Custom Jutsu Submission - III

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Cursed Prince

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Ni-kai Taijū, Inpakuto | Twice The Weight, Impact |
Type: Offensive/Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: 80
Description: Twice The Weight, Impact is a technique designed by the soma no ko clan to take advantage of the strange things they could do with their bodies. When the soma no ko are fused they found that they could duplicate body parts and use that to their advantage in a close combat situation. This technique instead requires the user to stretch out and thicken muscle and bone within the user's arms as a means to augment physical strength. The additional mass and hardness present by tensing of the muscles, as well as the increased size of the arm allows the user to achieve enough power to smash through rock and other sturdy structures. The force of using this technique on an opponent will shatter bones if left unguarded, and can send them flying 10 meters backward
Note: Can only be used twice per battle
Note: Can only be used by a soma no ko bio, and the bio must be fused
Note: Soma No Ko techniques cannot be used the turn after this move is used


Declined - this is beyond the limits of SNK
 
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-Broly-

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(Katon/Raiton: Faiyāwaiyā/Raibuwaiyā) Fire/Lightning Style: FireWire/LiveWire
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+20 to Taijutsu/Kenjutsu techniques)
Description: This technique was inspired by "(Testsu Sen Genkotsu) - Iron Wire Fist" where the user wraps his fists in iron wool in order to augment the damage that his fists do. Realizing that if the user didn't come into battle with his fists pre wrapped, and that the technique was very limited as it only works on his hands, the creator of this technique sought to expand on this idea. Being able to be used on any two limbs at a time (One arm and one leg for example) or any two weapons at a time, the user can create barbed wire made out of chakra around the items that he chooses. The barbed wire appears light blue in color and features short spikes scattered all over it that are facing outwards, so as not to hurt the user. The barbed wire acts just as the real thing does, able to brutally tear into all physical techniques and objects to do additional damage. In addition, the user charges either fire or lightning into the wire for additional effects

Lightning - LiveWire: When the user charges lightning into the barbed wire it takes on the appearance of having electricity flow all around it. In practice, if the user strikes an opponent with this enhancement it will numb whatever body part that strikes it as well as doing the original ripping and tearing damage of the barbed wire.

Fire - FireWire : When the user charges lightning into the barbed wire it takes on the appearance of having fire flow all around it. When the user strikes an opponent with this enhancement, it will combine with the tearing usage of the barbed wire and deliver internal burn damage to them. The effect of this is that the victim will be unable to move the afflicted body part for 1 turn for each strike.

The user may only charge one elemental nature at a time into the wire. This technique can only be used passively when combined with any Taijutsu or Kenjutsu based technique/freeform move. This move may also provide additional damage when combating physical techniques.

-Can't be used with EIG
-Can be used once every two turns upon deactivation
-Lasts until a non Tai/Ken move is used by the user.

Declined- clashes with existing jutsu made by steel release users
 
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Mellow

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(Ototon: Dejitarudikei) Sound Release: Digital Decay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:Upon the formation of handseals by the opponent, the user will release a low energy, high frequency sound wave upon making a sound, such as a whistle or fingersnap. This hindering sound wave targets the muscular system of the person forming the handseals, causing the muscles in their hand to violently cramp up. Due to the pain in their hands, the target will be momentarily unable to complete the handseals. The pain caused by the sound wave lasts just long enough to prevent the completion of the jutsu the handseals were intended to invoke
Note: Can only be used three times per battle
Note: Technique requires a cooldown of two turns before it can be used again

Pending - will come back to this. Not sure if to target a specific muscle in that way requires medical knowledge

permission to resubmit

(Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw
Type: Offensive/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+30 to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.

Note:
~Can only be used 4 times
~Cannot be used in consecutive turns
~Can only be taught by Mellow

Declined - +30 is way too much
(Ototon: Dejitarudikei) Sound Release: Digital Decay
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:Upon the formation of handseals by the opponent, the user will release a low energy, high frequency sound wave upon making a sound, such as a whistle or fingersnap. This hindering sound wave targets the muscular system of the person forming the handseals, causing the muscles in their hand to violently cramp up. Due to the pain in their hands, the target will be momentarily unable to complete the handseals. The pain caused by the sound wave lasts just long enough to prevent the completion of the jutsu the handseals were intended to invoke
Note: Can only be used three times per battle
Note: Technique requires a cooldown of two turns before it can be used again

Declined - requires med knowledge

permission to resubmit

(Katon: Subete no Shōhi Ago)-Fire Release: All Consuming Maw
Type:Offensive/Supplementary
Rank:B
Range:Short-Long
Chakra: 20
Damage:N/A (+1 rank to first jutsu)
Description:
This is a unique technique utilising the flammable gas form of Katon similar to the canon Mist Blaze Dance jutsu. To begin the user will string two additional hand seals onto the performance of another jutsu. By doing so they will form a cloud of flammable and extremely volatile gas in an area chosen by the user and in an amount proportional to the first jutsu.

Alone this gas is harmless to any targets but due to its nature it is able to be ignited by any heat source in the area it is formed in, however slight it may be. For example any naked flame, heat present in sparks or generated through friction would be enough to ignite the gas and produce violently explosive results. The user can employ chakra control to angle the explosion away from the first jutsu to prevent any unwanted negative effects.

Note:
~Can only be used 4 times
~Cannot be used in consecutive turns
~Can only be taught by Mellow
- only useable on A ranks and below

Approved - made edits

(Ninpo: Senzo Gaikan)- Ninja Art: Ancestor's Facade
Rank:S
Type: Offensive/Defensive
Range:Short - Long
Chakra Cost:40
Damage Points: 80
Description:
This technique is simple in nature although no less unique, it draws upon the basis of Ninjutsu itself specifically shape manipulation. To begin the user will focus their chakra into a technique, energy or chakra-less substance that is present on the field. By overflowing it with their chakra the user is able to rapidly alter the shape of the technique, giving them many offensive and defensive options however they are limited to manipulating the shape only. The user does so through simple hand movements, indicating their intentions and allowing it to rapidly change shape in simple movements, depending on the scale of the jutsu and the users wishes. For example the user could manipulate an earth justu with this technique to form a spike or a wall for their purposes, limited only by the imagination.

Note:
-Can only be used 4 times
-No Ninpo techniques above S rank in the same turn or the next
-Can only be taught by Mellow

Declined - been done and tries so many times before
 
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Klad

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Updating this

(Raiton: Hishou Kyuutai) - Lightning Release: Flying Orbs
Type: Defensive/Supplementary/Offensive
Rank: A-Rank
Range: Short to mid
Chakra: 30 (self-sustaining but drains -5 per turn)
Damage: 60
Description: The user performs 2 handseals while concentrating raiton chakra around themselves to form 4 orbs of compressed lightning which would then rotate around the user 1 meter away from them. Each orb has the power of C-Rank compressed lightning and is 10 centimeters in diameter. If someone approaches the user and gets hit by one of those lightning orbs, they would receive C-Rank shocking damage while being placed off balance due to being hit and also being slightly shocked the moment they're in contact with said orb. Once an orb lands on a target, it disappears. While opponent is within the medium range radius, the user can direct those 4 orbs at the target from whichever direction they wish by a simple waving motion from their hand or weapon they are holding. When doing so, the orbs can either attack simultaneously or in quick succession. The orbs are self-sustaining so the user is free to use any other techniques when these orbs are active. If the user wants, he can also make the orbs merge together in different circumstances. For example, he can make the orbs merge into one gigantic A ranked orb which glows at a very bright light. This orb can be launched at the enemy at fast speeds. It can cause massive shockings and paralyze and as well as restrict a target's movements for the rest of the turn and the next. This jutsu can be cancelled at will by the user.

~ Twice per battle
~ Lasts for up to 4 turns
~ Must wait 1 turn to use again once the jutsu ends
~ Can only be taught by Klad

Approved
 
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Twilight

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Meiton: Tsu Hirate | Dark Release: Steal Palm
Type: Supplementary
Rank: F
Range: Short-Mid
Chakra: 50
Damage: N/A(if released the technique has 1.5 times its original damage)(0.5 times its original damage to the user)
Description: This is a technique developed by Chrollo Lucilfer himself after series of severe training. By pointing their palm forwards, the user is able to absorb any technique launched by the opponent and keep it like a reserve to later release it once again from their palm at the opponent whenever they wish but to be able to use such great power there are 3 conditions which must be met:
1. The user must see the technique they want to absorb
2. The target must see the Dark release mark on the user's palm
3. The target must hear the user say/yell "steal"
After fulfilling these conditions, the user will be able to absorb the technique easily by sucking it into their palm and are able to absorb D-S rank techniques.
Note:
- Can only be taught by me
- The user can only absorb a maximum of three techniques per battle and are able to release the technique from their palm once
- The user cannot absorb dojutsu techniques
- After releasing a technique, the user has one space to absorb another technique but can only have a maximum three in store at any given time
- The user must be a Dark release user
- The user cannot release a technique the same round it was absorbed
- The user can store a technique and use it in another battle but after the event all the techniques absorbed but not used disappears
- When the user has two techniques in store they cannot use any Dark release technique unless they release one of the techniques
- The user can absorb D-S rank techniques
- The target cannot use the technique the user absorbed for the rest of the battle unless the user releases it
- Releasing a stolen technique counts as a move and costs the same chakra of the technique released
- Excessive use of this technique(absorbing and releasing up to 10 techniques) makes the user unable to use any dark release technique for the rest of the battle and event.
(Shukaton: Hakujou taiyou) Scorch Style: Cruel Sun
Type: Offensive | Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50 (-20 per turn)
Damage: 90 (-30 to user)
Description: This technique is derived from the steaming murder scorch technique but evolved with more destructive abilities and much more powerful. The user will first start off by channeling scorch chakra all throughout their body and throat causing the layer of their skin to form a light red hue. This is to protect the user from the full brunt of the scorch technique. Doing this, the user will do three handseals creating a huge scorch sun on the battle field that is much more compressed then a regular scorch sun while being the same size as a boulder. The heat from the mini sun is so intense that it evaporates all the moisture within short range (Unless pre measures were taking). This will not only render water techniques useless but scorch the skin causing sun burn to the skin and the throat of the opponent causing them difficulty breathing . This will need for the opponent to become hydrated (Via water jutsu, drinking, jumping into a water source). This isnt the full meaning of this jutsu. The user is able to control the large scorch sun with simple hand gestures causing the scorch sun to strike the enemy causing major blunt damage. Upon contact the scorch sun will evaporate the water in the opponents body while causing 3rd degree burns to the opponent body causing agonizing pain. The scorch sun is so powerful that if it comes in contact with a lake, it would completely evaporate it in a matter of seconds. Due to the sun being so intense the scorch chakra layered around the user wont fully protect him causing 1st degree burns to his whole body while taking a large strain on the body.
Note: Can only use once and last for 2 turns
Note: While this technique is active, the user can only use scorch, and non elements
Note: Due to first degree burns the user takes an additional +30 damage to all attacks (Feels like stab wound due to a simple punch)
Note: The user can only use two techniques a turn while this is active due to large strain on the user
Note: Each action done with this uses a move slot
Note: If the user isnt using hand gestures the mini sun stays idle in the air floating until controlled
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(Shukaton: Kan Gokuin; Makai Kasai Kaijin) Scorch Style: First Seal; Hells Conflagration Ash
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40 (-20 per turn)
Damage: 80
Description: This technique is one of the three seal techniques, this being the first. This technique, though the name does not require fuuin to access/use. The user will do 2 handseals while slamming their hands on the ground. By doing this a huge kanji symbol surrounds the user roughly 5 meters in all directions . At the very same time another huge kanji symbol appears under the opponent (can be anywhere else if the user wishes) Ranging only 3 meters in all directions around the opponent. By fueling scorch chakra into the kanji beneath the user, the kanji beneath the opponent will begin to glow bright red , causing a large snake made from scorch to submerge from the kanji beneath ranging 10 meters long while rushing towardss the opponent. The heat from the scorch snake is said to be created from hell being hot as hell. If the snake swallows the opponent, the water in their body will be scorched and evaporated causing them to become mummified. The unique thing about this technique is that, as long as the user stays within his kanji, the scorch snake will multiply if it is struck. This will of course split the rank of the techniques but still be 10 meters long. The user fully controls the snake and their movements.
Note: Can only use twice with a 3 turn cool down
Note: Last a max of 3 turns before the kanji
disappears, ending the jutsu
Note: The snake can split into a max of 4 large snakes before it cant be split no more
Note : This technique requires constant fueling of scorch chakra, only allowing the user to use scorch techniques while active
Note: Cant use any wind or fire techniques S rank and above in the next 2 turns
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Link me to your complete training in these fields and i'll recheck these, otherwise they are declined.
 
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Littlefinger.

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Approved

Hitode Kuchiyose: Uchikina Bushō: Ippan Ruīji | Starfish Summoning: The Bashful Warlord: General Luigi
Type: Summon
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Luigi is a starfish from the Luidiidae family. He possesses seven long, slim tapering arms, and is generally known for his timid nature. Luigi's central disc and arms are of a dull yellow colour, irregularly blotched with dark green, brown and black. His unique colouration provides camouflage in desert and rocky regions and places with dense flora presence. Despite his shy personality, Luigi is a formidable opponent who specializes in the Wind element and Kenjutsu. He can use both techniques up to A rank with ease. Luigi has seven katana that are five metres long each. They are all strapped to his central disc, and can all be wielded at the same time. As is common in all Starfish summons, Luigi has as many eyes as the number of arms he has; in his case, seven. Luigi secretes saponins which he can inject into opponents in two ways — his tube feet and his katana. Luigi's arms are ten metres long and five metres high (same as central disc). He is capable of carrying just one person on his back due to his slim structure and can extend his arms up to long range. When summoned, Luigi sometimes enters the battle screaming his battle cry: “Lucky Luigi Launch; Number Seven!”, whilst spinning like a thrown shuriken with all seven katana wielded. As he spins, Luigi releases wind through his katana which allows him to easily cut through most obstacles in his way, thanks to the cutting properties of wind. This allows him to be used as a quick and effective means to attack in difficult situations and counts as an A rank move. Luigi can use all Star Arts techniques except the ones that are specific to a certain other Starfish. Luigi is resistant to attacks B rank and below.
✯ Lasts four turns; three turns if summoned as an attack; and can only be summoned once per battle.
✯ User must have signed the Starfish contract to summon Luigi.
- Must be summoned from the users location

Approved - made edits

How Luigi looks:
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Hitode Jutsu: Zenshin | Star Arts: Drive
Type: Attack | Defence
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Drive is a technique usable by virtually all Starfishes. The summon extends their spines or arms at the target, hitting or piercing them with great force.
✯ Usable 8 times per battle; 2 times for each summon.
✯ Can be used to attack multiple targets at once, depending on the number of arms or spines the Starfish has.
✯ Can only be used by a Starfish summon.

Declined - elaborate on this, it just seems like your summons hit a target with all its limbs, is that it?

Suiton/Raiton: Orinpasu no Makimono | Water/Lightning Release: Scrolls of Olympus
Rank: Forbidden
Type: Attack
Range: Mid-Long
Chakra Cost: 50
Damage Points: 90 (-20 to user)
Description: The user waves 2 handseals and causes a large quantity of water to erupt/burst from the ground beneath the target. The water created is sticky in nature, and is shaped by the user into a long cylinder of highly viscous water that encompasses the target's short range vicinity, preventing the target from moving and trapping them inside it. The user follows up with one more handseal, gathering their lightning chakra in the sky directly above the cylinder, and then releases it as a cylindrical column of electricity that falls onto the water cylinder, electrocuting the target trapped within it.
• Usable once per battle.
• No Water and Lightning techniques in the following turn.
• User is left physically drained, and will be unable to use techniques above S rank and taijutsu above B rank for the next two turns.
• Can only be taught by Littlefinger.

Declined - dnr, done so much before
 
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Drackos

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(Ishiki Okudzuke) – Consciousness Imprint
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: Consciousness Imprint is an advanced ninja art which takes a unique characteristic of chakra into usage. Through copious release and careful manipulation of one’s own chakra the user can imprint their consciousness into other living beings. In the world of Naruto, perhaps most famously through Kushina Uzumaki and Minato Namikaze, it has been seen that an individual can create imprints of their consciousness of out chakra that allow them to act separately from the user and may even outlive them. The Consciousness Imprint technique is a slight twist of this basic ninja art which allows the user to create an imprint of their own consciousness but will allow it to also act as a communication beacon. The imprint of the user’s consciousness, through unique connection between their chakra signatures, can communicate through a mental link. The imprint can also communicate with the target of the technique through mental communication. This is done by the user simply making physical contact with their target. Similar to the basic technique the Consciousness Imprint is created purely out of chakra which causes the imprint to be unable to regenerate chakra. Fueling this technique is done upon physical contact where the user will deposit up to 100 of their own chakra into their target. In combat the chakra imprint will lose five (5) chakra per turn and cannot restore it under any means unless the user makes contact with the same target again and deposits more chakra. The chakra deposited into this technique does not act to restore the target’s chakra or vitality in any way and is purely devoted toward fueling the chakra imprint.

Declined - it's a brilliant idea and i get where yu're coming from but i'd only allow yamanaka to do this

(Ameton: Igen, Hajimari Inori) – Rain Release: Majesty, Beginning Prayer
Type: Offensive, Defensive, Supplementary
Rank: D
Range: Short – Long
Chakra: 10
Damage: N/A
Description: Majesty is a simple Rain Release technique designed to supplement the user’s taijutsu strikes in combination with Rain Release. By releasing their Water elemental chakra into the atmosphere the user can infuse the rain drops produced by either natural storms or synthetic storms produced by various techniques to become heavily infused with the user’s chakra. The infusion does not allow for a form of obstruction sensory, like that found in Rain Tiger at Will. Instead this simply imbues the rain storm with a limited form of sentience allowing it to respond to the user’s will and follow their taijutsu strikes independently of the user at a small sacrifice of chakra. The result is that the rain will follow the user’s taijutsu. For example, should the user attempt to punch a target this technique will cause the rain within short-range of the user’s fist to follow the punch and barrage the target with rain drops. Should the user attempt to kick their target with a spinning kick to the side the rain drops will follow the target behind the kick and strike the target. The rain drops themselves pose no serious physical threat but are incredibly distracting able to break concentration and focus with ease. This technique is sustained as long as the rain storm itself is sustained.


Approved - brilliant, love it :) I'd allow it to be B rank btw.



Katon: Arutemisu Keshin| Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 3t, with a 50% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;
- Once used twice, the user must wait six turns before using a third time.

‡ Declined ‡ The speed thing is too much. I can't approve this in good conscience.
Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;

‡ Approved ‡
 
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Negative Knight

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‡ New Cycle ‡
The new cycle starts on 01/08/2016 (at 15:00 GMT +1) and ends on 07/08/2016. The thread will be closed up to a week so we can check any remaining submissions and then it will be re-opened.

Rules of all upcoming cycles
1) Checking will happen throughout the week rather than at the end. Only make your submission when its complete as its liable to being checked there and then. No need to rush like crazy to submit your stuff since as you've seen, we check things in a random order.

2) To avoid clutter you're only allowed to make one post. This means if your post is checked and it only contains one technique, you cannot make another post to submit additional techniques. If you wish to submit the full three techniques, I suggest you post them all in one post when all of them are ready.

3) Of course this means resubmissions in the same cycle are no longer allowed.

4) You cannot edit your post if even one of your techniques has been checked by a moderator.

5) Techniques I deem too long for no reason will be declined automatically.

6) If you get a decline don't VM, PM or IM any mods about it. We've been pretty relaxed with the red rule but a lot of people have been taking advantage lately. Also, the blue rule will be enforced from now on, no need to tell us what to check, we will read the cjs, bold the changes. Any bits telling us what you've changed ect will result in auto declines.

Any pending or remaining customs will be checked as soon as possible.
 

Kirikoe

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(Ninjutsu - Kurenjingu Pāji) Ninja art - Cleansing purge
Type:Supplementary|Defensive
Rank: S
Range:Short
Chakra:40
Damage:N/A(80 if opponent makes contact with the shell around the user in its elemental form)
Description:The user bursts the chakra that exists inside of him all around there body at a swift pace that happens almost instantly and will immediately focus it out of every pore and opening in there body releasing the chakra out and around his being.

The chakra's job is to purge the user of any foreign substance such as dust particles, Poison, Foreign chakra ect, anything that might be inside them, the chakra pushes these things out of his body through every opening possible and at the same time creates a defensive shell around the user that can be used to defend any oncoming technique, the technique also pushes anything that might be on the user externally off as well leaving the user purged of all foreign substances and moves it away from them safely on the outside of the shell.

The user can choose to add a nature affinity to the chakra if they so wish giving the technique a different form if used, whiles in pure chakra form a simple blue shell will appear around the user in the shape of a sphere that stops anything that comes into contact.

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Fire - A Red fiery shell appears around the user respecting strengths and weaknesses of fire that can turn to ashes anything that comes into contact with it

Water - A Spiked Orb of condensed water is emitted and projected around the user respecting strengths and weaknesses of water and can stop in its tracks anything that comes into contact with the shell and leaves the user cool and wet

Earth - A Spiked earthen shell protrudes from the users body respecting strengths and weaknesses expanding out around him to create a sphere of earth and leaves the user encased safely in a orb of hardened rock not allowing anything to penetrate even heat. The rock takes the appearance below however has earth spikes all over the sphere that encompasses short range with the user in the middle acting as the core.


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Wind - A shell of hardened wind protrudes from the users body respsecting strengths and weaknesses expanding out around him and creates a sphere of condensed wind, the sphere of wind tears up anything that comes up contact with the shell not allowing anything to break through.

Lightning - A field of lightning is emitted from the users body respecting strengths and weaknesses creating a orb of electricity around the user that shocks to ashes anything that makes contact with it.

- Can only be used twice
- Must wait 2 turns before using again
- Pure chakra form cannot do damage in any way
- The user is immobile whiles using the technique

‡ Declined ‡ Similar techniques exist.

(Bakuton - Bakuhatsu Rirē)Blast Release - Blast Relay
Type:Supplementary
Rank: C
Range:Short-Long
Chakra:15
Damage:N/A
Description:The user will emit small, continuous explosions from there body in all directions, these small explosions are not large enough to harm anything nor are they big enough to see in any way, what they do is emit a small shock wave, the shock wave is small and just like the explosion is harmless, the shock wave is unoticeable and is not strong enough to effect the field in an offensive way, the shock wave simply scours the field and everything the shock wave hits it creates an outline of the said object hit which is fed back to the user allowing them to feel where things are without actually seeing them, this includes the opponent and jutsu as well as the terrain of the battlefield and weaponry as well as things underground due to the shock waves travelling through the ground like ripples.

- Lasts 5 turns unless deactivated
- while active the user can only use Blast Release,elements that consist of the Blast Release Kekkei Genkai and all other non elemental fields.

‡ Declined ‡ A sensory blast CJ doesn't seem logical to me. It's also similar to existing techniques.
 
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House

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(Fukutsu no Seishin Kikaika) - Fortitude Mechanization
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: As we know one of the path of the rinnegan, Asura Path is the ability to augment their body and the limits are the user's imagination. Nagato had always wondered about how will he live longer then a usual man and with the ability of Asura Path, he may have an answer. Through the use of Asura Path, Nagato is capable creating smaller then human eyes can see (nanoscale) that will be created and flow through his whole body. Asura Path is capable of creating such a technologically advanced equipment through these small sentient "nanocytes" or nanites that he is able to re-create and augment any organs within his body. Muscles, liver, kidney, heart, skin, bones, etc. if they ever become injured or go into failure, these sentient nanites will restore the organ. The way he's capable of achieving this is through manipulating each sentient nanites within his body to perform a certain job. If it's for to create a mechanized muscle within his arm or within his heart, the nanites will augment and adapt to the rest of the cells. To create an arm because it was cut off. Not only he's capable of recreating any organs within his body into their prime state but he's capable to increasing their output. For example, Nagato may use his nanites to recreate his bicep which was cut off and he may also create additional fibers through imputing of metal nanites into his muscles to increase his strength and speed or toughen his skin by implementing nanites within it or replacing his bones with nanites to strengthen his bones. However, these nanites can become harmful or helpful too upon indirect contact with another shinobi, causing the exact or the opposite of what is being described above. Once this technique activated, it will lay dormant. These nanites are created before hand and upon delivered trauma, they spring into action to recreate or damage the parts.
-Can only be used by House
-Requires Asura Path to be active
-Usable 3 times per battle
-Must wait 2 turns before using again

Declined - with nano tech you're taking asura too far.

(Yunibāsaru Fūjutsu Kyūin) - Universal Blocking Absorption Seal
Type: Supplementary/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This is a variant of the cannon "Blocking Technique Absorption Seal" where this technique allows the user to absorb techniques further then his reach by channeling their chakra into a pre-existing chakra rod in the distance. By channeling their chakra into a chakra receiver rod, a barrier expands from the rod and absorbs foreign chakra on contact. A barrier extended from the chakra rod which reaches onto short range follows the terms of the cannon absorption seal. While the barrier erected from a chakra rod extending to mid-range may absorb multiple techniques at one time within a timeframe, the long range can only absorb only one technique. As it forms around the intended area, the intended technique will be absorbed and have the chakra spin within the user's opposite direction. Hence the mid and long range barrier is not as focused as the previous barrier, it will not seal just any chakra regardless of any shape or nature transformation. As the previous Absorption Seal is capable to absorb anything, mid and long range version may only absorb anything that is within the barrier and related to the elements (fire, water, earth etc.) because it's not as focused and concentrated. This technique follows the limits and regulations of the cannon Blocking Technique Absorption Seal.
-Can only be used by House
-Preta Path must be activated
-Follows the cannon Blocking Technique Absorption Seal useage times.

Declined - you need to say while using this you have to focus on this and can't use other jutsu, otherwise it helps you bypass a major drawback. And you need to explain what happens to the chakra, Prata absorbs into the body, breaks it down and makes the chakra your own, now can this work with a rod?

(Horobi no Burakkuroddo) - Black Rod of Damnation
Type: Offense/Supplementary/Defense
Rank: A
Range: Short-Long [Creation on Short]
Chakra: 30
Damage: 60
Description: The basic morphing technique for the black chakra rod/receiver. After the user extends a black receiver from any part of his body, the user is able to morph their black chakra rod into various tools, with the shaping of the tools being only limited by the users imagination. things such as kunais, shurikens, pillars, swords, spheres, fences, giant hammer, shields, etc. These tools can be used for defensive purposes against attacks to intercept them, offensive use to make tools to attack/restrict the opponent. If the opponent ever to come in contact with one the black items, it will hinder their movements and completely paralyze them if come into contact with multiple. If the user is able to make a strong enough connection with the opponent through his chakra items, he may control their movements but only if they're a rank lower. The black chakra rod stays on par with elemental techniques. Every changes to a pre-existing chakra rod requires an expense of the user's chakra by +10. Depending on the severity of the technique, the user may increase the rank by one but only 3 times per battle.
-Can only be used by House
-Can be used with a Rinnegan

Declined - making basic weapons by reshaping them is fine, fences and pillars is not. But it's creative, i like it.

(Ashura no Ken) - Sword of Asura
Type: Offense/Supplementary/Defense
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: Once the user activated Asura Path, the user grows a rather large in size machinery arm from one of his shoulder with an already premade extremely wide hilt on the end of the arm. Another arm grows from the user's chest and the user's back to hold such a massive hilt. The arms and hilt may be done in the same time as Asura Path being activated and lay dormant until the sword needed. The rather huge in size bright red mechanical arms is covered in Kanji God symbols for cosmetic purposes. Once the arms grew out of the user, the user channels enormous amounts of chakra into the hilt creating a massive beam of chakra shooting out and reforming into a bright red giant laser sword made up of pure chakra. Once the beam of chakra reformed in a laser sword, the size rivals that of a sword of Totsuka, being able to slice massive structures in half with a swipe. Due to the size of the sword, it moves relatively slow. Incase of emergency, the sword may form into a sphere around the user erecting from the hilt and causing severe burning and cutting upon contact.
-Can only used by House
-Requires Asura Path to be active
-Useable 1 times per battle
-Cannot use Asura Path the next turn.
-Can be active for 3 turns.
-Due to the massive size and the enormous chakra consumption, the user suffers -20 damage.

Declined - i like the jutsu, but it should last 1 turn and -20 damage doesn't mean anything in the rp really, give it a real restriction.
(Seimei no Kami no Kikaika no Gifuto) - Divine Mechanization Gift of Life
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: As we know one of the path of the rinnegan, Asura Path is the ability to augment their body and the limits are the user's imagination. Through the use of Asura Path, the user is capable of re-creating or augmenting any part of his body through artificially that the Asura Path allows. The user may achieve this artifical body through means of mechanization. As we know, one of Nagato's Path of Pein, Asura Path, was entirely mechanized from head till the bottom of its feet was all done through mechanization. Nagato using this idea to mechanize/re-create and augment any part within his body incase they become injured or the user wishes to argument them in any way for their purposes. Not only he's capable of recreating his body into its prime state but he's capable to increasing their size and quality above his prime state. For example, Nagato may use his ability to mechanize to recreate his bicep which was cut off and he may also create additional fibers through imputing mechanized fibers or hydraulics into his muscles to increase his strength, speed, and size or toughen his skin by transforming it into a tough metal sheet. He may replace his bones with an artificial bone to strengthen his bones. Once this technique activated, it will lay dormant if the user chooses so. This technique can be activated before hand and upon delivered trauma, this technique springs into action to recreate or augment any injured body part.
-Can only be used by House
-Requires Asura Path to be active
-This technique will mechanize 3 times per battle
-Must wait 2 turns before using again

Declined - you're getting a bit too medical with this. Remember how we discussed you taking Asura too far. You can enhance your arm covering it with mechanics and stuff (think of the matrix, the walkers they have) and you can already make new arms with basic Asura activation, but extra strength and more is a bit too much. We can discuss this in PMs.

resubmit:

(Yunibāsaru Fūjutsu Kyūin) - Universal Blocking Absorption Seal
Type: Supplementary/Defense
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This is a variant of the cannon "Blocking Technique Absorption Seal" where this technique allows the user to absorb techniques further then his reach by channeling their chakra into a pre-existing chakra rod in the distance. By channeling their chakra into a chakra receiver rod, a barrier expands from the rod and absorbs foreign chakra on contact. Through the chakra receiver, the user absorbs the chakra and breaks it down disipating it into the surrounding, negating the jutsu. A barrier extended from the chakra rod which reaches onto short range follows the terms of the cannon absorption seal. While the barrier erected from a chakra rod extending to mid-range may absorb multiple techniques at one time within a timeframe, the long range can only absorb only one technique. As it forms around the intended area, the intended technique will be absorbed and have the chakra spin within the user's opposite direction. Hence the mid and long range barrier is not as focused as the previous barrier, it will not seal just any chakra regardless of any shape or nature transformation. As the previous Absorption Seal is capable to absorb anything, mid and long range version may only absorb anything that is within the barrier and related to the elements (fire, water, earth etc.) because it's not as focused and concentrated. This technique follows the limits and regulations of the cannon Blocking Technique Absorption Seal.
-While using this you have to focus on this and can't use other jutsus.
-Can only be used by House
-Preta Path must be activated
-Follows the cannon Blocking Technique Absorption Seal useage times.

Approved - made edits

(Horobi no Burakkuroddo) - Black Rod of Damnation
Type: Offense/Supplementary/Defense
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The basic morphing technique for the black chakra rod/receiver. After the user extends black receivers from any parts of his body, the user is able to morph their black chakra rod into various tools, with the shaping of the tools being only limited by the users imagination. things such as kunais, shurikens, swords, spheres, long rods, spears, giant hammer, shields, etc. These tools can be used for defensive purposes against attacks to intercept them, offensive use to make tools to attack/restrict the opponent. If the opponent ever to come in contact with one the black items, it will hinder their movements and completely paralyze them if come into contact with multiple. If the user is able to make a strong enough connection with the opponent through his chakra items, he may control their movements but only if they're a rank lower. The black chakra rod stays on par with elemental techniques. Every changes to a pre-existing chakra rod requires an expense of the user's chakra by +10.
-Can only be used by House
-Can be used with a Rinnegan
- Can only be made short range from the users as they produce the rods but thrown up to long range.

Approved - made edits


(Ashura no Ken) - Sword of Asura
Type: Offense/Supplementary/Defense
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90
Description: Once the user activated Asura Path, the user grows a rather large in size machinery arm from one of his shoulder with an already premade extremely wide hilt on the end of the arm. Another arm grows from the user's chest and the user's back to hold such a massive hilt. The arms and hilt may be done in the same time as Asura Path being activated and lay dormant until the sword needed. The rather huge in size bright red mechanical arms is covered in Kanji God symbols for cosmetic purposes. Once the arms grew out of the user, the user channels enormous amounts of chakra into the hilt creating a massive beam of chakra shooting out and reforming into a bright red giant laser sword made up of pure chakra. Once the beam of chakra reformed in a laser sword, the size rivals that of a sword of Totsuka, being able to slice massive structures in half with a swipe. Due to the size of the sword, it moves relatively slow. Incase of emergency, the sword may form into a sphere around the user erecting from the hilt and causing severe burning and cutting upon contact.
-Can only used by House
-Requires Asura Path to be active
-Useable 1 times per battle
-Cannot use higher then A-ranked rinnegan techniques in the same and following turn
-Cannot use more then two moves in the same turn as this due to the exhaustion.
-Due to the massive size and the enormous chakra consumption, the user suffers -20 damage.

Approved - made edits
 
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Gèckö

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(Katon: Infurēshon) - Fire style: Inflation
Type: Attack
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user removes a single shuriken then blow flammable gas onto the shuriken similar to mist blaze dance. But unlike that technique, the user performs the boar → ram handseal molding the flammable gas around the shuriken into the form of a translucent clone. The shuriken appears to float unnaturally inside the body of the clone. Who can immediately runs at the opponent in a fashion the user deems. It will appear like a simple shuriken flying at the opponent. But then once in range of the opponent the user snaps his finger causing the clone to combust and ignite into a medium sized fireball which engulfs the opponent in fire upon contact.
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko

Declined- state it counts towards the clone limits, any spark will detonate it ect..
(Katon: Infurēshon) - Fire style: Inflation
Type: Attack
Rank: B Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user removes a single shuriken then blow flammable gas onto the shuriken similar to mist blaze dance. But unlike that technique, the user performs the boar → ram handseal molding the flammable gas around the shuriken into the form of a translucent clone. The shuriken appears to float unnaturally inside the body of the clone. Who can immediately runs at the opponent in a fashion the user deems. It will appear like a simple shuriken flying at the opponent. But then once in range of the opponent the user snaps his finger causing the clone to combust and ignite into a medium sized fireball which engulfs the opponent in fire upon contact.
Note: Counts towards the clone limit and any spark will detonate it
Note: Can only be used 3 times per battle
Note: Can only be taught by Gecko

Approved

(Kemono no Michi: Fōmu 1 Saru no Ashi)- Way of the Beast: Form 1 The Monkey's Paw
Type: Attack
Rank: C Rank
Range: Short
Chakra: 15
Damage: 30
Description: Way of the Beast is small branch of cannon taijutsu which focuses applies chakra to all strikes and movements to deal extra damage on what could be considered free form combos. By studying animals the style was created to mimic the fluidity of there motions as well as the power. This is the first form of the style the Monkey's paw, the monkey is a mammal which closely resembles humans having palms and fingers alike. Monkeys are flexible and swift creatures, there dexterity is proven by the chaining of movements through the trees in the jungle. This first form applies the first two concepts of monkeys the fact that they have palms and fingers similar to humans and the chaining of motions when moving through the trees. The user does this by channeling chakra to the arms and hands, with this focused chakra the user will deliver to the opponent once in range would seem to be an endless combo. Striking the opponent with 5 open palm strikes focused on the chest. Followed by two swift palm strikes aimed outward to move the arms away from the core. Then to end this first form the user would quickly rotate on the back heel spinning around while bringing the two palms together vertically. The user will step forward with the lead foot and thrust both palms into the stomach of the opponent, knocking him to the ground.
Note: Can only be taught by Gecko

Approved

(Kemono no Michi: Fōmu 2 Karada o Futan)- Way of the Beast: Form 2 Body of the Bear
Type: Attack/Defense
Rank: C Rank
Range: Short
Chakra: 15
Damage: 30
Description: Way of the Beast is small branch of cannon taijutsu which focuses applies chakra to all strikes and movements to deal extra damage on what could be considered free form combos. By studying animals the style was created to mimic the fluidity of there motions as well as the power. The second form of the way of the beast. The animal this form is derived from is the bear. Another mammal, unlike the monkey the bear is known for its large size and power. And this form exploits such, the user simply focuses chakra to his core and or weight/mass to increase the power behind basic attacks. The user delivers a blunt force kick to the stomach which would send the opponent skidding backwards a few feet. Using that time the user takes a few powerful steps and lunges at the opponent diving for his mid section tackling the opponent to the ground dropping the chakra increased mass/weight onto the body of the opponent. This form is unique as it can also be used defensively in the same way, by focusing chakra to the midsection and going towards in incoming physical attack the damage is lessened by the enhanced mass/weight as well as cutting off the momentum the attack would gain. The only defensive form of the way of the beast.
Note: Can only be taught by Gecko

Declined - you can do this with cannon techniques, what's special about it and unique?
 
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Kamishiro

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(Mokuton: Fuzen Bunshin) - Wood Release: Partial Clone
Type: Supplementary
Rank: B
Range: Self
Chakra: 20
Damage: N/A
Description: This technique is a derived technique from the normal Wood Clone technique, however it somewhat follows the same principle. The use would create a wood clone using his wood skills from his body, however the difference is that the wood clone(s) wouldn't emerge fully from the users. The wood clone(s) would just partially emerge up to stomach level and therefor they wouldn't have any mobility to it. (It would be slightly similar to the Soma no kou twins). The best thing about the clones is that they don't have a specific size, they can be as small as a normal cat and as big as the user's body (up to the stomach level). Although the clone(s) would be attached to the user, each of the clones have a different chakra circulation than the user. That is because there would be a layer of wood at the end of the clone's stomach enclosing the posterior end of the stomach, isolating the clone(s) bodies from the user's. These wood clones would have the same abilities as the normal wood clone along side with the ability to gather natural energy for the user which was the main purpose of them when they were created by Hashirama. However, they can also do as much as any wood clone could do, using only Senjutsu, Wood, Earth and Water.
Note: Follows the same rules as normal clones
Note: Can only be used 3 times with each time for up to 4 clones. However, following the clones rules, at any given time, the maximum is 4.
Note: Each clones gives off additional 2 turns of SM, in addition to the normal base turns of SM. This can be used to gain an extra 10 turns of sage mode maximum
Note: Clones used to gather natural energy has to be made of in a visible size
Note: Although the clones are isolated from the chakra system, they can use the original bio as a medium to transfer chakra for Earth and Wood usage or any other technique requiring contact with the ground.

Approved - added something

(Ninpo: Jinkakuka) - Ninja Arts: Impersonation
Type: Supplementary
Rank: Rank of the technique Applied
Range: Self
Chakra: Chakra of the technique Applied (-10 per turn for sustaining it)
Damage: Damage of the technique applied
Description: A really unique technique that is rather different than the rest of Ninjutsu techniques. Unlike most other Ninjutsu techniques, this technique wasn't designed for the sole purpose of itself, rather, it depends on attachement of another technique to it, which when applied, gives this technique it's perporties. Basically, this technique could be regarded as an advanced Leech All Creation technique. While Leech All Creation technique allows the user to merge with a passive material in order to avoid or hide, this technique has a similar principal but with a different application. This technique takes on a technique of the user's (that he has learnt previously) that has a specific appearance (Can't be a water stream or anything, it has to be a technique with a specific structural appearance e.g the earth golem)and does one of the two things. One, the user uses this technique to perform the applied technique, causing it to be created from his body (e.g Creating the stone golem from his body instead of the ground). The creation of the structure would appear as an extension for the user's body so that the user would end up at the core of the structure. Whatever the element would be, the user wouldn't be harmed at all from the creation or contact of such element while he is in the center of it(i.e Fire) and that is because, while the user exists inside such structure, a coat of chakra is put on his exterior so that no contact should be made with such element. But that is only if this element was energy based. If it is solid element, the user would be in a state similar to the Leech All Creation technique, in which case he would be merged with the structure and can mover in and out from it. The other usage is that the user would turn his body into the structure itself (e.g would become the wood golem) gaining all the properties the structure would have as well as strength/weaknesses. This technique while mainly used for support of the structure, it was also created for techniques that requires a certain source (Wood, Earth, Water, etc...) but this source doesn't exist, so the user takes on the liberty of creating the technique from his body. In any usage, the user can passively exert himself out of the structure and stand on it to control it as if it was created normally from such source. While the user is inside the structure in any of the usages, the user can't only use the structure's limbs, but he can also use it's senses for his usage (e.g If the structure has eyes, he can use it.) Although, he doesn't really have to because much like Leech All Creation, he would be in aware of his surroundings.

Note: Can only be used 3 times per battle
Note: Can only use the element of the technique applied and the elements that constitues it if any, as long as the user is inside it, however, if he gets out of it and control it from outside, he can use any other element normally.
Note: This technique is regarded as a template for the applied technique, in which case it takes on it's move slot, timeframe, chakra, damage, rank and range. The other technique would be just added as an attachment to this as a reference.
Note: Once created, the structure would be self-sustained and can act on it's own with orders from the user, but the user can still chooses to control it himself, but in this case, the user won't be able to perform any technique meanwhile he is control the structure
Note: The user's body and the structure would be in a link as long as the user is inside. So, if there is a technique that requires eye contact, spitting, exhaling, or anything that the user wouldn't be able to do while being inside, the structure would do it for the user.
Note: Can only be taught by Kamishiro
Note: Lasts until the structure is destroyed
Note: Can't use S-rank and above techniques of the same element at the same turn

Declined - great idea but hell no. When you mentioned wood, i thought of the buddah, then you in the center being untouchable... and so much more for other elements.

(Mokuton: Fumetsu Dearou) - Wood Release: Undying Will
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Being a solid element, when wood clashes with another element, there are always reminants of it lying around, whether it would be burnt reminants from clashing with fire, destroyed shuncks from clashing with lightning or anything really. With this technique, the user can turn such useless reminants to a much useful creation. By focusing his chakra into such reminants, the user would be able to change their preporties as well as cluster them together. By changing the preporties, the user would turn the wood from it's normal state, into sawdust. They user can then attack, defend, or support himself by creating any sort of creation with the sawdust, acting similar to the Sand element due to the new nature. Of course, it would still have the same strenght/weaknesses as normal wood, but the the attacks/defenses or just creations of the sawdust would appear much similar to sand.

Note: Can only be used thrice per turn
Note: Once the user turn the wood into sawdust, he can passively manipulate it while performing other techniques three times per usages
Note: Can only be taught by Kamishiro

Declined - it's a good idea. But wood is mostly hit by fire or lightning which destroys it rather than cutting through it to make sawdust. So it would be more like wood chips. Also sawdust is so useless, has no solidness to it, i'ts so light, you'd be better off making it wood chips in that way.
(Ninpo: Jinkakuka) - Ninja Arts: Impersonation
Type: Supplementary
Rank: Rank of the technique Applied
Range: Self
Chakra: Chakra of the technique Applied (-10 per turn for sustaining it)
Damage: Damage of the technique applied
Description: A really unique technique that is rather different than the rest of Ninjutsu techniques. Unlike most other Ninjutsu techniques, this technique wasn't designed for the sole purpose of itself, rather, it depends on attachement of another technique to it, which when applied, gives this technique it's perporties. Basically, this technique could be regarded as an advanced Leech All Creation technique. While Leech All Creation technique allows the user to merge with a passive material in order to avoid or hide, this technique has a similar principal but with a different application. This technique takes on a technique of the user's (that he has learnt previously) that has a specific appearance (Can't be a water stream or anything, it has to be a technique with a specific structural appearance e.g the earth golem)and does one of the two things. One, the user uses this technique to perform the applied technique, causing it to be created from his body (e.g Creating the stone golem from his body instead of the ground). The creation of the structure would appear as an extension for the user's body so that the user would end up at the core of the structure. Whatever the element would be, the user wouldn't be harmed at all from the creation or contact of such element while he is in the center of it(i.e Fire) and that is because, while the user exists inside such structure, a coat of chakra is put on his exterior so that no contact should be made with such element. But that is only if this element was energy based. If it is solid element, the user would be in a state similar to the Leech All Creation technique, in which case he would be merged with the structure and can mover in and out from it. The other usage is that the user would turn his body into the structure itself (e.g would become the wood golem) gaining all the properties the structure would have as well as strength/weaknesses. This technique while mainly used for support of the structure, it was also created for techniques that requires a certain source (Wood, Earth, Water, etc...) but this source doesn't exist, so the user takes on the liberty of creating the technique from his body. In any usage, the user can passively exert himself out of the structure and stand on it to control it as if it was created normally from such source. While the user is inside the structure in any of the usages, the user can't only use the structure's limbs, but he can also use it's senses for his usage (e.g If the structure has eyes, he can use it.) Although, he doesn't really have to because much like Leech All Creation, he would be in aware of his surroundings.

Note: Can only be used 3 times per battle
Note: Can only use the element of the technique applied and the elements that constitues it if any, as long as the user is inside it, however, if he gets out of it and control it from outside, he can use any other element normally.
Note: This technique is regarded as a template for the applied technique, in which case it takes on it's move slot, timeframe, chakra, damage, rank and range. The other technique would be just added as an attachment to this as a reference.
Note: Once created, the structure would be self-sustained and can act on it's own with orders from the user, but the user can still chooses to control it himself, but in this case, the user won't be able to perform any technique meanwhile he is control the structure
Note: The user's body and the structure would be in a link as long as the user is inside. So, if there is a technique that requires eye contact, spitting, exhaling, or anything that the user wouldn't be able to do while being inside, the structure would do it for the user.
Note: Can only be taught by Kamishiro
Note: Lasts until the structure is destroyed
Note: Can't use S-rank and above techniques of the same element at the same turn
Note: Can only be done on techniques with the base rank of S and below.


Declined - S ranks... still nasty with what i've seen, needs either better limits or reworking

(Mokuton: Fumetsu Dearou) - Wood Release: Undying Will
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Being a solid element, when wood clashes with another element, there are always remnants of it lying around, whether it would be burnt remnants from clashing with fire, destroyed shuncks from clashing with lightning or anything really. With this technique, the user can turn such useless remnants to a much useful creation. By focusing his chakra into such remnants, the user would be able to cluster them together. By doing so, the user would turn the remnants into a pile of wood chips. The user can then attack, defend, or support himself by creating any sort of creation with the wood chips, acting similar to the Sand element due to the new nature. Of course, it would still have the same strengths/weaknesses as normal wood as well as the pointy, sharp texture of the wood chips, but the the attacks/defenses or just creations of the wood chips would appear much similar to sand.

Note: Can only be used thrice per turn
Note: Once the user turn the wood into sawdust, he can passively manipulate it while performing other techniques three times per usages
Note: Can only be taught by Kamishiro

Declined - when you change one bit of a jutsu you should change it all, see what i highlighted

(Ninpo: Tetsuda no Hando) - Ninja Arts: Helping Hand
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Although being a Ninpo technique, this technique was designed by Mokuton users for the aid of Wood, Earth and Water. The effects of this technique could be divided into two sections, the main one, and the secondary one. The main one, which is the whole purpose behind this technique is, taking the power of an already created technique(s), whether it would be Earth, Water and Wood and feeding it off to the to-be-created technique that is used at the same timeframe as this technique. The concept behind it is very simple, all three elements are in a continuous cycle, Wood is made up from Earth and Water and as such, could be enhanced by adding to it from them, and Earth/Water could originate from Wood by removing the corresponding element (e.g Removing Earth in case of enhancing Water and vice versa) and as such, all elements would be enhanced by this process no matter what, except one condition. Earth techniques wouldn't be able to feed of water, and vice versa as both are independent elements that have no relation to each other but that they make wood. The secondary effect, which wasn't meant to happen, but it followed up the main effect anyway. As the to-be-created technique is fed off of a certain element, it would be covered by an A-ranked layer of such element acting as a mean of defense for it. Of course, the user could choose not to make it.
Note: Can only be used thrice per battle
Note: If the technique that is being fed off is in conjunction with another technique on it (e.g supplementary technique) the power of the two techniques are transferred to the to-be-created technique
Note: Can only be taught by Kamishiro'

Declined - not gonna lie, this doesn't make much sense with battle application...
 
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Sasori

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Name: (Ōkui) Gluttony
Type: Supplementary/Offensive
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: This is one of Sasori’s most useful puppets that he is able to use in battle which comes in handy. It is very convenient for one to use this puppet to give one of their puppets an enhanced form. Basically, Gluttony is a puppet that involves enhancing and strengthening the defensive properties of puppets that happen to need it while in combat, and due to the ability Gluttony possesses it allows for the user’s puppet to be used harder to destroy. Gluttony has an abundance of metallic parts which makes it possbie. Sasori got the idea to name this creation Gluttony because of how the name resembles “devouring.” On to how the puppet works, once a puppet is in need of strengthening the user is capable of having this puppet extend its arms up to mid range or opening its mouth to unleash a suction wave up to mid range to drag the puppet inside. When the puppet is dragged inside or sucked in it will cause for the puppet to activate its enhancing mode when the puppet gets inside. When Gluttony activates its arms or suction to get a puppet inside it acts as one move which will serve as the one to reform the puppet. Once the puppet in need of enhancement has come closer to the Gluttony, Gluttony’s stomach will open up revealing a place for the puppet to reside in. As the puppet enters Gluttony’s stomach from the outside crunching noises can be heard. Inside the puppet is being crushed, and enhanced to a state greater than its previous form. Gluttony serves as a way to greatly enhance a puppet’s body by reinforcing it with strong metallic plates giving it the ability to survive up to A-rank attacks but only B-rank lightning. Each puppet enhanced has also been treated with oil refined wood further strengthening its structure. After the puppet has been put back together the user is capable of propelling the puppet from Short-Long range with the springs located inside. The suction wave inside of the puppet is useful for getting puppets who need enhancements inside , and the suction wave can even be used in reverse to unleash a small scale mid range, compressed wind blast from the puppets mouth or even draw objects closer towards the user. Due to how the puppet is made for repairing other puppets Sasori made sure to have Gluttony reinforced with sturdy materials making it rather hard to destroy.
Note: Only four puppets can be enhanced .
Note: The same puppet can only be enhanced twice not at the same time though.
Note: The suction and air wave is equal to a B-rank technique.
Note: Can only be destroyed by an A-rank or higher technique.


Declined - you can make it so you summon this gluttony puppet around an existing puppet for defense but the rest is not really puppet like the way you've done it. You could have had it so chakra strings pull a puppet in for the defense.

Raiton: Nori sono Kumo)-Lightning Release: Law of the Cloud
Type: Offensive /Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn)
Damage: 80
Description:To begin the user will form three hand seals and focus their chakra into the air in an area of their choice but at least 5m away from the opponent. By doing so they form a small flat disc of pure lightning, this disc possess a single function that revolves around offensive jutsu that occur after its creation. For whenever the user would form or release an offensive jutsu at a target the disc would automatically launch a single focused spear of lightning at the target (A ranked in power) which has great piercing properties. The disc will continue to do so for each offensive jutsu the user employs until it ends or is destroyed(Max of 2 spears per turn). The disc passively takes a constant toll on the users chakra to retain its energy and angle itself at its target.
Note:
-Lasts for 2 turns
-Can only be used 2 times
-Can only launch a maximum of 4 spears before it ends
-Cannot use lightning above S rank while this is active
-Can only be taught by Sasori

Declined - you're using extreme shape manipulation while this is active to control the disc to stay in place like that. So really it doesn't make sense for you to not use lightning while this is active, you should only be able to use lightning as you don't have y/y
Raiton: Nori sono Kumo)-Lightning Release: Law of the Cloud
Type: Offensive /Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn)
Damage: 80
Description:To begin the user will form three hand seals and focus their chakra into the air in an area of their choice but at least 5m away from the opponent. By doing so they form a small flat disc of pure lightning, this disc possess a single function that revolves around offensive jutsu that occur after its creation. For whenever the user would form or release an offensive jutsu at a target the disc would automatically launch a single focused spear of lightning at the target (A ranked in power) which has great piercing properties. The disc will continue to do so for each offensive jutsu the user employs until it ends or is destroyed(Max of 2 spears per turn). The disc passively takes a constant toll on the users chakra to retain its energy and angle itself at its target.
Note:
-Lasts for 2 turns
-Can only be used 2 times
-Can only launch a maximum of 4 spears before it ends, each counting as one of the three jutsu per turn
-Can only use lightning while active
-Can only be taught by Sasori

Approved - made edits

(Torikkusutāsureddo) Puppet Arts: Dead Worm
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (-10 per turn to sustain)
Damage: NA
Description: This technique acts as sort of add-on to a physical weapon the user is currently holding. It begins with the user focusing a chakra thread into said object which would most likely be unknown to the enemy unless they possess doujutsu or sensory skill. Adding the thread to said object can be done rather quickly since the user already has it in their possession. The user can also add a chakra thread to the object in the same time frame as creation of one of their jutsu if it creates a weapon in hand. By adding a thread to the weapon it allows for the user to manipulate the hidden thread to emerge suddenly, and tangle onto incoming projectiles or enemy body parts. Another version of this jutsu is when the user has the thread constantly sprouting from their weapon from a specific location and have it ready to act. When using this jutsu the user can cause the thread to emerge from just about any point on the weapon and entangle the target with B-rank force. For example, in battle the user could thrust their sword at the enemy’s chest, and then in the same time frame cause for the thread to emerge from the bottom side of the sword where it could be used to counter incoming attacks by coiling or attaching itself to it either moving it away from the user or binding them, and they can manipulate the thread to move the opponent’s leg and move in it a certain direction causing the enemy to fall or something of the sort. The thread is pretty maneuverable so it allows for it to easily maneuver itself to attach to the target. For incoming projectiles the thread could be used to attach to it giving the user control over it, but only up to single B-rank projectiles. User can also control the thread in the same time frame as one of their attacks/ techniques. Up to two threads can be attached to a weapon each counting as two of the user’s moves to create and takes up two up of their moves each turn.
Note: Counts as a move while thread is attached
Note: Can only be used five times
Note: Can only be taught by Sasori

Declined
 
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Vegeta

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( Katon: Reiji no shakunetsu ) - Fire Release: Scorching Rage
Type: Defensive/Supplemental
Rank: B-Rank
Range: Short
Chakra: 20 (-5 second turn)
Damage: 40
Description: The user will channel their Katon chakra thru both legs into the ground which will encircle the user in a half meter radius away from the users body in a golden fiery aura of chakra which peaks a half meter above the users head protecting the user and burning anything that touches it.
~Notes~
- Must be taught by -Vegeta
- Lasts 2 turns

Approved
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(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Type: Supplemental/Attack/Defense
Rank: A
Range: Short/Mid
Chakra: 30 (-15 per turn to maintain)
Damage: 60
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
- Lasts 4 turns unless released
- Must know my Scorching Rage and it must be used on the same turn
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks
- Must be taught by -Vegeta


Approved
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(Katon: Shakunetsu no akuma) - Fire Release: Scorching Demoniac
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 second turn)
Damage: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. Scorching Demoniac looks to capitalize on Scorching Berserker's ability to focus and sustain the fiery aura of katon chakra around oneself. By making the Dragon seal and farther manipulating the chakra while also molding more katon into the aura (After already using Scorching Berserker), it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp, as the fiery golden chakra aura grows outwards and upwards 2 more meters surrounding the user to 2 1/2 meters around/above, and it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun, just nowhere near as intense, and will hinder their vision for one turn. The user has a couple options, as once the chakra is honed and focused to this point, it's very intensified and short lived, and will fade away at the end of the turn. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters.
~Notes~
- Lasts 2 turns
- Can only be used 2 times per battle
- Scorching Rage can not be used again for 3 turns
- Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
- User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu and basic ninjutsu attacks while active.
- Must be taught by -Vegeta
- Firing off the fireballs or stream will use up the entirety of the cloak/aura

Approved
Forgot to delete 2 lines, resubbing for clarity

(Katon: Bāsākā shakunetsu) - Fire Release: Scorching Berserker
Type: Supplemental/Attack/Defense
Rank: A
Range: Short/Mid
Chakra: 30 (-15 per turn to maintain)
Damage: 60
Description: After Performing Fire Release: Scorching Rage the user will focus and maintain the fiery golden chakra surrounding him and can move about freely. The user can ram the enemy while surrounded in the chakra burning them and delivering blunt force damage as well as 4th degree burns. The user may also clap his hands together with the palms open and outward, concentrating and releasing the chakra in a stream of fire up to mid range, which will also end the jutsu.
~Notes~
- Lasts 4 turns unless released
- Must have used Scorching Rage and it must be still activated
- Damage to taijutsu is increased +10 due the the flames surrounding the user
- User can only use katon elemental jutsu while this is active, but can perform physical taijutsu/kenjutsu and basic ninjutsu attacks
- Must be taught by -Vegeta

(Katon: Shakunetsu no akuma) - Fire Release: Scorching Demoniac
Type: Supplemental/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra: 40 (-15 second turn)
Damage: 80
Description: The brother jutsu to Scorching Rage and Scorching Berserker. Scorching Demoniac looks to capitalize on Scorching Berserker's ability to focus and sustain the fiery aura of katon chakra around oneself. By making the Dragon seal and farther manipulating the chakra while also molding more katon into the aura (After already using Scorching Berserker), it can be made to shine brightly outwards along the same lines as Fire Release: Fire Whisp, as the fiery golden chakra aura grows outwards and upwards 2 more meters surrounding the user to 2 1/2 meters around/above, and it's heat and strength increases from A to S rank in terms of raw damage to the touch. This can also slightly blind the enemy like looking momentarily into the sun, just nowhere near as intense, and will hinder their vision for one turn. The user has a couple options, as once the chakra is honed and focused to this point, it's very intensified and short lived. The user can perform punching type motions, firing up to 4 bright 1 meter diameter fireballs at the opponent (also along similar lines of the Fire Whisp technique, strength divided depending on how many are fired off), or the user can make a mad run for the enemy attempting to ram them or use taijutsu/kenjutsu strikes against them. Finally, they can focus the aura around them to a single area, clapping their hands together palms facing outwards, streaming the golden fiery chakra from around themselves siphoning it off them like done in Scorching Berserker, however the strength of the stream would be S ranked and would be able to strike opponents long ranged (as opposed to mid ranged in Scorching Berserker) and would be 3 meters in diameters.
~Notes~
- Lasts 2 turns
- Can only be used 2 times per battle
- Scorching Rage can not be used again for 3 turns
- Damage to taijutsu is increased +5 to the +10 from Scorching Berserker for a total of +15 from the intensity of the heat.
- User is bound by the same restrictions as Scorching Berserker in terms of maneuverability and can only use katon elemental jutsu/taijutsu/kenjutsu and basic ninjutsu attacks while active.
- Must be taught by -Vegeta
- Firing off the fireballs or stream will use up the entirety of the cloak/aura

Both Approved
 
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Penguin

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Same/Suiton: Takara ▽ Shark/Water Release: Treasure
Type: Offensive/Supplementary/Defensive
Rank: A-Forbidden
Range: Short-Long
Chakra: 30 (+20)
Damage: 60-90 (+40)
Description: Same/Suiton: Takara ▽ Shark/Water Release: Treasure is a water release technique, developed by Mand'alor the Indomitable, using properties from the shark contract to form a water armor that absorbs nearby moisture in the air to grow to in power to an exponential degree. The user would channel their water chakra throughout their entire body, surging the chakra outwards to form an armor of water, covering their body from head to toe (still allowing the user to breathe). The water produced by this technique has an absorption quality to it much similar to (Suiton: Daikōdan no Jutsu) – Water Release: Great Shark Missile Technique. The water has the innate ability to leech moisture and water from nearby sources or the air's moisture itself, using that water to grow in size.

First Form: Adroit ▽ On the first turn of producing this water armor, it would be considered A-ranked and have little to no abilities barring the minute water absorption capabilities (from chakraless sources of water/moisture in the air). The main function of the water armor at this time is to bide it's time and absorb. It does however hold the potential to defend against A-ranked elemental techniques neutral to water (sixty damage points for reference). After one turn of wearing this armor, it would have absorbed enough moisture from the surrounding sources and moisture to evolve into it's second form.

Second Form: Animistic ▽ After one turn of use, the water armor evolves and grows. Due to the gathering of moisture from nearby sources of water, it would now become big enough to make the user appear ten meters tall, replicating a knight's features, capable of defending up to S-rank elemental techniques neutral to water before dissipating (eighty damage points for reference). Still maturing but gaining power, the armor has an upgrading sapping ability opposed to it's former form. If a water technique the opponent produces comes within short range of the armor, it would begin leeching moisture from the incoming technique, reducing it's damage by one rank (if A-rank or above), or absorbing it completely (if B-rank or below). This ability can only be used once during the two turn phase of this armor. Another ability this armor has during the second phase is the manipulation of it much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, extending the tools up to ten meters from the body using advanced water manipulation. This is an offensive technique, having S-ranked strength, and can only be used once for this phase. After the second turn of the Animistic phase of the armor, it would develop and mature into it's final form, Baleful.

Third Form: Baleful ▽ On the fourth and final turn of sustaining this armor, it would enter it's final form and be considered a forbidden leveled technique in defense. During this short period of time, the user would have the option to passively and instantly channel twenty more chakra into the technique, amplifying it's absorption capabilities to a much higher level opposed to just absorbing moisture. The armor, growing exponentially to half the size of a boss summon, would now be able to absorb a single attack neutral to S-rank water (A-rank elements strong to water and F-rank elements weak to water), and transfer those jutsu's properties onto the armor itself (without putting the user at risk of damage). This absorption would add forty points of damage to an attack if using the armor as a means to attack the opponent, due to the water's exponential size and traits. For a means of offense, the armor can be manipulated much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, having up to a long range reach purely from the size and amount of water being manipulated as well as forbidden ranked damage (ninety for reference). Due to the sheer concentration it takes to perform this technique, the user can only use two moves in the moveslot during the Baleful stage of the armor as an added restriction. After the fourth turn is over, the armor would disperse, leaving the user exhausted. The user wouldn't be able to form over A-ranked techniques for two turns.​

▽ Can only be taught by Penguin
▽ Must specialize in Water Release to learn
▽ Must have learned Shark Ninjutsu
▽ Lasts four turns in total
▽ Adroit sustains five chakra, Animistic sustains ten chakra per turn, Baleful sustains twenty chakra
▽ Can only use suiton ninjutsu and non elemental abilities whilst sustaining the armor
▽ Can be used twice per conflict, and must wait one battle before re-use

‡ Declined ‡ Pretty sick technique. Quite powerful but it isn't entirely unreasonable. Since this has the potential to be Forbidden Ranked, add some kind of hefty restriction once this ends. The restrictions need to be pretty heavy if you want a +40 damage boost. Also, the bolded. Does this mean solely when the armour is used to attack or can you create a technique from the armour that possesses this damage boost? Clarify that.
Same/Suiton: Takara ▽ Shark/Water Release: Treasure
Type: Offensive/Supplementary/Defensive
Rank: A-Forbidden
Range: Short-Long
Chakra: 30 (+20)
Damage: 60-90 (+40)
Description: Same/Suiton: Takara ▽ Shark/Water Release: Treasure is a water release technique, developed by Mand'alor the Indomitable, using properties from the shark contract to form a water armor that absorbs nearby moisture in the air to grow to in power to an exponential degree. The user would channel their water chakra throughout their entire body, surging the chakra outwards to form an armor of water, covering their body from head to toe (still allowing the user to breathe). The water produced by this technique has an absorption quality to it much similar to (Suiton: Daikōdan no Jutsu) – Water Release: Great Shark Missile Technique. The water has the innate ability to leech moisture and water from nearby sources or the air's moisture itself, using that water to grow in size.

First Form: Adroit ▽ On the first turn of producing this water armor, it would be considered A-ranked and have little to no abilities barring the minute water absorption capabilities (from chakraless sources of water/moisture in the air). The main function of the water armor at this time is to bide it's time and absorb. It does however hold the potential to defend against A-ranked elemental techniques neutral to water (sixty damage points for reference). After one turn of wearing this armor, it would have absorbed enough moisture from the surrounding sources and moisture to evolve into it's second form.

Second Form: Animistic ▽ After one turn of use, the water armor evolves and grows. Due to the gathering of moisture from nearby sources of water, it would now become big enough to make the user appear ten meters tall, replicating a knight's features, capable of defending up to S-rank elemental techniques neutral to water before dissipating (eighty damage points for reference). Still maturing but gaining power, the armor has an upgrading sapping ability opposed to it's former form. If a water technique the opponent produces comes within short range of the armor, it would begin leeching moisture from the incoming technique, reducing it's damage by one rank (if A-rank or above), or absorbing it completely (if B-rank or below). This ability can only be used once during the two turn phase of this armor. Another ability this armor has during the second phase is the manipulation of it much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, extending the tools up to ten meters from the body using advanced water manipulation. This is an offensive technique, having S-ranked strength, and can only be used once for this phase. After the second turn of the Animistic phase of the armor, it would develop and mature into it's final form, Baleful.

Third Form: Baleful ▽ On the fourth and final turn of sustaining this armor, it would enter it's final form and be considered a forbidden leveled technique in defense. During this short period of time, the user would have the option to passively and instantly channel twenty more chakra into the technique, amplifying it's absorption capabilities to a much higher level opposed to just absorbing moisture. The armor, growing exponentially to half the size of a boss summon, would now be able to absorb a single attack neutral to S-rank water (A-rank elements strong to water and F-rank elements weak to water), and transfer those jutsu's properties onto the armor itself (without putting the user at risk of damage). This absorption would add forty points of damage to an attack if using the armor as a means to attack the opponent, due to the water's exponential size and traits. Treasure is unable to be used as a water source if it has absorbed an attack, so the user must use the armor in and of itself to achieve the enhanced attack (swinging a sword, spear, etc.) For a means of offense, the armor can be manipulated much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, having up to a long range reach purely from the size and amount of water being manipulated as well as forbidden ranked damage (ninety for reference). Due to the sheer concentration it takes to perform this technique, the user can only use two moves in the moveslot during the Baleful stage of the armor as an added restriction. After the fourth turn is over, the armor would disperse, leaving the user exhausted. The user wouldn't be able to form over A-ranked techniques for two turns, as well as be restricted to purely shark release and water ninjutsu for the remainder of the fight. In addition, for the rest of the fight (if Baleful's form was achieved), the user would feel lightheaded and groggy, having their speed reduced by half for two turns.​

▽ Can only be taught by Penguin
▽ Must specialize in Water Release to use
▽ Must have learned Shark Ninjutsu
▽ Lasts four turns in total
▽ Adroit sustains five chakra, Animistic sustains ten chakra per turn, Baleful sustains twenty chakra
▽ Can only use suiton ninjutsu and non elemental abilities whilst sustaining the armor
▽ Can be used twice per conflict, and must wait one battle before re-use

‡ Approved ‡ Nice work.
 
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Priest

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Suiton: Ekusoshisuto no Tatchi - Water Style: Touch of the Exorcist
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30(-5 per turn)
Damage: N/A
Description: The user will focus his suiton chakra into the surrounding while infusing his chakra into water molecules present in the air. The water molecules are not aggressive nor harmful to human life but their purpose is to reverse every alternative forms of water back to normal water. Examples of alternative forms of water are mist, sticky water, crystalline water etc. Every water jutsu used are not stopped, nor reduced in potency, however if they are in an alternative form, the molecules attach themselves to the water and denature(revert its nature) back to actual water though the water jutsu would still keep its shape. If the alternative form of water have no definite shape, then it turns to a shapeless puddle. If the alternative form serves as an extra boost for normal water, the boost is removed since the alternative form is no more.
The activation of this jutsu is passive but count as a move thus can be used in the same timeframe of another jutsu.
-3x per battle
-2 turns rest inbetween usage
-Last for 4 turns

Declined.
Suiton: Ekusoshisuto no Tatchi - Water Style: Touch of the Exorcist
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will focus his suiton chakra into the surrounding while infusing his chakra into water molecules present in the air. The water molecules are not aggressive nor harmful to human life but their purpose is to reverse every alternative forms of water back to normal water. Examples of alternative forms of water are mist, sticky water, crystalline water etc. Every water jutsu used are not stopped, nor reduced in potency, however if they are in an alternative form, the molecules attach themselves to the water and denature(revert its nature) back to actual water though the water jutsu would still keep its shape. If the alternative form of water have no definite shape, then it turns to a shapeless puddle. If the alternative form serves as an extra boost for normal water, the boost is removed since the alternative form is no more.
The activation of this jutsu is passive but count as a move thus can be used in the same timeframe of another jutsu.
-4x per battle
-2 turns rest inbetween usage
-Last until it has done its work once. That is, it has completely converted the alternative form of water present in the surrounding.

Declined



Katon: Kūfuku Kobura no MachibuseFire Style: Ambush of a Hungry Cobra
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra: 40(-10 per turn)
Damage: N/A
Description: The user spreads his fire chakra throughout the air, tainting the entire air with it. The fire chakra originates from the user making it as if the user himself is wearing it. However, it cannot be seen except when its in effect nor does it relate with any matter except when it acts up due to a certain condition. A purely defensive jutsu aim to curb the sudden usage of wind. If anyone, including the user while the air is tainted, tries to initiate a wind jutsu, the fire chakra latent in the air would react to a difference in the air density coupled with a sudden shift in air movement then activates and fuels itself with the wind technique before the wind technique fully forms. Using the wind to fuel itself though does not make the fire molecules to become actual fire but it manifests a radiant wave of harmless heat with a fading red hue color. The user spends chakra to sustain the fire molecules and while sustaining it, he cannot use wind technique himself.
-3x per mattle
-User can't use wind jutsu while active
-No fire above S-rank the same turn
-2 turns inbetween usage.

Declined - dnr


Raiton: Keikaina Kobura - Lightning Style: Nimble Cobra
Type: Supplementary
Rank: B
Range: N/A
Chakra:N/A(+20 more chakra to use lightning tech)
Damage: N/A
Description: The user would focus more chakra into his next lightning technique and cause it to have more drift velocity than it normally has. This results in doubling the total amount of electric charges that the electric current produces. Due to the now congested area of the electric field, the current tends to expand beyond the scope of their system and to give room for the new charges. This in turn, increases the size(Not range) of a lightning 2 folds. Should the lightning technique be an omni directional one, size would not matter but the new density gives the lightning a slight blue hue added to the normal yellow color.
This is an activation technique that affects the user's next lightning jutsu. Lightning affected by this technique would have their power increased by a rank.
-Works on the user's next lightning technique
-Technique is instant and can be used in the timeframe of another.
-Can not work on Forbidden ranked lightning
-4x per battle
-There is a cooldown time of a turn before it can be used again.

Declined - clashes with existing jutsu




Pitohui Kuchiyosei: Atukpa - Pitohui Summoning: Atukpa
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A(80 for physical attack)
Description: The user swipes blood upon the Pitohui summoning tattoo or uses the traditional summoning rites to summon Atukpa.
Atukpa is a moderately sized hooded pitohui with a size only 4x of that of his summoner. Apparently he can communicate with his summoner and other Pitohui's telepatically and only able to convey(carry) his summoner and non other. Atukpa is quite arrogant, though this is due to him being strong and special in his own way and he always see himself as the strongest. Atukpa is ferocious when he attacks physically using his claws and beak. Even the hooded tendril on his head which he can extend up to short range, packs a punch. His body is entirely black with hazy smoke always oozing out of his body. The smoke covers short range around him, apparently making everyone around him unable to see due to this smoke. This would also affect doujutsu users except byakugan since the smoke is as a result of his latent affinity for fire which makes his body constantly heating up to release chakra inculcated smoke. Atukpa however, is able to see and sense heat through the smoke easily. Like any other Pitohui, Atukpa is also cursed with potent amount of neuro-toxins which through the smoke exhuming from him, mild dosage is administered to those in the smoke(except the user) causing their body to be extremely itchy, distracting them from focusing on chakra thus they are unable to mold S-rank and above chakra, and unable to use or sustain complex chakra control techniques like space time techniques and genjutsu.

Smoke from summons wont blind doujutsu at all, they see chakra, the smoke doesn't contain chakra
Abilities
Atukpa is a fire specialist, able to user any fire technique the user knows. However due to the smoke always surrounding him, his fire techniques appears black in color except if the fire technique he uses is not originating from him. Due to his latent fire speciality and due his body all tempered and constantly exhuming strong heat signatures, Atukpa is not affected by fire techniques. His fire speciality allows him to be able to turn himself completely to fire(black in color) or ash rendering himself intangible to solid attacks but vulnerable to water techniques. In this form however, he won't be able to convey the user as the user would be affected by his nature. This ability is S-rank and can only be used once.
Once per battle, Atukpa can release a very large amount of ash(A-rank) that covers mid-range in a second. He can either release this omni-directionally or in a direction up to mid-range. This ash however does not cause immediate damage to anyone surrounded by it like the "Ash Pile Burning" Tech but what this does is it ignites any matter that are prone to flame except flesh. The ash serves as a conductor, igniting them and the flames are able to cause severe burns.
Atukpa's final ability is his ability to release hundreds of miniature black pitohuis made of fire(black) or hot ash. All of the miniature pitohuis amounting to S-rank in power.

Restriction
Can only be summoned once per battle
Lasts 4 turns
Every ability of Atukpa apart from passives, counts as a move from the user's move slots.

Declined - immune to fire? Turn into fire?
 
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Robot Boy

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contract:

-Resubmitting-

( Kuchiyose no Jutsu: Kiba) – Summoning Technique: Fangs
Type:Summon
Rank:A
Range:Short
Chakra:30
Damage:n/a
Description: By drawing blood and either weaving signs or using the bat tattoo, the user will summon one of the bat’s best soldiers. He got his name for sporting large incisors and is capable of communicating using the ultrasonic waves like the rest of the bats. His wings are as hard and sharp as a normal sword and he is twice the size of a sloth. With his wings he can use them to perform any kenjutsu technique excluding samurai techniques, cloud style kenjutsu, and bio bound techniques. His legs are strong enough to allow him to jump above his opponent and combine this with his kenjutsu when delivering attacks. Fangs also has the ability to transform itself on the user and/or ally into a bat-themed armor to protect them from the damage of either taijutsu attacks or explosive tags including element-based ones. The last ability of Fangs is that he can create extra scythe/blade-like wings made of chakra in kenjutsu usage to increase damage.

-Can only use bat related and kenjutsu techniques and his moves will count towards the three jutsu limit
-Lasts for four turns and can only be summoned once
-Creating extra blades counts as an A-rank move.
-Armor transformation counts as a move and lasts as long as Fangs or until the user tells Fangs to release the armor.
-Must have signed the bat contract

Approved
armor:
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RuckenTM

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(Ration: Doragoni Chāpu, Sandādoragonbodi) — Lightning Style: Dragoning Chirp, Thunder Dragon Body
Type:
Offensive, Supplementary, Defensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50 (-10 per turn to sustain)
Damage: 90 (+10 to Taijutsu/Kenjutsu-related jutsu) (-40 to user)
Description: The user starts by molding their Raiton chakra in their whole body, surging it throughout outwards as claws. Using shape manipulation, they release the two forms of Raiton chakra in form of a solid claws that they can be manipulated to stretch out up short-range. While their first form of raiton chakra release will had embedded itself within the users skeleton, releasing itself through that channel, as it rips outward from within their bones forming mini-sized hair claws. This advanced state allows the user to have voltage movements as each movement releases an electric current around them, capable of being streamed through short-range objects. Then, after as the second bunch appears over their skin as huge arm-length claws. This can be used offensively in other few ways but is mostly used defensively. The user having created these condensed claws, each formed outward upon the user's body together in a fashion much like fan blades, allows for greater control which forms a semi-sphere around them and absorbs all physical attacks. This happens much like a fan (the user being the stem), where the fan blades spin at around 1620 RPMs. With the omnidirectional control of releasing the blades from their body to spin, they’ve developed the second ultimate defensive and offense in the NW. When used defensively and offensively at the same time, they charge at their opponent with the high-spinning blades around them, slashing into them leaving the remains of their victims into what finally becomes of them being a gas state. Claw Ring Release, another attack mode; this is when they decide to break the linking to spinning claws and release them at sudden, causing them to splash slash around (Doujutsu users can target and aim at sources). This move is very deadly upon close range to the user as this move has a greater number of claws fragments (12 inches in length), making the attack near impossible to evade.

Note: User can only sustain the jutsu for up to 2 turns.
Note: No other S-rank or higher Raiton jutsu in same turn, and while this jutsu is active.
Note: A launched fragment is equal to an S-rank; 2=A-rank, 3=B rank, 4=C rank, and many equal D rank.
Note: Can only be used once per battle. While being used, the user cannot use any other Elemental jutsu except Raiton based Jutsu only.
Note: Once shocked, paralyzation lasts 1 turn if successful but, is ineffective against bios who have a Primary Lightning Specialty.

Declined



Fully-reedited:

(Katon: Shishamasu) Fire Release: Death Hands
Rank: B-rank
Type: Offensive, Defensive
Range: Short-Mid
Chakra Cost: 20 (-10 to sustain jutsu per turn)
Damage Points: 40 (+10 if used to boost Katon-related jutsu)
Description: Surging katon chakra from their body, hot ash particles will emerge as they start to wiz around them forming an ash cloud protecting them, then after fading into their hands. These hot ash particles will cover their hands that will now appear dark and monstrous. By channeling chakra into their hands, those layered ash particles will quickly multiply to greater amounts drafting equal to sand. With ash in large amounts, the user can stream it from their hands to function under many applications. These applications can be either put to molding the ash into structures that will always be connected to their hands or simply employ the ash within other katon jutsu in range. However, the ash created by this jutsu is kin only to the user as it is always connected to their hand's source of control. Therefore, the user cannot unitize with other ash substances whatsoever.

Note: Can only be used by Primary Katon specialist only.
Note: User can only use Katon-related jutsu while sustaining this jutsu.
Note: Lasts for 4 turns.
Illustration Examples:
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Declined.

New Submission:

(Katon: Uchiha Majesutikku shōmetsu) - Fire release: Uchiha Majestic Annihilation
Rank: S
Type: Offensive, Defensive
Range: Mid- Long
Chakra cost: 40
Damage points: 80
Description: A Uchiha technique where the user makes the Ram>Horse>Tiger handseals and then kneads chakra inside their body. Which is then converted into a stream of fire and expelled from their mouth as a massive wall of intense flames, which covers an enormous range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is not one of the fastest seen so far. While to their opponents it seems the user has created simply a huge wall of flames, unknowingly that underneath them their ground would be preparing to undergo a major change as the user plans to melt the ground below them. This happens as the user's wall of flames creates an opening into the ground, using their katon chakra to shredding the underground layers of the earth while roasting the bedding flow. Constantly stream katon chakra into the wall of flames as their opponent's ground begins melt into the huge opening, their opponents will fall into furious heat caved in hole of the melted rock and flames.

Note: Can only be used twice per battle
Note: No other S-rank or higher Katon jutsu in same turn.
Note: Can only be used by Primary Katon specialist only.
Illustration Examples:
Initial Jutsu release:
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Visual of understanding:
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Declined.


You're going in the wrong direction for your cjs. Hence why they get declined. You saw my reasons for declines or edits to make them unapprovable not to your liking. But you're wasting your own time. This isn't personal, i'm declining without reason as this is what you wanted, you asked for this, and you don't want me to edit them to make them approvable.
(Ration: Doragoni Chāpu, Sandādoragonbodi) — Lightning Style: Dragoning Chirp, Thunder Dragon Body
Type:
Offensive, Supplementary, Defensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50 (-10 per turn to sustain)
Damage: 90 (+10 to Taijutsu/Kenjutsu-related jutsu) (-40 to user)
Description: The user starts by molding their Raiton chakra in their whole body, surging it throughout outwards as claws. Using shape manipulation, they release the two forms of Raiton chakra in form of a solid claws that they can be manipulated to stretch out up short-range. While their first form of raiton chakra release will had embedded itself within the users skeleton, releasing itself through that channel, as it rips outward from within their bones forming mini-sized hair claws. This advanced state allows the user to have voltage movements as each movement releases an electric current around them, capable of being streamed through short-range objects. Then, after as the second bunch appears over their skin as huge arm-length claws. This can be used offensively in other few ways but is mostly used defensively. The user having created these condensed claws, each formed outward upon the user's body together in a fashion much like fan blades, allows for greater control which forms a semi-sphere around them and absorbs all physical attacks. This happens much like a fan (the user being the stem), where the fan blades spin at around 1620 RPMs. With the omnidirectional control of releasing the blades from their body to spin, they’ve developed the second ultimate defensive and offense in the NW. When used defensively and offensively at the same time, they charge at their opponent with the high-spinning blades around them, slashing into them leaving the remains of their victims into what finally becomes of them being a gas state. Claw Ring Release, another attack mode; this is when they decide to break the linking to spinning claws and release them at sudden, causing them to splash slash around (Doujutsu users can target and aim at sources). This move is very deadly upon close range to the user as this move has a greater number of claws fragments (12 inches in length), making the attack near impossible to evade.

Note: User can only sustain the jutsu for up to 2 turns.
Note: No other S-rank or higher Raiton jutsu in same turn, and while this jutsu is active.
Note: A launched fragment is equal to an S-rank; 2=A-rank, 3=B rank, 4=C rank, and many equal D rank.
Note: Can only be used once per battle. While being used, the user cannot use any other Elemental jutsu except Raiton based Jutsu only.
Note: Once shocked, paralyzation lasts 1 turn if successful but, is ineffective against bios who have a Primary Lightning Specialty.

Declined - your wording of it makes it a bit unclear, you talk about the arm length claws them semi sphere then omnidirectional... i'm just finding it hard to visualise. From what i can see is you make claws out of your arms that you cross infront of you that make a dome infront of you, then you make them spin and you run forwards or release them? And i don't get why it gives +10 to ken or tai, its F rank lightning, it should just tear through all.

(Katon: Shishamasu) Fire Release: Death Hands
Rank: B-rank
Type: Offensive, Defensive
Range: Short-Mid
Chakra Cost: 20 (-10 to sustain jutsu per turn)
Damage Points: 40 (+10 if used to boost Katon-related jutsu)
Description: Surging katon chakra from their body, hot ash particles will emerge as they start to wiz around them forming an ash cloud protecting them, then after fading into their hands. These hot ash particles will cover their hands that will now appear dark and monstrous. By channeling chakra into their hands, those layered ash particles will quickly multiply to greater amounts drafting equal to sand. With ash in large amounts, the user can stream it from their hands to function under many applications. These applications can be either put to molding the ash into structures that will always be connected to their hands or simply employ the ash within other katon jutsu in range. However, the ash created by this jutsu is kin only to the user as it is always connected to their hand's source of control. Therefore, the user cannot unitize with other ash substances whatsoever.

Note: Can only be used by Primary Katon specialist only.
Note: User can only use Katon-related jutsu while sustaining this jutsu.
Note: Lasts for 4 turns.

Declined - i feel you can word this better and make it more useful. Rather than have it as lasts 4 turns you could do it this way:

"The user will release a surge of fire chakra around any part of their body to create a layer of hot ash. This will not burn the user as they will create a layer of chakra between their skin and the ash to protect themselves. At will the user can release this ash in a stream of sorts from their body for offensive purposes. This can be combined with other jutsu like fire or wind jutsu to give them +1 rank in damage up to S rank, S rank and above gain +10 damage. Covering the user in the ash lasts for up to two turns and the user can't use water release while active.


Illustration Examples:
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(Katon: Uchiha Majesutikku shōmetsu) - Fire release: Uchiha Majestic Annihilation
Rank: S
Type: Offensive, Defensive
Range: Mid- Long
Chakra cost: 40
Damage points: 80
Description: A Uchiha technique where the user makes the Ram>Horse>Tiger handseals and then kneads chakra inside their body. Which is then converted into a stream of fire and expelled from their mouth as a massive wall of intense flames, which covers an enormous range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is not one of the fastest seen so far. While to their opponents it seems the user has created simply a huge wall of flames, unknowingly that underneath them their ground would be preparing to undergo a major change as the user plans to melt the ground below them. This happens as the user's wall of flames creates an opening into the ground, using their katon chakra to shredding the underground layers of the earth while roasting the bedding flow. Constantly stream katon chakra into the wall of flames as their opponent's ground begins melt into the huge opening, their opponents will fall into furious heat caved in hole of the melted rock and flames.

Note: Can only be used twice per battle
Note: No other S-rank or higher Katon jutsu in same turn.
Note: Can only be used by Primary Katon specialist only.

Declined - needs a bit more restricting for how this works, but it's a nice drawing you've got xd
Illustration Examples:
Initial Jutsu release:
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Visual of understanding:
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Klad

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Raiton: Fushin - Lightning Release: Underachieving
Type: Supplementary
Rank: S-rank
Range: Short to Long
Chakra: 40
Damage: N/A (+15 to lightning techniques)
Description: This technique starts off by the user putting his arms down but not touching the ground. His hands will be 2 centimeters from the actual surface. Channeling his lightning chakra the user creates an invisible and harmless static electricity throughout the whole battlefield (from short to long range). This field also extends up to long range vertically so it covers a lot of space from every aspect. Upon its creation, the field is immediately activated and will sustain itself. Any lightning technique used by the user will be fed with enough static electricity, and this will make said technique gain damage, specifically +15 to their original points. Whenever the static electricity amplifies a technique, the latter will glow in a dark blue shade for aesthetic purposes.

- The static electricity field lasts for 4 turns
- Can only be used twice in a battle
- Can only be taught by Klad

‡ Declined ‡ Similar to Noni's Ferocious Veil technique.

(Katon: Brighid no Purezensu) - Fire Release: Brighid’s Presence
Type: Offensive/Defensive/Supplementary
Rank: S Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: With 2 handseals the user will simply release from his skin, a strong impulse of chakra, which reaches in form of a sphere which is up to 30 m away from the user. The impulse of chakra released would be felt by sentient beings in the range, but they will only be able to detect a slight heatwave which later on turns into the same ambient temperature than before. Hidden from the normal human eye, spread along with the impulse of chakra, are very tiny fragments of fire release, which are free flowing, and can connect with others as they move and stay in the battlefield for more turns. But the small sparks, will not only be there to heat the environment, as their true potential shines when other techniques are used behind it. The small tiny sparks of wind themselves, bea a lot of amounts of fairly compressed and concentrated chakra. This concentrated chakra can be affected based on what happens in the environment, and that effect can only be visible with wind release. Through amounts of friction visible in the battlefield, especially friction generated between wind and solid objects, or between 2 opposing or simply connecting movements of wind streams. When the wind generates the amount of friction needed, small particles ignite, causing further ignitions in form of a chain reaction, which generate either a free stream or a simple flame explosion, mainly based on the type of friction, and also on the will of the users of course. The streams of flames will be directed by the normal wind flow, while the explosions naturally have a 360 degree spreading damaging everything close by. The force of the stream or explosion will always be dependant on the technique used, and it will always be one rank lower than the technique which creates the friction. Ot if the friction was generated in other means, it will be based on the control of the user of the technique.

-Can only be used 3 times
-No Fire Release in the same turn
-No Ninjutsu techniques above A Rank in the next turn.
-Lasts for 4 turns.

Declined - it's just a bit unclear, make it simple and to the point. To me it seems as simple as you release a wave of fire chakra which is made up of sparks, the create friction between them and creates a chain reaction of explosions. Fire sparks are just heat energy already, the wont create friction, and when you make mentions to wind it then becomes two elements which infringes on YY


(Giya 4su) - Gear 4th
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (-10 for each turn active)
Damage: 80
Description: Using 2 elemental affinities that of earth and wind, the user will be able to create a very special and highly effective technique. Incorporating the ability to deeply darken and give the skin insane amounts of durability and strength, just like it is shown in Earth Release: Hardening Technique, along with wind release, the user will do the following. Darkening his body, in a state beyond normal hardening technique, further darkening the skin, to an almost pitch black color. The user will also use wind release in order to create very small sockets, carrying wind, between the hardened few segments of skin, unable to be seen by the normal human eye. Due to the wind being part of it, the size of the hardened limb/s will be slightly greater in comparison to the normal size. With both, the deepened hardening and the small air sockets being existent in the user's body, or parts of it, the user activated the fighting mode, which will be known as the 4th gear, a name given for purely aesthetic purposes. Once in the special mode, the user will carry all the benefits of the hardening release, such as the increased durability of the limb and strength, to a very high level, but the small air sockets of wind will be able to further increase the versatility and durability. With the layers of hardening, not being all connected the one another, the hardened skin, once it hits or is hit by another object of force, will not shatter or break, but rather bend towards that location, because of the flexibility given from this implementation of wind release, kinda like scale mail. This also allows unreal amounts of flexibility. The user's darkened skin will be able to absorb and nullify the strength as it travels through the sockets which lessen the vibrations with each separate segments which the force travels on. But the wind will not be purely there in a defensive manner, as the offensive properties shine even further. The sockets of wind, could at will and in control of the user extend greatly, many times further than their size, and not necessarily increase the size of the limb, but rather push the layers against one another with great force, towards one direction. With this kind of usage, the user will be able to create massive amounts of raw strength, in form of direct strikes which can be high enough to fight on par with with S-Rank durability materials and solid techniques. While being in this kind of form, naturally the user is not able to mold chakra which has a different elemental affinity from the 2 elements currently used, so Wind and Earth Release.

-Can only be used twice
-Lasts for 4 turns
-The increased power can only be used once every turn
-With the mod active, the user can't mold any other chakra affinities than this technique implies.

Declined - such precise control of wind and earth at the same time for this would be near on impossible without YY. I suggest for what you're trying to do, is you combine the hardening technqieu (B rank) with the S rank armor (this would act as you're increased size for 4th gear) explaining how you extend your body through hardened dark earth. The, mention the added weight and light weight control as it's linked to your body. So you increase your mass, reduce your weight to maintain the speed, then on impact turn the weight to normal to create devistating blows.
 
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Inch

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(Hyoton: Natsu no Yuki)-Ice Release: Summer Snows
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Summer Snows it a technique thought up in order to allow the user to create ice in temperatures and situations that are not normally suited for it. By continuously focusing an additional 10 chakra points per jutsu, the user will alter the way they form ice techniques in order to cause them to form at a default lower temperature. This allows the user to circumvent attempts to prevent stop others from blocking ice jutsu from being used through methods that alter the freezing point of water, such as imbuing the area with salt or fire. These sorts of method seek to prevent Ice Release from working by lowering the freezing temperature of water, thus causing the Yuki's normal method of state manipulation to fail. This technique, however, allows the user to account for that difference by affording more chakra to the state manipulation aspect, allowing the user to start their ice jutsu off with a far lower temperature than is normal. It is important to note, however, that this default lower temperature does not make the ice any more resistant to fire or other heat related techniques, as not actual strength is being added to the jutsu.
Note: Lasts until cancelled by the user, though it will continue draining additional chakra as ice jutsu continue to be used.

Declined - give it a limit, either it activates with a jutsu you create or lasts 3-4 turns with 3 uses.
Resubmission.

(Hyoton: Natsu no Yuki)-Ice Release: Summer Snows
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A
Description: Summer Snows it a technique thought up in order to allow the user to create ice in temperatures and situations that are not normally suited for it. By continuously focusing an additional 10 chakra points per jutsu, the user will alter the way they form ice techniques in order to cause them to form at a default lower temperature. This allows the user to circumvent attempts to prevent stop others from blocking ice jutsu from being used through methods that alter the freezing point of water, such as imbuing the area with salt or fire. These sorts of method seek to prevent Ice Release from working by lowering the freezing temperature of water, thus causing the Yuki's normal method of state manipulation to fail. This technique, however, allows the user to account for that difference by affording more chakra to the state manipulation aspect, allowing the user to start their ice jutsu off with a far lower temperature than is normal. It is important to note, however, that this default lower temperature does not make the ice any more resistant to fire or other heat related techniques, as not actual strength is being added to the jutsu. Activation of this technique is instant and does not consume any time whatsoever.
Note: Can only be used thrice and lasts four turns.
Note: Throughout the duration, the user is unable to pick and choose what jutsu this is applied to. The extra 10 chakra must be expended.


‡ Approved ‡

(Hyoton: Chanpion no Komando)-Ice Release: Champion's Command
Type: Offensive, Supplementary, Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will perform four hand seals and focus their chakra into a snowstorm of their creation (any technique which causes snowfall will do). Once this has been accomplished, the user will be able to begin using this chakra as a means by which to control the snow falling the blizzard to accomplish a myriad of purposes. By condensing the falling snow particles, the user is able to create small tools, pillars and shields of highly condensed snow, which they will then be able to freely direct. This condensation is a visible process, as a large amount of snow is gathered to form the tools. Although these tools are made of snow, they are extremely dense and act as a solid in any shape, meaning that a knife created from this jutsu would cut you just as well as a steel one. Because a lot of snow is required to achieve this density, the larger a tool the user creates, the longer it will take to form.

Alternatively, the user can manipulate the strong wind currents of the blizzard to combine with the snow to form snow-saturated gusts of highly variable uses and powers. The powerful sweeping wind currents of the blizzard will be focused to the user's purpose and loaded with so much snow that they act almost as a solid, yet without losing the fluidity of the actual wind. The user can shape these snow gusts into vortexes, blasts, or non-harmful swirls as they see fit. The formation of these snow-saturated gusts is also a visible process.
Note: Both snow tools and snow gusts must be created at least three meters away from the target to have any offensive effect as they must gain momentum to really be damaging.

Declined - useage limits?
Resubmission.

(Hyoton: Chanpion no Komando)-Ice Release: Champion's Command
Type: Offensive, Supplementary, Defensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user will perform four hand seals and focus their chakra into a snowstorm of their creation (any technique which causes snowfall will do). Once this has been accomplished, the user will be able to begin using this chakra as a means by which to control the snow falling the blizzard to accomplish a myriad of purposes. By condensing the falling snow particles, the user is able to create small tools, pillars and shields of highly condensed snow, which they will then be able to freely direct. This condensation is a visible process, as a large amount of snow is gathered to form the tools. Although these tools are made of snow, they are extremely dense and act as a solid in any shape, meaning that a knife created from this jutsu would cut you just as well as a steel one. Because a lot of snow is required to achieve this density, the larger a tool the user creates, the longer it will take to form.

Alternatively, the user can manipulate the strong wind currents of the blizzard to combine with the snow to form snow-saturated gusts of highly variable uses and powers. The powerful sweeping wind currents of the blizzard will be focused to the user's purpose and loaded with so much snow that they act almost as a solid, yet without losing the fluidity of the actual wind. The user can shape these snow gusts into vortexes, blasts, or non-harmful swirls as they see fit. The formation of these snow-saturated gusts is also a visible process.
Note: Both snow tools and snow gusts must be created at least three meters away from the target to have any offensive effect as they must gain momentum to really be damaging.
Note: Usable six times per conflict.

Approved - Nice jutsu
New Submission.

(Genjutsu: Toroinomokuba Gaikō)-Illusionary Art: Trojan Diplomacy
Type: Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: A simple technique used to take over the opponents senses of sight and sound in order to cause them to experience an illusion in which the user will offer a surrender to the battle, it is often used to safely assess whether or not the opponent will accept a surrender and in surprise attacks alike. This is accomplished by making three hand seals if the user is at a mid-range of the target, or simply by making a hand gesture that the target can see in short-range. The user will maintain awareness/control of what the opponent sees/experiences, but at the cost of being unable to perform jutsu themselves while this jutsu remains active. The details of the illusionary surrender are decided by the user situationally (dialogue, actions of the user's illusionary self, etc...).
Note: Any actions performed by the target of the illusion will be performed outside the illusion as well; they are not paralyzed.

Declined - you say can't use jutsu but what about weapons and such, can you just make that clear, but otherwise, this will be very useful in the NW
 
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