin methods. By performing the Ox hand seal up to several Kage bunshin of either females or males appear fully naked, ideally drunk, and sexually charged. Unlike the regular Sexy Jutsu methods, this technique instead of targeting a individual to charge after via a offensive they instead target themselves via a strange defensive method via a hot, steamy, and wet orgy right in front of the combatant and or anyone who watches. Because this is more powerful than the regular Sexy jutsu this will ideally force the combatant to focus their immediate attention towards the orgy and thus will eventually pass out due nose blood loss. The forceful attention of curiosity from the opponent will almost always bring their eyes eventually towards the Orgy which is why this technique is more powerful than the Sexy jutsu as that technique requires approach but this technique doesn't and is so visually disturbing and or intriguing that they simply cannot help themselves to watch.
Note: Can only be used once per battle
Note: Lasts three turns
Note: Must be taught by Onii Chan


Declined, do not resubmit

:|

 
Last edited by a moderator:

Bloo

Symbol of Peace
Immortal
Joined
Feb 4, 2012
Messages
100,267
Kin
2,033💸
Kumi
1,454💴
Trait Points
0⚔️
Signed Spiders: [ ]
Dropping this weapon: [ ]

(Senpen Banka: Kurōsu Tēru) Infinite Uses: Cross Tail
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description:
Infinite Uses: Cross Tail is a weapon that can be used both offensively and defensively. It takes the form of gloves and metallic fingertips, which are used to guide and manipulate spider silk to a greater degree. The spider silk is provided by a spool attached to the users waist, there is an infinite supply due to a spider living inside the center of the spool.

Cross tail has many uses, the most basic being able to use silk freely to the users will, such as making weapons of silk, to guide thrown objects to a desired location or to be used to move puppets. To compliment the offensive uses Cross Tail has a very useful defense ability, using the silk the user can create a sort of barrier, whether this be a wall or a dome. This barrier of silk can stop up to A rank elemental jutsu, but it has a special property being made of silk it is very flexible, if a projectile come into contact with the barrier is force will be absorbed and be slingshot back towards the user of said projectile's location, toward the same point in which it was initially thrown. The last ability, Realm-Cutting, is two parts; first the user will send out many thin, nearly transparent threads of silk. These thread will cover the battlefield, once they have spread they can detect the tiniest of vibrations or air current changes. For the second part the user will cause the threads to harden and thicken, they will shoot up to surround the opponent or desired entity. The threads will form a short range box, these threads will fill the box at every possible angle. Once the box has formed the opponent will have no room to move, and one touch of the thread will cut flesh. Any A rank and below solid-based jutsu that pass though the strings will fail as they are cut into a multitude of pieces rendering them useless; this second ability of Realm-Cutting is S-ranked in nature, costing forty chakra and can only be used thrice per battle.

- Using the silk free form doesn't have a rank and doesn't take up a move.
- Using barrier counts as a move, can be sustained for two turns, but takes up a move slot and costs 30 chakra.
- Can't send back fire or lightning projectiles, including any other forms of attacks that are released in those same states of matter.
- Both parts of Realm-Cutting counts as a separate move.
- After using Realm-Cutting Cross Tail can't be used for two turns.
- Must sign Spider contract to use.

Looks:
You must be registered for see images

You must be registered for see images


Barrier:
You must be registered for see images


Approved, with edits




(Kuchiyose no Jutsu: Gumo Kozan) - Summoning Technique: Spider Mines
Type: Offensive.
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description:
The user will first draw blood and perform two hand seals, then slam their hands together to summon forth up to six spider mines. These spiders can either be summoned above ground and then have them burrow into the ground or summon them straight into the ground, but they can only be summoned short range from the user this way. Spider mines are of the family Lycosidae or more commonly known as wolf spiders. The wolf spider, unlike most spiders they don't use webs to hunt, instead they burrow into the ground and ambush their prey. Once the spider mines have burrowed or summoned into the earth, they will await for the most opportune time to attack, this can either be by having the summoner sending them a chakra signal or by vibrations. When the spider mines are triggered they will burst forth from the ground and explode into a cloud of poison. The cloud will cause irritation to the skin and eyes as well as make it hard to breathe but will not be extremely fatal.

- Usable twice.
- No spider summons this turn or next.
- Spider mines can't use any silk related techniques.


Pending

Leaving for Pekoms.



Declined: this is, for the most part, quite fine. But spiders use venom and not poison; in a technical sense, that equates to a method of injection or infusion (as is the case for spitting spiders). And so the point is to supplant "poison gas" with something else.


(Hyouton: Rogafufuken) - Ice Release: Wolf Fang Fist
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description:
Wold Fang Fist is the culmination of Tai and Ice. The user can use this tech as a combo finisher or as a stand alone attack. To perform this technique the user will put their palms together with their fingers curled inward to resemble a wolfs mouth. The user will then strike the opponent, once they have completed this motion they will cause ice to grow from each of their wrists, this ice will grow rapidly to attack the opponent. The user has some options to how this is done, they can encase the opponent completely inside of the ice, using it this way will cause the body temperature of the trapped victim to rapidly decline. They can also create a smaller version to target one specific body part, this version can cause major damage as the teeth of the wolf head tear into the flesh as well as freeze the surrounding flesh.

- Usable twice
- Two turn wait between uses
- No A rank or above Ice next turn.


Approved



(Doragon) - Dragon
Type: Puppet
Rank: S
Range: Short
Chakra: N/A
Damage: N/A (+10 to Tai)
Description:
Dragon isn't a normal defensive puppet as it's not a full suit, it's broken up into five parts; the gauntlets that resemble dragon claws, but don't hinder the hands in any way. The boots which, much like the gauntlets resemble claws, come up the the users kneecaps. The bodysuit, which is just a skin tight leotard. The tail measuring at one meter length is attached the the users lower back and can act as the user sees fit, and lastly a set of wings that fold up so they easily fit under any clothing, but can expand into a 2 and half meter wingspan. Inside the tail is hidden compartments where the user can store their scrolls and various other ninja/puppet tools. Each piece is covered by blue metallic scales, giving each piece the durability to survive one A rank attack each. The wings however are different, being made up of special metals and fabric are able to defend the user from one A rank attack within reason without being destroyed. Along with defending the wings allow for very fine flight, this is achieved by using the tail as a sort of rudder to make quick turns and maneuvers.

- Using the wings to defend counts as a move
- Taking flight counts as a move
- While in the air no other puppets can be in use.


Pending.

Leaving for Pekoms.



Declined: when you preface your submission with "it's not a full suit, it's broken up into five parts," there is the concern that this really doesn't constitute a puppet. Puppets can most certainly vary in both form and function, but this doesn't appear to be an entity to be manipulated by chakra threads or even the Ōtsutsuki's method of remote control if the user were to be extricated from "it." Perhaps reword it to be a hollow puppet that can detach those specific parts you desire, discarding the chest and torso to reveal the bodysuit.

 
Last edited by a moderator:

Goetia

Active member
Supreme
Joined
Mar 12, 2014
Messages
34,486
Kin
3,218💸
Kumi
109,579💴
Trait Points
0⚔️
(Katon: Zonnenkind) – Fire Release: Sun Child
Type: Offensive / Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (+20)
Damage: N/A (same as host technique)
Description: This technique is considered as a special application of Fire Release: Gladsheimr. The use of this technique is reliant on the presence or use of any ash-based surface or structure created by the user, as without one, it cannot be used. Once this condition is met, the user is able to perform this technique in two different ways; in the same timeframe as the creation of another Fire Release technique which is made primarily of ash, or as a technique which is applied to an ash-based structure or surface after it has been created. Both usages consume a moveslot, but the latter usage requires 2 handseals. The user will infuse more chakra into the ash, which imparts a special function upon it. In the same vein as Gladsheimr, the ash will passively spawn a number of skeletons each turn, with a maximum of 4 per turn being created. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the technique it is used on. Each and every skeleton possesses the same features and abilities as mentioned in Gladsheimr, with the exception of the largest skeleton, which cannot be created through this technique, unless the ash surface in question is at least similar in size and scale to the ash structures created in Gladsheimr. The duration of this technique is equivalent to the technique it is applied to, e.g. a technique that lasts for 4 turns will spawn skeletons for 4 turns. Once the host technique expires, skeletons will no longer be produced, but the skeletons themselves will remain on the field until they explode or are otherwise neutralised. Whilst this jutsu is applied to a host Fire technique, it cannot be used on another until the host technique expires. This technique cannot be used on Gladsheimr, it is simply a supplementary ability that extends the special function of Gladsheimr to other techniques.

⇒ Usable 3x per battle

Gladsheimr's approval: [ ]


Declined

Not keen on allowing this, considering the techniques which exist that allow for the application of ash on other techniques.


(Meiton: Monte Cristo Mytholigie) – Dark Release: Bloodlusted Demon King
Type: Offensive / Defensive / Supplementary
Rank: S
Range: Self
Chakra: 40 (-10 per turn to user)
Damage: 80
Description: By drawing on a large amount of Dark Release chakra from one’s palm seals, the user will concentrate it towards their arms and chest, wrapping them in single coat of writhing flames, exhibiting colors ranging from purple to black. The flames will swirl around the rest of the body, giving off the appearance of a flaming aura, though this effect is merely cosmetic in nature. The coating of flames on each arm will form into enlarged, demonic hands possessing claws, compressed through shape manipulation to give them an aspect of tangibility. The most fundamental concept of Dark Release acts as the basis for this technique’s functions and abilities, which is that in order to create it and sustain its usage, chakra must be absorbed and processed so that it can be converted into Dark chakra. Being truly in line with this concept, this technique indiscriminately feasts on chakra wherever it may be found, using that chakra as fuel to keep itself active. As such, for as long as the technique is able to consume chakra from any object or being containing it, including the user themself, it will remain active, unless forcibly or willingly dispelled. Being composed entirely of the flames of Dark Release, the user is able to freely extend and contract their clawed appendages with mental command. They can reach up to a maximum length of 15 meters, and the user is able to control the direction and path they travel in whilst extending and contracting, in order to track distant targets. This technique clashes with other techniques according to the S&W scheme of Dark Release, absorbing weaker elements one rank higher, neutral elements of the same rank, and stronger elements of one rank lower (the entire technique is S-Rank, as the coating covers the chest and arms in their entirety and is not divided into separate parts). When a technique is successfully absorbed by this jutsu, its chakra is converted at a 1:1 ratio into Dark chakra and stored in the user’s reserves for their later use. When making contact with any surface, be it a technique, weapon, or a human, the flames of the arms will spill onto the surface and spread over it at a rapid rate. In this sense, it can be considered as similar to the flames of Amaterasu, as they will attempt to consume whatever object they come into contact with and and leech its chakra. When the flames latch onto and spread over a target possessing chakra, the flames will sap 50 points of chakra from the target each turn, and deal 30 points of burn damage at the same rate. The flames will burn through clothes, and armors if possible. If left unchecked, the flames will continue to sap chakra and health from the target, and will not die out by themselves unless by mental command of the user. In the case of an arm being destroyed or weakened, the user is able to restore it to full strength or grow a new one in its place, costing a move slot to perform. This can be done once per turn, and no Dark Release above A-Rank can be used in the same turn.

⇒ The user cannot utilise Dark Release above A-Rank in the turn of deactivation
⇒ The user’s ability to perform handseals or any other action requiring use of their hands is unaffected by this technique
⇒ Usable 1x per battle

You must be registered for see images


Declined

Cool idea. Being a bit too unreasonable with the "restrictions" you've placed on this, however. This will only be able to be created after absorbing a foreign technique of equal strength. Won't allow this to be sustained through techniques of the user's, and the flames won't mimic how those of Amaterasu interact with objects. Like I noted with Sasori's submission, "Above A-rank" isn't a real restriction for an S-ranked technique; it's the same thing as saying "S-rank and above". Fix that.


(Katon: Ryu no Yōsu) – Fire Release: Aspect of Akatosh
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Forming the dragon seal, the user will release ash from their body and manipulate it to take the form of gauntlets, horns, pauldrons and boots on their body, creating a total of 8 constructs (2 gauntlets, 2 horns, 2 pauldrons, 2 boots) on the body. The ash will be heated to the point that it produces an orange color, creating a shining aura of flames that glows on the ash, as a cosmetic feature. The ash on this technique is greatly condensed, giving it the ability to form actual shapes, but they don’t offer defensive capability of any kind. Rather, it possesses a more offensive nature. When performing a Fire Release technique, an ash construct(s) on the user’s body from this technique can be fed to the jutsu in order to increase the power and intensity of the flames. This is a passive maneuver, and any technique augmented in this way receives a damage increase of 10 points (a single construct bestows this boost). Once an infusion is performed, the ash used in the infusion will be gone, leaving only the other ash constructs to use. Once all of the ash constructs have been used to augment techniques, the jutsu’s usage ends. The ash cannot be ignited by any means, even in the event of contact with fire or any substance which would cause ignition, be it natural flames or from that of a technique. A maximum of 2 constructs can be infused per Fire technique.

⇒ Lasts 5 turns
⇒ Usable 4x


Declined

While cosmetically different, the core concept of this has been done before.

 
Last edited by a moderator:

Geezus

Active member
Legendary
Joined
Sep 10, 2008
Messages
17,022
Kin
1,351💸
Kumi
19,495💴
Trait Points
70⚔️


Jiton - Jiryoku no Tate | Magnet Release - Shield of Magnetism
Type:
Defensive/Supplementary
Rank: B/A/S
Range: Short/Mid/Long
Chakra: Dependent on Rank (passive drains -5 chakra per turn)
Damage: N/A
Description: This technique is applied to the user bio, or posted at the beginning of a battle and has a passive and active effect. Those who have the ability to use the Magnet Release will constantly exude a small magnetic field around them due to the special quality of their chakra. This field surrounds the user like a barrier and is constantly active as long as the user has chakra. The shield can be deactivated at will, but will require a turn and 20 chakra to reactivate the passive effect. That being said, by consciously manipulating the magnetic field composing the barrier, the user can change both its shape and density to increase its defensive output. Due to the density of the magnetic field produced, the user will be protected from harm automatically. The barrier can repel physical attacks, such as taijutsu, as well as weaponry, and — with a change in magnetic charge depending on the situation — is completely resistant to both other forms of magnetic techniques, as well as electrical maneuvers below B-rank. This technique also will apply a magnetic charge to the user's own weaponry when thrown allowing them to be controlled after being thrown through the usage of other Magnet Release techniques. By controlling the barrier with their hands, therefore willingly, the user can strengthen and expand the area of the shield to reinforce it. With further added chakra the barrier can be expanded to protect large areas and can be used to defend the user against higher ranked techniques. This large scale variation cannot be maintained long, however, due to increased chakra consumption. The true danger in this ability, however, lies in its secondary trait. Anything or anyone who directly comes into contact with the barrier becomes magnetized, thereby leaving them open to a counter attack from the user's arsenal of magnetic techniques.
Note:
-The passive application can only resist up to B-rank techniques and covers short-range, the user will need to apply more chakra to defend against higher-ranked techniques counting towards the user's move count.
-Only usable by Magnet Release bios.
-A rank version usable three times per battle reaching up to mid range.
-S rank version only usable twice per battle reaching up to long range.

Jiton | Bōgai no Tsūshin - Magnet Release | Jamming Signal
Rank: C
Type: Supplementary
Range: Short-Long
Chakra: 15
Damage: N/A
Description: The user begins by applying a magnetic field throughout the surrounding area. By creating this field, the user can generate obstructions that hide the presence of the user's own chakra making it harder for chakra sensors, doujutsu, and sensory tools to pin down their location. The obstructions may be generated in a static or dynamic matter, allowing the user to hide their allies and while on the move.
Note:
This field last only three turns.


Declined: Basic Magnet techniques like this CJ obliges a medium; it cannot be the user's body and if the ground is to be the medium, most moves used after on your end will more than likely cancel it.


Jiton |Kugutsu Yaiba no Jutsu - Magnet Release | Puppet Sword Technique
Rank: B
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: By using the magnet release, the user takes control of one or more metal weapons within the user's vision. These weapons will levitate and can further be controlled by hand movements moving much faster than if they were being utilized normally. Once one of these weapons makes contact with its target, it can be made to transfer it's magnetic field to any object struck. The user may also use this technique to take temporary control of an opponent's weapons making them turn against their wielder.
Note:
User may only take control of basic weaponry such as swords, kunai, etc.
Magnetism of affected objects last two turns.


Declined: more or less the same issue as stated in the check above.


Jiton |Jiki Seifuku - Magnet Release | Magnet Subjugation
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: By performing the two needed handseals the user will use their Magnet Release to create a magnetic field that can be freely manipulated to perform different things according to the user's needs. The user can create an attractive force between the user, metals, and/or other magnetized objects causing them to move closer to one another. Also, the user can utilize this same technique to generate a repulsive force between targets repelling them from one another. Lastly, the user may generate a magnetic field that can be used to draw trace metals from the earth that allows them to form shields, pillars, and or other constructs according to their needs. The created constructs last two turns and can be freely manipulated via hand movements.
Note:
The user may only use one application of this technique per usage.
Usable 5 times, with two turn wait in between uses.
 
Last edited by a moderator:

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,755
Kin
799💸
Kumi
988💴
Trait Points
80⚔️
(Katon: Saigo no Ankooru ) Fire Release: Last Encore
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: N/A (+ 10 Infusion)
Damage Points: N/A
Description: Last Encore is a unique technique that seeks to emulate the applications of elements such as Earth, Water and Wind, wherein users of such elements can produce phenomena by imbuing their chakra into natural sources of the substance in question. While fire itself is not as ubiquitous as the previously mentioned elements in terms of naturally existing as part of the common paraphernalia of battlefields, and only rarely and situationally occurs in nature - and only for a short time when it does at that, an alternative release of Fire - ash, is often found as a natural part of terrain. Fire techniques that make use of fire produced by another source, such as a lighter or open flame already exist, proving that is possible for fire techniques to be produced from a source rather than just the users body. This technique then seeks to extend that application, allowing the user to produce fire techniques from naturally occuring ash, or ash that has formed as a result of their chakra. This technique is an instantaneous one activated within the same timeframe of another - the technique in question will be produced as normal, but emanating from the user’s chosen source of ash instead of being released, or spewed from their body. Just as Earth rumbles when it begins to come under manipulation by chakra, wind stirs and so on, similar disturbances will be found in ash that is being sparked into a fire technique. Firstly it will heat up and emit a crackling sound, then it’ll spark into a flame, or whichever form of fire release is being utilised. However regardless of its instant nature; it can only be used four times per battle with a cool down of two turns between each use while the ash source must be within a short to mid range distance of the user.

Declined: I'm not approving a technique that allows you to form energy (mass-less) based techniques out of ash (matter based substance).

(Fugaku Sanjūroku-kei) Thirty-six Views of Mount Fuji
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sanjūroku-kei is a rather uniquely designed weapon, specifically for that of the artist named Foreigner in order to enhance her art in the heat of a battle. It takes the form primarily as giant paint brush - but it has the passive ability of being able to shift it's form into a vastly smaller brush when needed. Depsite this, the shaft and bristles of the brush are light weight - allowing her to wield her weapon with ease while also being made of indestructible material but lacks the means of being able defend against ranked jutsu. It can however deflect freeform bases techniques such as freeform taijutsu, kenjutsu etc.

Art of Nature - The true nature of the brush comes in when Inoūi attempts to draw a work of art utilizing the brush, through the use of ink tattoos or even when using them from the scroll. The brush will siphon a minor amount of chakra from her through physical contact and take that, pushing the extra chakra into the user's ink based techniques increasing the offensive power of jutsu - passively increasing the rank by one or +20 to S ranks and above. Techniques that have no damage value will then instead gain +20 defensive power instead thus allowing her works of art to be sturdier in clashes. This is a passive ability and requires no input from the user but does require the brush to be in physical contact or within one meter of the owner in order to be utilized.

Heart of Imagery - Is another passive skill that works in tandem with the ink brush as it acts as a sort of beacon. This allows it to leak out chakra into the area up to long range, allowing the user a unique form of sensory as it allows them to detect any sort of ink/source within the area as well as anything that is near the ink (within close range proximity). While this is passively activated - it drains the user of - 5 per turn to sustain.
You must be registered for see images
Utilizing second CW slot gained at Kage Rank

Approved: Cool CW.

(Fugaku Sanjūroku-kei) Thirty-six Views of Mount Fuji
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sanjūroku-kei is a rather uniquely designed weapon, specifically for that of the artist named Foreigner in order to enhance her art in the heat of a battle. It takes the form primarily as giant paint brush - but it has the passive ability of being able to shift it's form into a vastly smaller brush when needed. Depsite this, the shaft and bristles of the brush are light weight - allowing her to wield her weapon with ease while also being made of indestructible material but lacks the means of being able defend against ranked jutsu. It can however deflect freeform bases techniques such as freeform taijutsu, kenjutsu etc.

Art of Nature - The true nature of the brush comes in when Inoūi attempts to draw a work of art utilizing the brush, through the use of ink tattoos, ink in general or even when using them from the scroll. The brush will siphon a minor amount of chakra from her through physical contact and take that, pushing the extra chakra into the user's ink based techniques increasing the offensive power of jutsu - passively increasing the rank by one or +20 to S ranks and above. Techniques that have no damage value will then instead gain +20 defensive power instead thus allowing her works of art to be sturdier in clashes. This is a passive ability and requires no input from the user but does require the brush to be in physical contact or within one meter of the owner in order to be utilized.

Heart of Imagery - Is another passive skill that works in tandem with the ink brush as it acts as a sort of beacon. This allows it to leak out chakra into the area up to long range, allowing the user a unique form of sensory as it allows them to detect any sort of ink source (or any sort of ink) within the area as well as anything that is near the ink (within close range proximity). While this is passively activated - it drains the user of - 5 per turn to sustain.


Update Approved, with edits




(Inkupo Fūinjutsu: Arusu Enlazar) Ink Sealing Technique: Ars Enlazar
Type: Supplementary
Rank: N/A (Same as parent technique)
Range: Short - Long
Chakra: N/A (Same as parent technique + 10 )
Damage: N/A (Same as parent technique)
Description: Arusu Enlazar is considered one of the two great sealing techniques of Ink Ninjutsu. This technique aims to simply utilize the ink as the medium in order to create seals much like how when i.e the Summoning Technique is done, it creates it's own "Jutsushiki" or Jutsu Formulae. This is simple as the ink may flow through the surface of the ground akin to "Ninja Arts: Ink Flow" while applying the sealing function of a technique based on the kanji formed in order to use Fūinjutsu at ranged distances. All applications of the parent technique is applied, such as effects, hand seals etc. This may be applied to any surface, such the solid ground, water, or even the "air" though it cannot be used on energy unless the seal specially allows for such an effect (they can also be applied to jutsu made by the user or allies, or if offensive against enemy jutsu). This technique jutsushiki remains behind regardless if used to seal something i.e using it to seal water. The water will remained sealed unless the parent technique allows for it to happen etc. This technique is passive but can only be used once per turn, with a cool down of three turns after use (parent techniques cool downs/drawbacks apply separately.


Declined, do not resubmit

After getting a second opinion, this would be far too problematic if approved, all things considered.

 
Last edited by a moderator:

Vegeta

Active member
Supreme
Joined
Apr 14, 2012
Messages
36,544
Kin
1,047💸
Kumi
7,487💴
Trait Points
0⚔️
( Jōkiton - Sūpā Jōki Chūnyū ) Steam Release - Super Steam Infusion
Type: Supplemental/Attack/Defense
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Jōki chūnyū is a technique only capable by the Jinchūriki of the Gobi, in which the user will passively infuse their water techniques with Steam Release Chakra. Through this, the technique it is applied to will immediately begin heating up to boiling temperatures causing steam to be released along side it increasing it's potency due to the vast heat being introduced, however the user will continue to increase the temperature of the Steam chakra creating something only the Jinchuriki of the 5 Tails is capable of, Super-heated Steam. What this does is increase the energy in the steam, and makes the steam increase in temps to a degree that the steam itself becomes extremely volatile, able to set things on fire that make contact with it or even get too close. This translates into a damage increase of +20 to techniques A rank and below (S-ranks gain +10), while techniques which originally did no damage will now deal it in occurrence to it's rank (but will not gain the inherit damage increase). The water/steam is easily capable of melting flesh off of bone at higher levels of use.

- Infusion of Steam Chakra lasts 4 turns
- Usable 2x per battle, 2 turn cool down between uses
- Can only be used by a 5 Tails bio with Katon main specialty
Example of Super-heated Steam
Approved bio


Approved, with edits




-resub-
( Hebi Kuchiyose - Boitatá ) Snake Summoning - Boitatá
Type: Attack/Defense/Supplemental
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Boitatá, the most proficient of all Snakes in usage of Katon, is a personal summons of Vegeta Valentine. He is comparable in size to Aoda with bull-like horns on his head. From just behind the top of his skull is what looks like quills coming off him in a staggered pattern down his body. His tail is pointed having an ax shape to it with a spear tip in the center. The razor sharp horns as well as heavy blunt/sharp tail can be used for striking and would also carry burning damage from him always molding his Katon. Its eyes are stunning and bright, and he is very strong even by large Snake summons standards. A fierce, powerful, menacing Minister of Death whom thanks to his natural affinity to Katon and burning things, hates nature, especially the forest. He is an avid swimmer moving as fast as he can on land (Kage rank Taijutsu Master). His fangs contain a powerful snake venom, and one bite from him would not only burn someone severely but would also paralyze them as the venom quickly makes it way thru their system, taking 2 turns for total paralysis to set in, lasting for one turn.

Abilities:
- Can communicate with humans and snakes alike
- Uses Katon with no seals, and basic Ninjutsu (only Hiding with Camoflage and Chakra transfer technique)
- Cannot be harmed by B ranks and below
- Can sense with heat/scent/vibration and can also sense things thru their natural energy
- Can access Natural Energy only to use Sage Art: Inorganic Reincarnation, and can use the Chakra Transfer technique to dispel the user from Genjutsu up to A rank

~Notes~
- All abilities cost a move other than sensing
- Must know Snake Sage Mode to summon Boitatá
- Only those allowed by Vegeta may summon Boitatá
- Can be summoned 1x per battle and stays for 4 Turns.
- Cannot be summoned to the field if Manda is present, unless Manda was summoned by an opponent
- No summons for two turns after or at the same time
- Can only use Inorganic Reincarnation once per match.
You must be registered for see images

Approved - made alot of edits
to approval
Resubbing as a personal summons for a bio update

( Hebi Kuchiyose - Boitatá ) Snake Summoning - Boitatá
Type: Attack/Defense/Supplemental
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: Boitatá, the most proficient of all Snakes in usage of Katon, is a personal summons of Vegeta. He is comparable in size to Aoda with bull-like horns on his head. From just behind the top of his skull is what looks like quills coming off him in a staggered pattern down his body. His tail is pointed having an ax shape to it with a spear tip in the center. The razor sharp horns as well as heavy blunt/sharp tail can be used for striking and would also carry burning damage from him always molding his Katon. Its eyes are stunning and bright, and he is very strong even by large Snake summons standards. A fierce, powerful, menacing Minister of Death whom thanks to his natural affinity to Katon and burning things, hates nature, especially the forest. He is an avid swimmer moving as fast as he can on land (1.5 x a Kage rank Taijutsu Master). His fangs contain a powerful snake venom, and one bite from him would not only burn someone severely but would also paralyze them as the venom quickly makes it way thru their system, taking 2 turns for total paralysis to set in, lasting for one turn.

Abilities:
- Can sense with heat/scent/vibration
- Cannot be harmed by B ranks and below
- Uses Katon with no seals, and basic Ninjutsu
- Can communicate with humans and snakes alike mentally or thru dialect
- He can change his size to no smaller than 1 meter long to accommodate his masters needs
Notes:
- Cannot be summoned to the field if Manda is present, unless Manda was summoned by an opponent/ally
- Only those allowed by Vegeta may summon Boitatá, and he would never attack his master even under another's control and would instead disperse himself
You must be registered for see images

✪ Update Declined ✪

 
Last edited by a moderator:

Sasori

Active member
Legendary
Joined
May 31, 2014
Messages
15,264
Kin
1,327💸
Kumi
4,657💴
Trait Points
0⚔️
(Gizen mushi) Sealing Arts: Fiendish Neglect
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user will first perform two hand seals and cause for a magenta colored barrier to peel off of their skin and continue moving up to ten meters away. This barrier will take the form of a spherical and translucent barrier that continues to expand in size as it moves away from the user. For example, once released from the user the barrier will begin to expand towards everything ten meters around where it was released. The thing so special about this barrier is that in the turn it was released the user will select a specific target for it. For example, the user could choose the Fire element and by doing so would cause the barrier to push away all signs of the fire element near the user. This is basically a technique the user can use to push away attacks that happen to form very close to their person, in fact, due to how the barrier is emitted from their body it can affect just about anything nearby. Essentially, the specified target will be pushed up to ten meters away. It is important to note that this technique does not cause damage to the target, but instead just pushes them away. Logically speaking though, this technique can be used to neutralize attacks. Of course, this technique has limits, it can only affect techniques up to A-rank and can be opposed or stopped by attacks above that rank. Additionally, when selecting a target for the technique, it can be any of the five base elements or any Custom Element. This technique also does not affect any other person or jutsu besides the ones chosen and will simply phase through it.

Note: Can only be used four time with a turn cool down
Note: No Fuin A-rank and above next turn


Approved, with edits

"Above A-rank" is akin to saying S-rank and above Fuin, which isn't a real restriction.

 
Last edited by a moderator:

RuckenTM

Legendary
Joined
Mar 15, 2014
Messages
10,543
Kin
2,675💸
Kumi
2,113💴
Trait Points
54⚔️
CW Jutsu, approved CW:

( Saigo no Ankooru ) - Mirror Defections
Type: Supplementary
Rank: S
Range: Short-long
Chakra Cost: 40
Damage Points: N/a
Description: Using the 'Reaper Skull with a Metamaterial Optical Camouflage' custom weapon's ability to scatter incoming/reflect light, allowing it to manipulate light from passing. The user can make far more complex mirages that appear to manipulate matter around them, visually appearing as though he can change the terrain (only in NW) in a sorts of reflections that appear far too real, even to be considered genjutsu. This ninjutsu allows the user to simply extend his range of manipulation with a single handseal of confrontation. Light reflections; symmetry, perspective tuning, truncated and stellated polyhedra, hyperbolic image geometry, and tessellations. This hinders even gigantic summons from engaging combat due to the change in area and it's details. However, this is solely sight based, for those who are blind, doujutsu users or use some other senses other than sight can simply navigate as normally without any problems. This leaves those who rely on sight unable to locate their enemy.
Note: Requires the CW: (Metamateriaru no Kōgaku Meisai to Shinigami Sukaru) — Reaper Skull with a Metamaterial Optical Camouflage
Note: Lasts for 4 turns. Usable twice per battle.
You must be registered for see images


Declined

The scales on the cloak are what provide for this feature on your CW. You wouldn't be able to extend this ability further than short range as noted in the description of the CW itself.


Bugs in the sky proof: [ ]

( Fuuton: Burakkugeirubagu ) - Wind Release: Black Gale Bugs
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 (-15 to sustain)
Damage Points: 80
Description: Upon weaving a couple of seals, the user can summon Jet streams which are rapidly moving cold currents that circle the Earth in the sky high above in the atmosphere. In a down pour to merge with active winds entangling itself within them, the freezing winds bring down a torrent filled racing infinite-sum of tiny bugs from the atmosphere that embed themselves in the gust acting as a second momentum of force inside the wind. It's known bugs can help trigger cloud formation by supplying the particles around which ice crystals form, then if inhaled by the opponent their breathing becomes hard (-15 Taijutsu/Kenjutsu) due to the bugs within their lungs, which can lead to death.

Note: This can be combined with other WIND jutsu to give them +1 rank in damage up to S rank, +10 to F-ranks.
Note: User isn't in control of the bugs as they'll simply loiter in terrain.
Note: While Jutsu is sustained, Users can only utilize WIND or related WIND style Ninjutsu only.
Note: Can only be sustained for 3 turns, 4 turn cool down.


Declined

I understand that you aren't really manipulating the bugs in any way so I'm not necessarily declining it on the basis of it clashing with Aburame, but beyond these bugs being used as minute "pellets" that batter the target, this isn't really unique.



( Obujekuto-yōsetsu no jutsu ) - Object Welding Technique
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/a
Description: The user releases raw chakra from their hands or body which they use shroud an object with. This is used to welding a sculpture out of any soild without using elemental manipulation but rather raw chakra that acts in manner of one simply using their own hands to shape an object, however with lot more strength than they could. Manipulating to act as fabrication for building structures by cutting, bending, and re/assembling. Accompanying the 5 elemental chakra(s); they can use Katon chakra to bare-heat it for better welding, Suiton chakra to cool, Doton to prefect the smoothing process (make it look nice), Fuuton to cut the material, and finally Raiton which speeds the process. Without thought the user can release this chakra even during combat as this jutsu's bare function requires only one single thought for a final product which has to be stated when using (Passive).

Note: This jutsu cannot restore; health, tools/ objects, or larger things than the user's body, and if destroyed beyond simple welding, i.e if its turned into ash.


Declined

This has been done before through the use of fire release.

 
Last edited by a moderator:

Shinta

Active member
Legendary
Joined
Dec 11, 2010
Messages
19,097
Kin
1,184💸
Kumi
9,485💴
Trait Points
0⚔️
Bijutsu: Rinpen Chūnyū - Tailed Beast Skill: Scales Injection
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: N/A (+20 to technique)
Damage: N/A
Description: Utilising her ability to utilise a reflective Scale Powder, Fū is able to combine them with her Wind Release jutsu to grant them the same blinding effects of the Scale Camouflage technique. Fū is also able to grant this infusion to the other basic elements, whether it be by coating the technique with the scales, or infusing the scales within the jutsu itself. If infused within a jutsu, the scales will not be visible until the containing jutsu's destruction which would release the scales and blind anyone looking at it in a similar way to looking directly at a flash bomb. In the instance Fū opts to coat a jutsu with the scales, they would reflect light to again temporarily blind any target, but would make tracking the coated jutsu very difficult due to the blinding effects.
Notes
-Only usable by Fū
-Usable four times per battle
-Cannot use Secret Technique: Scale Camouflage in the same turn
-This technique can be done in the same Time Frame as the jutsu it is being infused with.


Declined

This would make countering your infused techniques (especially certain ones) very difficult for those without a form of sensory.


Bijutsu: Bubun Kōgeki Sōkō - Tailed Beast Skill: Partial Attack Armour
Type: Offensive/Supplementary
Rank: A-rank
Range: Short(self)
Chakra: 30
Damage: 60
Description: Channelling Chomei's chakra in a similar way to that of a transformation, Fū is able to form hard-durable scales of the same blue colouration of Chomei's scales, over her arms and legs; stopping about halfway up the biceps and quadriceps. These plated scales still allow Fū the same dexterity and mobility she would normally have through her ankles, knees, wrists and elbows; though she is unable to utilise finer control of her fingers and thus unable to form hand seals but is able to perform broad actions such as required by taijutsu and holding weapons. These scales grant her punches and kicks a +20 damage up to A-rank and +10 for S-rank taijutsu, whilst adding a +15 damage to free-form. The plate-armour on each limb can safely withstand up to C-rank elemental Ninjutsu and elemental Taijutsu, while protecting against damage up to B-rank standard taijutsu; which will cause the armour on the affected limb to disperse.
Notes:
-Can only be used by Fū
-Can be sustained for three turns or until dispersed
-Can be used four times per battle with a two turn cool-down.


Approved

Nice idea.

 
Last edited by a moderator:

Korra.

Sage of Snakes
Supreme
Joined
Apr 25, 2011
Messages
22,836
Kin
2,212💸
Kumi
4,343💴
Trait Points
0⚔️
(Origami Fuinjutsu: Kami no Megami no Shukufuku) - Paper Sealing Technique: Paper Goddess' Blessing
Type: Supplementary
Rank: A
Range: Short - Long (Seal on self, effects on summons all the way to long)
Chakra: 30 (-10 every time it activates)
Damage: N/A ( +20 damage to summoning ninjutsu and summons )
Description: Using her Fuuinjutsu and Paper abilities, Korra created a seal on her body to make her using summons and their ninjutsu in conjunction with her KG. The seal automatically activates whenever the user uses ninjutsu from their summoning contract or actually summons a creature from a summoning contract they signed. The creatures they summon are filled with paper sheets making it were if the creature gets cut or sliced or destroyed the creature's body will release the paper sheets. Being a paper user the animals will be filled with paper so when the animal is cut in half the animals body will release a source of paper short range of where the animal got damage. The seal passively activates by its self so the user never needs to focus on it. Being a snake user when Korra uses this her snakes from jutsus like Hidden Multiple Snake Hands will be more deadly as her snakes could potential be more deadly as the snakes may release a bigger paper source for her across the field. The amount of paper sheets is determined by the size of the animal as bigger sized animals will be able to store more of a source of the selected elemental. This can only be used with Paper Ninjutsu.
Note: Must be placed on a users bio or posted in the beginning of a match
Note: The seal passively activates when the user summons an animal or uses relevant contract ninjutsu
Note: The seal can only be used once in a move even if the user does multiple contract ninjutsu moves
Seal looks like
You must be registered for see images

✪ Approved ✪


(Dokuton: Funsai Suru) - Poison Release: Shatter
Rank: S
Type: Supplementary/Offensive
Range: Short-Mid
Chakra: 40
Damage: 80
Description: In essence a trap technique where the user sends moderate amounts of poison chakra into either the ground or air to the area near the opponent. The first variant can be done in close range through close quarters combat releasing the poison from the soles of the feet hiding them by having them burrow slightly into the ground or from a distance by channeling poison through the ground from the soles of the feet. Either way the aim is to create several ( one to eight ) small condensed bead sized orbs of poison to embed themselves in the ground around the opponent. Once done the user can either perform the seal of confrontation causing the poison to detonate or wait for the opponent to step upon the area where the poison is causing the beads to detonate in tandem. When they explode they release a mass of liquid or gaseous poison along with a strong explosion able to create a one meter crater. The poison rushes outward from the tiny bead proliferating itself into a massive amount of liquid or gaseous poison with the aim to strike anything or anyone in a short - mid range area.

Alternatively these beads can be released into the air through the hands where they will float in place until activated or touched where they will then explode doing what was mentioned above but this usage makes it easier to see and defend from. While underground they can only be perceived by chakra sensors or someone with an appropriate sensing ability to know they are traveling underground and they basically act like landmines as per their trap like nature. The poison doesn't have any lasting effects on it's own besides the ability to cause minor cell necrosis mimicking second degree burns. However it can be used with the users own custom poison or Med Toxin to alter the effectiveness of the technique.
Note: Can only be used twice per battle with a two turn cool down


Approved: edits annotated in pink and omitted the tripwire portion of the CJ.


(Sunēkusukēru Yōshi) - Snake Scale Paper Sheets
Rank: N/A
Type: Supplementary
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: These were special paper sheets created by Korra herself. The paper sheets are created by infusing snake scales with paper sheets making the paper more durable. Due to the durablity increase the paper sheets can break through ninja tools and give Paper Ninjutsu jutsus a boost in rank execpt for S rank and above. The sheets can allow the paper to infuse with elemental chakra making them more dangoerous. When infused with elemental chakra they sheets causes damage that relates to each of the elements. The When infusing chakra it last for 1 turn and requires a turn cool down before infusing a different nature. These sheets can be infused with otehr papers sheets and make other type of paper or tags the user has as durable as these.
Note: Requires a Paper bio
Note: Must know Snake Summonings
Note: Must be posted in teh user's bio or in the start of the battle

( Mudo Check ) Declined, do not resubmit. You already have Exploding Snake Tags that alter your normal paper sheets to suit your fighting style. This is just a bad attempt at stacking more passive boosts on them; one flat rank increase excluding S ranks, can break through ninja tools and it would allow you to infuse elemental chakra into them (Zatanna also submitted a technique for this a couple of posts before you) with no chakra cost or drawbacks?

(Dokuton: Itsutsu no doku no Te) - Poison Ninjutsu: Hand of Five Poisons
Type: Offensive
Rank: S - Forbidden
Range: Short - Mid ( depending upon variation )
Chakra: 40 - 50 ( -10 per turn for S rank usage )
Damage: 80 - 90 ( 20 to the user and destroys the hand )
Description: Based upon the principles of (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill, and partially inspired by (Raiton: Raikiri) - Lightning Release: Lightning Blade the Hand of Five Poisons is a technique where the user produces a very specific and strong poison for each one of their fingers. Then by cladding their hand in an aura of gaseous or liquid poison they can use that poison offensively in some way to attack or defend in close quarters.

The Sorrow - The index finger is able to produce a strong tearing agent creating a continuously refilling short range smog of aerosolized liquid compounds appearing to be a gas but not truly a gas. This substance is based on phenacyl chloride, dissolved in hydrocarbon solvents. The Sorrow works by irritating mucous membranes in the eyes, nose, mouth and lungs, and causes intense crying, sneezing, coughing, as well as difficulty breathing, pain in the eyes, and temporary blindness. All of this combined together cuts the poisoned individuals reactions in half. The symptoms are instantaneous upon exposure to the substance and last three turns per application.

The Fury - The middle finger can produce a highly flammable and ignitable liquid poison that works similar to a nerve agent. It causes blisters and burning of the eyes and lungs and causes symptoms similar to third degree burns upon any flesh it touches. It's usage is more direct than the Sorrow needing to be administered through a direct finger jab as it clads the hand in a liquid shroud of poison. However it's real usability comes in when used alongside a fire technique. It provides additional fuel and acts as a napalm when ignited meaning it will continuously burn until extinguished however like a grease fire it cannot be extinguished with simple water needing a wind and water combination or a water technique one rank higher. It can be used on A ranks and below to raise a fire techniques rank or alongside an S rank but only grants it 10 additional damage.

The End - The third finger creates a sure kill poison based on dendrotoxins. The only basic variation that can attack from afar. The user will hold out their third finger creating a pressurized drop of poison with the ability to snipe an opponent from a distance. The poison has enough force to enter the body puncturing flesh and bone before acting rapidly by blocking the exchange of positive and negative ions across the neuronal membrane. This leads to no nerve impulses, thereby paralyzing the nerves. This causes the heart and lungs as well as other various organs to slowly shut down over the next three turns. As a fail safe if spotted and defended against the user is able to perform the seal of confrontation proliferating the poison into a fair amount allowing it to play on par with similar elemental releases having the normal strengths and weaknesses of liquid poison.

The Fear - The pinky finger is able to produce a poison rich in dopamine and Corticotropin which is a peptide hormone involved in the stress response. When administered through a finger jab the poison enters the body causing the fear response. This causes the body to mimic the normal bodily responses to fear causing a change in hormone production causing a feeling similar to Killing Intent. When used alongside Killing Intent it creates a more solidified feeling of fear. This doesn't have much effect like the others and is more of a show of force. It causes damage to the body but is never really fatal.

The Pain - The thumb is able to produce a poison that mimics fasciculin a toxic protein that attacks sensory nerves and motor nerves causing neuropathic pain. Meaning pain that isn't exactly connected to an outside injury but instead injuries to the nerves themselves. This poison is administered by coating the thumbs in the poison and then causing it to create an aura that surrounds the entire hand by partially vaporizing the poison. The through a taijutsu action the user is able to increase the level of pain felt by applying the poison to the body. Once applied to the strike the poison will pass through the pores of the skin latching to the nerves of the body causing first a slight numbness that radiates from the point of contact out a few inches before inducing a strong abrupt rush of intense pain. This pain increases the rank of taijutsu techniques by one up to S rank with S ranks it increases the damage by ten.

The Boss - The culmination of everything above the Boss is the final variation a mixture of all of the poisons concentrated into a pressurized gaseous beam. It has the biological effects of each poison without any of their specific abilities. IE it has the tearing agent aspect of the Sorrow but cannot be used to create a cloud of poison. It has the blistering and burning properties of the Fury but cannot be used alongside a fire technique. As well as having the nerve impulse limiting abilities of the End, the fear creating properties of the Fear and the pain inducing properties of the Pain. However it is much easier to defend against due to it's more elaborate and showy execution. Upon it's usage the poison literally eats away at the users hand dissolving the flesh and bone, crudely cauterizing the wound dealing twenty damage to the user and taking away the ability to use hand seals and the hand.

Note: S rank can only be used twice with one poison per usage and a three turn cd
Note: Forbidden rank can only be used once and negates the ability to use it at S rank


Declined: first and foremost, this CJ is bereft of sufficient reason to accommodate five fundamentally different poisons in just this one alone. Partition them into separate CJ if resubmitted. And as for "The Boss," the bit about the poisons being "concentrated into a pressurized gaseous beam" doesn't align with either of the principles associated with the two canon moves being referenced and ergo, would also be a separate CJ as it stands now.

Serprating Hands of Poison


(Dokuton: Ikari) - Poison Ninjutsu: The Fury
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 ( 10 per turn to maintain )
Damage: 80
Description: The Fury is a highly flammable and ignitable liquid poison that works similar to a nerve agent. It causes blisters upon the skin and burning of the eyes and lungs and causes symptoms similar to third degree burns upon any flesh it touches. It can be used by creating a torrent of liquid poison from the hand through a palm strike or it can be administered through a direct finger jab by being used to clad the hand in a liquid shroud of poison. This is partially inspired by (Raiton: Raikiri) - Lightning Release: Lightning Blade and (Dokuton: Kurote no Jutsu) - Poison Release: Black Hand Skill. However it's real usability comes in when used alongside a fire technique as it is flammable and works like a fuel source similar to oil or another combustible liquid when ignited.
It can be used in the same timeframe as an A rank fire technique or below to raise a fire technique's rank or alongside an S rank but only grants it 10 additional damage. The user is able to clad both of their hands in poison and create two blade-like constructs similar to what can be done with water release or they can clad a single hand in the poison either way they are able to constantly feed poison into the construct in a similar way as to how Lightning Blade can be used. It can be used offensively to attack or defend augmenting taijutsu usage allowing the user to create slashing, piercing or blunt damage but due to needing constant dokuton chakra to sustain it the user is only able to use poison techniques while they extend it's usage.
Note: Can only be used two times per battle and can last four turns at maximum
Note: Can only be used alongside fire techniques twice and can't be sustained if done



Approved, with edits




(Dokuton: Gentsū) - Poison Ninjutsu: The Phantom Pain
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The Phantom Pain is a poison that mimics fasciculin a toxic protein that attacks sensory nerves and motor nerves causing neuropathic pain and intense muscle twitching and spasms. It is found in select strains of snake venom including the mamba. Neuropathic pain is pain that isn't exactly connected to an outside injury but instead injuries to the nerves themselves and due to this fact mimic the pain caused by genjutsu induced injury. This poison is administered by coating the hands or feet in the poison and then causing it to create an aura that surrounds the entire limb by partially vaporizing the poison causing gaseous plumes of green poison to fume from the hands. Then through a taijutsu action or just attacking in a free form way the user is able to increase the level of pain felt by attacks by applying the poison to the body through additional offensive actions. In essence the user is able to supplement basic chakra from taijutsu with poison causing more damage than it usually would have on it's own. An example of what this can do is if it is used alongside something like (Konoha Ryūjin ) - Leaf Dragon God instead of using the basic chakra they release to create gale winds and an air current based dragon through the initial kick they can release poison with the kick creating a poison based dragon in it's stead. Once applied to the skin the poison will pass through the pores latching to the nerves of the body causing first a slight numbness that radiates from the point of contact out a few inches before inducing a strong abrupt rush of intense pain that continues to radiate throughout the body as long as the poison is attached to the nerves causing ten additional damage per turn for two turns. As mentioned above this damage is similar to the pain induced by genjutsu thus it on it's own isn't able to break the effected person out of genjutsu as it's basically pain created by tricking the brain into believing damage has been taken.
This pain increases the rank of non-elemental taijutsu techniques by one up to S rank with S ranks it increases the damage by ten. It can additionally be controlled to extend the users reach up to mid range by having the poison burst forward but only works with freeform attacks needing direct taijutsu techniques to still hit their mark to deal the initial damage of that technique.
Note: Can be used twice per battle and the aura lasts three turns


Approved, with edits

Removed the notes on both stating that they can be used with custom or the Med Toxin poison. These are specific poisons with unique effects, so you wouldn't be able to also use your poison or the basic one alongside the inherent effects that these provide.

 
Last edited by a moderator:

Venom

Active member
Legendary
Joined
Jun 16, 2012
Messages
17,037
Kin
2,911💸
Kumi
3,679💴
Trait Points
0⚔️
Awards
(Fuuinjutsu: Kage en bun'ya) - Sealing Arts: Realm of Shadows
Type: Supplementary | Defensive
Rank: B
Range: Short - Mid
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Realm of Shadows is a barrier type fuuinjutsu made soley for supp/def usage. With a single hand seal the barrier can be erected easily. One of it's main purpose was to be used when retreating from wars or conflicts. This was used and cast around the user and his/her allies, to avoid enemies. Another use is so that the user may hide while meditating or simply heal without being interupted or detected. The concept of this technique is similar in usage to the canon ninjutsu; Meisaigakure no Jutsu. What makes it different is the fact that instead of applying it to the user's body soley, the user may have the barrier erect around short range to hide his/her allies (the barrier option to fit soley around the user's body like an armor is also an option). When within the barrier, the user's scent is erased to outsiders, all sounds within the barrier are mute to outsiders and the barrier reflects light off it to match the surrounding area so that all within it (including the barrier itself) is basically invisible to the naked eye. The barrier moves along with the user as the center point at all times as long as it is erected. Allies within the intangible barrier may exit as they please but can't enter. The second application of this technique is that the user is capable of using this barrier around a technique of their own within range. The barrier may be created within the same TF as the technique its supplementing by performing a single handseal alongside the rest of handseals for the original technique (if the technique didnt require hand seals, then the barrier wouldnt either). This second application may only cover techniques that do not exceed a 5x5meter size. Both application uses the same hiding effect. The first application may only be used twice with a turn cool down. While the second application may also be used twice, but with a 2 turn cool down period and may not last past a single turn unlike it's first application.

Notes:
-May only be used 4 times per battle. Each application being used twice.
-Barrier cannot cover Forbidden Rank techniques.
-Cannot use Fuuinjutsu above A rank within the next turn.
-May only be taught by Venom

⛧Declined. If light is reflected off of the barrier, you wouldn't be able to see anything outside of the barrier. I take it you didn't consider this, as it seems you plan to be moving while using this, which would be rather impossible. There are other logical ways to achieve the invisibility aspect.⛧

(Fuuinjutsu: Kage en bun'ya) - Sealing Arts: Realm of Shadows
Type: Supplementary | Defensive
Rank: B
Range: Short - Mid
Chakra: 20 (-5 per turn)
Damage: N/A
Description: Realm of Shadows is a barrier type fuuinjutsu made soley for supp/def usage. With a single hand seal the barrier can be erected easily. One of it's main purpose was to be used when retreating from wars or conflicts. This was used and cast around the user and his/her allies, to avoid enemies. Another use is so that the user may hide while meditating or simply heal without being interupted or detected. The concept of this technique is similar in usage to the canon ninjutsu; Meisaigakure no Jutsu. What makes it different is the fact that instead of applying it to the user's body soley, the user may have the barrier erect around short range to hide his/her allies (the barrier option to fit soley around the user's body like an armor is also an option). When within the barrier, the user's scent is erased to outsiders, all sounds within the barrier are mute to outsiders and the barrier reflects light off it to match the surrounding area so that all within it (including the barrier itself) is basically invisible to the naked eye. The barrier moves along with the user as the center point at all times as long as it is erected. Allies within the intangible barrier may exit as they please but can't enter. This is due to the barrier being made out of a special 'one-way' property. Meaning whatever exit may not return. With this same logic the user is capable of seeing through the barrier perfectly unlike those on the other end of the barrier (think of being within a tinted vehicle or behind a one way glass wall/door). The only exception of something exiting that may return is if it doesn't fully exit. Ex: The user extending his arm outside to retrieve something. He may pull in back his arm since his other half is still within the confines of the sphere shape barrier. The second application of this technique is that the user is capable of using this barrier around a technique of their own within range. The barrier may be created within the same TF as the technique its supplementing by performing a single handseal alongside the rest of hand seals for the original technique (if the technique didn't require hand seals, then the barrier wouldn't either). This second application may only cover techniques that do not exceed a 5x5meter size. Both application uses the same hiding effect. The first application may only be used twice with a turn cool down. While the second application may also be used twice, but with a 2 turn cool down period and may not last past a single turn unlike it's first application.

Notes:
-May only be used 4 times per battle. Each application being used twice.
-Barrier cannot cover Forbidden Rank techniques.
-Cannot use Fuuinjutsu above A rank within the next turn.
-May only be taught by Venom


Pending


Leaving for Riker.




⛧ Approved.⛧

Addendum: It's been pointed out to me by Jay that the second half of your custom directly infringes upon his, so I'm gonna have to revoke this approval. You'll be required to resubmit it.
 
Last edited by a moderator:
Status
Not open for further replies.
Top